How I Reworked my Game's Graphics In Just One Month
ฝัง
- เผยแพร่เมื่อ 7 มิ.ย. 2024
- Check out my website! - slimekeep.fun/
Get 90% off your own .fun domain by checking out get.fun/benbonk
Wishlist Slimekeep! - store.steampowered.com/app/15...
Join the Discord - / discord
Play my games - benbonk.itch.io/
My twitter - / benbonkdev
[Slimekeep Devlog #44]
In this video I added a bunch more decorations and variety to rooms in Slimekeep. I also added a "goo station" lore room to the game.
About me:
Hey, I'm BenBonk, an indie game developer who uses the Unity Engine. I've made and released many small games before on my itch page, though now I'm attempting to make my first commercial game, Slimekeep. Slimekeep is a roguelike, using a very limited color palette, similar to Enter the Gungeon, though with a few interesting mechanics, such as keeping slimes alive longer will earn you more money, and the ability to capture slimes to power up your slime pet. If you enjoyed anything you saw, please consider subscribing, as it really helps me out.
Music by Pieper Beats
subscribe gamers ( ͡ᵔ ͜ʖ ͡ᵔ) - วิทยาศาสตร์และเทคโนโลยี
Mini devtip, You should allow minigames to be practiced before a run starts, maybe have some sort of in game currency that you get between runs allowing you to upgrade your house. This way you can play goopybird whenever as a little distraction between runs
Yeah good idea. Guess I could maybe put it inside of the computer inside the players house maybe
@@BenBonk or you could make it after the first time a player gets a highscore of 50 or 100 or whatever, they win a prize, which is a copy of the game they can load onto their pc. that way its still something to discover in game, they only have to play it once during the run without knowledge, and it gives them something to accomplish while in a run.
@@BenBonkIf you want other Minigame ideas definetly not based on mobile games could be Gooply Jump or something.
Doodle jump? Never heard her name.
changing up the walls definitely helped it feel a bit less empty, but I think u should also add some ground tile variation like patches of dead grass or rocks or mud n stuff like that
Yeah agreed, ground still def needs work
maybe make all of those appear randomly (so a certain portion of floor or wall tiles will randomly be different) so rooms will always be different
I think you should create vastly different tilesets for more diversity e.g a brick tileset that's different from default one gives a different feel
Yeah, I’m aware. Just not sure if that will end up happening before the game’s release. Don’t get me wrong I think having different areas with really unique tile sets is a great idea, but just not sure how I’d fit it into the game rn
@@BenBonk Been following these dev logs for over a year and the game itself looks solid. I think the visuals are the biggest bottleneck right now. If you could make dif tile sets for the areas that would greatly improve the games feel imo. Sounds like a hell of a lot of work but would make a big difference. Also I would do it before the game launches as first impressions are important and seems weird to overhaul those visuals after the game releases.
@@InfinityBladeRecollectionyes yes agree
hundred percent agree@@InfinityBladeRecollection
The most noticeable problem for me so far is that the enemies blend in to the background, and that it’s hard to differentiate an enemy and pieces of grass and similar details
Yeah, I do agree. It's been on my bucket list for awhile for things to fix, but I just really don't know how to fix it easily. If you have any ideas, feel free to let me know.
@@BenBonk Maybe increasing the size of the enemies or decreasing the size of the background details could help. Maybe add some shadows? Like cast shadows as oppose to drop shadows when they jump
@@BenBonk maybe change the shades of the green of the enemies or the background to make them more seperated
@@BenBonk simple, ditch the black outlines on entities/stuff that's actually relevant and instead use white ones on them, keeping the black outlines on stuff that's not that important or simply not giving them any at all
or atleast that's how i did it in a jam rougelite once (and a few other projects, would send ref pics but youtube dosen't like URL's)
Maybe just use other colors than just green?
I mean, hell, I understand using crutches, but just green? Why?
I hacked to see the video earlier and i can say the game does look better
dang thats crazy
@@BenBonk crazy? I was crazy once! They looked me in a room. A rubber room. A rubber room with rats, and rats make me crazy!
bro how
E
What the hell.... this video was released 12 minutes ago right.. how did you see it 29 minutes ago?!
for the boss screens i think the very low resolution pixel font doesn't fit too well with the high res boss sprites, maybe use a more high res pixel font to fit it better
I read it as Hech not Mech
Awesome! I think one of the reasons the rooms felt empty wasn't as much as the contents in the rooms, but the tops of the walls which are still solid green. Maybe add the grass texture to it and add some trees? I think that would be cool. :)
that's looking super good dude! great vid :)
new buildings are really beautiful, but i think you should maybe make them larger(?) Because now they look a little bit small compared to main character
I noticed this too! The scale is definitely a little off
For the boss intros, the low res text REALLY contrasts with everything else because of their high res. Maybe you could do custom higher res titles to keep the pixel size consistent?
One thing that might add some more weight to the deco is having foundation! That way it'll look more like a physical object in game, and less of a picture plopped onto the room. Loving all your content!!
yeah i was thinking that too. also the mixture of different angles for all the houses and things doesn't help.
You could probably get a lot more interesting rooms that look AND play differently if you would increase the amount of pits in certain rooms to a point where the majority of the room is pits. Maybe think of them in the same way you would walls: limiting the players movement area. Instead of bumping into a wall at the edge of an area they would fall instead, forcing them to navigate such rooms differently. Also rooms that have a lot bigger dark (pit) areas would look a lot different and would therefore feel like there is more variation between rooms
Yeah good idea actually. Maybe I can sneak a few “super pit” rooms into the game. Thanks
I don't know if its possible but you should try to make rooms have "random objects" like ex sometimes a pot spawns and sometimes a turret. Love the work. Keep it up
There’s actually more that goes into the placement of small objects like bushes or shrubs in a room than you think. Currently, they seem randomly placed throughout the room, creating a chaotic environment. I suggest creating clumps of decoration instead of individually placing them all over the room. Just my thoughts though.
Idea: buying goo for the truck driver will decrease slimeazon prices, buying goo for the cool guy will give you a random upgrade, and buying goo for the car in the middle allows you to fast travel to any location
Hey dude, absolutely love these videos and have been following your devlogs for quite some time.
I'm aware this entire episode was dedicated to sprucing up the rooms, and I must admit, they're looking awesome, but have you ever considered adding details and scene elements such as trees or buildings on the outside of rooms? I feel like it could take the rooms even further and really cement the setting.
Thanks for making these amazing videos, keep it up 😊
These graphics makes the game come to life and seem a little less flat
Glad to hear, that was my goal.
first devlog i watched so no clue if this has been mentioned yet but i find the outsides of the rooms aka the massive green areas around the rooms kind of overwhelming. i love the changed you made to the tilesets though, brings in a healthy amount of variation
Wake up new slimekeep devlog dropped
I’m up
Yaaaay new devlog .
Love your work
Thanks!
I think you should make minibosses that you fight halfway between each boss. and also have them be connected to the boss that comes after. (so for instance, have the one before the chopper be the person who made it)
Don't get lazy, Benbonk! I've been following these since before you started and your progress is absolutely amazing! But don't get lazy on certain parts! Adding a paralax to the arcade machine would make it 10x better! Also, Jetpack Joyride reference?
Really cool !!! I really like how you are making the world feel for real with every new devlog. I think that, if you could somehow add some detail to the lime background beyond the walls, it would sell the feeling even more. The tops of the walls are a lot of blank space you could really work with to add decoration; maybe like adding a small town beyond the players reach, or some trees and grass. Keep up the great work tho, i fucking love what you have!!!
One small change that would be really nice to see is adjusting the scale of the buildings. They look a bit too small, which causes the objects around them to look a little odd. The Goo Station for example, makes the cars and the player look larger than they should be. If you placed a car next to the building, it would probably be as long as the entire front of the building.
love your videos, and the game seems amazing. Wish listed the second I could. Also, you should have a little slime drinking from a pump at the goo station.
I'm one of those 7 wishlists! Let's gooooo!
But for real, I'm excited for the game to come out. Keep it up!
You are too great. I love the vids, keep it up
I love seeing these videos and seeing it grow since develog 1
The subtle change to rooms adds so much abd the boss intros fit perfectly the expectation before a boss fight. Good job!!!
Im a fellow game dev myself but just started my journey, how do you manage all the art? I mean what do you use to create it, im unsure of what app to use.
Thank you a lot and good luck with the game because it looks so good!!
Great devlog. The buildings look really cool. One thing you could do is make them bigger like the tavern and library, right now they don't look like you could actually go in them. Keep it up!
I am proud to be one of those 7 wishlishts.
Let’s gooo
yay
The credits for this game will be insane
They are lol
Bro youve grown so much since last year. Its so cool to see. Ps i hope you ginish soon 🙏 although you cant rush greatness so good luck 💪💪💪💪💪💪💪
I don’t know if you are done making enemies, but I have an idea that I think would be cool. Maybe one of the enemy slimes could pretend to be a slime ball and go towards you like you were going to collect it and then attack you. It would be harder to notice, so maybe only for higher difficulty rooms.
Just gonna wishlist it now!
Good to see you’re still working on it even when I return after a very, long time
when goopy bird got hit at the end it just fell it should spray the screen with goo then fade back to the goo station ( Just idea - I know in flappy bird it just falls but I mean it is a rocket ) .
Sorry forgot to mention nice job on the graphics look a lot better just from those simple changes keep it up man.
I think you should have some completely abandoned buildings similar to the tavern and the goo station
This game is starting to remind me of Sifu. I'm aware that the resemblance is not obvious, but listen: You have a game that has a fun primary mechanic, and could easily have nothing else, but instead of leaving it there you have a _system_ whereby several other mechanics exist, and could be expanded upon; furthermore, each new secondary mechanic, while fun, is not explored in detail.
So what we have is a game that, if the primary gameplay is very fun, will leave the player pining for more. On second or third play-throughs he'll try different combat styles, allow different slimes to grow to their full potential just to see what they look like, and ultimately try to find all the lore rooms and talk to every NPC.
All you gotta do to really make it sing is ensure the _writing_ is top-quality. That will propel it beyond a mildly amusing aside to an entertaining, necessary pursuit that players eagerly engage with.
I don’t know if this is a good idea, but I think that all those houses should have interiors too. If someone tries going inside one of the houses and it doesn’t work, then they probably wont try to go into the goo store and it’d be a missed opportunity for them to enjoy
Or make it clear when a house can't be entered, for example a barred door with wood planks
@@gregoriopescucci4997 Yeah good idea, or the goo store door could be visually open
I love every visual focused dev log you make. The full corruption tiles look so good. I think it’s because it breaks up the all black walls. I think the ground textures themselves could use a makeover as well because that’s what you see the most of and it all just looks the same right now. Maybe add a few different tiles to either make some rooms have dif floors or smth idk. Just a mixup would look really good. Great work
Thanks! That is a good idea about the floors, I’ll probably look into it 👍
Good job mate!
You should put some of those buildings on the non playable area to add some depth to the level.. It would break up all that green that in those areas. Even put some a little off screen so it looks like the level is bigger then it is. Make it look more lived in.
You are the best developer. Never give up. Slimekeep will be great!
Also will slimekeep be coming to Mac? I really want to be able to play it after the topple towers incident
Suggestion: make the fog in between rooms smoother. It looked a bit off.
What you changed though looks really good!
Wishlisted, nice work!
Thank you!
Benbonk, I think it would be a wise time investment to automate the room tileset foliage and whatnot. All that manual placing of individual walls looks tedious and painful! Now I don't know how to do this or if its even possible, but making the grass on the ground, moss on the walls, and other things like that randomly placed around would not only be a lot easier for you, but also provide some of that much needed variation
It’s great that you upgraded Graphics. You’ve already done this before, but a good change is always welcome.
Good job! Did you consider adding some static shadows under the objects? Looks like it could boost the depth. Keep going with great work!
Thanks! I’ve never really considered that tbh, but it could be worth looking into, thanks
@@BenBonk you should look up ambient occlusion
Just wish listed man. Good luck with the rest of your journey!
Thank you!
This is looking fire! 🔥🔥🔥🔥🔥🔥🔥🔥
Just an idea, put trees and/or foliage as decoration outside the rooms/lights green emptyness
The boss intros look great! Tho the fade out speed seems a tad slow
A better (less hardcoded) way to do the pit respawn position would be to keep track of the players X/Y position at the end of every step, storing it as a "safe" position. When they hit a hazard like the pits, they'll move back to their original "safe" position. meaning you don't have to manually add respawn points for every hazard you add.
Love the new visuals! For the death animation in goopy bird, you should make it look a little bit more defined, maybe by rotatibg the bird (or slime) while it falls down. Maybe also. Highlight the rocket that killed you, Just to make it clear
Actually worked on this recently, so don’t worry. Should be in the next devlog or so
Only 7 wishlists??? I did it when i first heard you could!! Hopefully it'll reach far far more soon
Looks good, when the game comes out, will it have achievements or mod support?
Achievements, yes. Mod support, probably not officially as I don't really know how to do that, but I can probably build the game in a way that makes it easier to mod.
Holy crap, the buildings really make the game world feel alive, props!
Thanks! Glad you like em
wishlisted! amazing game!
I came here pretty early,but Ben,you are doing excelent job at this game!
Thank you!
I have been watching this from the start, and I love this project. I just feel like lack of environmental differences will hurt replayability. I am glad to see that this devlog does just that!
I'm so excited to play slime keep (:
The color changes between the corruption levels look really nice. I hope you keep your sanity building this game😅.
Just wishlisted!
I think the computer has so much potential. You could get mini games from certain achievements, as well as maybe a place to store all the lore, and a wiki, on every single slime you’ve encountered (if that’s not already implemented)
So, since there is a confirmed soundtrack for this now is there any chance it will be distributed to any major music platforms like Spotify per chance?
omg! i dindt expect for you to actually add my Goopy Bird!
The GOAT
i think that the font for the boss screen could be bigger (i.e less pixelated0 because then you could have a more distinctive font, plus it looks a bit odd right now with the massive pixels. the art and the glow look realy good though
I'm sure I'm not the first to say this, but special rooms like Billy's Tavern should become run down as the corruption gets worse. I feel like it would be cool if Billy's Tavern had different NPC's that could spawn depending on the corruption level as well.
These graphics are much better!
i think the samurai should be called slimurai
Yeah, I think all of the bosses should have pun names like Helislopter/Jellycopter chopper as an example.
Aint no way theres actually only 7. Had to make sure i still had it wishlisted and i do xD
Placing all the different tile variations by hand seems like a pain. You could make a script to automatically variate the tiles, wich would speed up the process a lot, and it's pretty simple to do as well.
Also I think the area beyond the walls could also use some variation, because regardless of the corruption it still stays the same shade of green, wich lessens the impact of the corrupted tiles. Maybe you could make it darker in the harder rooms, or give it actual texture rather than just green.
Pits look pretty similar to standing columns. You might wanna change their visuals to more clearly convey that they're a hazard/trap.
in the dialogue system, you could make it so it doesn't locks the player in a conversation. I think it would feel better, like in enter the gungeon
Yet another one. Wow this has been in progress for a while, just noticed.
Please keep pixels consistent when they are static
? Wdym exactly
If nothing on the screen is moving, The entire screen should be on the same pixel grid. Text is an exception because that would make the text very big compared to everything else.
The rooms look a little, random? You know what I mean mean? I feel like some proper trees or small pebbles could also go a long way to help here
Here's a nice idea I have. So, when you're talking to the NPC at the goo station, (9:55) your gun is still out. I think it would be pretty cool for the player's gun to slide away so you can see the person you're talking to better.
Oh yeah, like he did for the bar. The player puts away their gun
@@sky01james28 yeah I think that would be a bit better
Maybe getting a hat if you get certain score at the minigame?
Yeah, I’m considering having a player skin be a reward maybe
you could add a tad more risk reward. things that change the way you play the game. stuff like "your dodge roll stuns enemies but your shots go less far"
When this is done Imma recommend this to ytbers
With all these amazing artists contributing so much to the game, how are you planning to recognize their contributions when the game releases?
He said in an earlier devlog that he will include every person who contributed in the credits. (Not the type of credits which scroll top to bottom but a room dedicated to them). He also shouts them out in the videos
Yeah, right now it’s mainly just the credits. Anyone who contributed also gets a free copy of the game at release, and can help playtest. Ik it’s nothing monetary right now, but most people just enjoy helping out which is really nice.
@@BenBonk Can I get a free copy? If you were wondering my contributions include:
1. At least 2 views and 1 like to all your devlogs.
2. Subcribed + I hit the bell.
3. Wishlisted the game on steam (One of the first 7).
4. Uh... a virtual high five..? 🖐(Don't leave me hanging)
5. Did I mention the virtual highfive?
Wait wait wait. 7 wishlists? When did Slime Keep’s Steam page go live?
If your gonna add more minigames to the arcade machine, here are some suggestions i have: Slimetopia invaders, which is just space invaders. Slime-Man, which is just pacman, Bonk, which is just pong but... bonk, Donald's Revenge, i don't really know what you could do with this but i think it would be cool to reference Ronald's Revenge, and Slake, which is snake.
Benbonk is still alive😂
as a gamer (especially pixelated games like these) I can say that your game lacks of color, you should set a story for example; the green slimes attacking red slimes, to make enemies different color. This green black game environment doesn't seem intriguing. Take my words as advice. Kepp going you are doing nice progress!
BRO I WISHLISED THE GAME HALF A YEAR AGO!!! IM ONE OFBTHE OG 7 WISHLISTS!!!!
BENBONK UPLOADED!!!!
SOLDER WAKE UP, A NEW SLIMEKEEP DEVLOG IS OUT
Sir yes sir
You should add some shadows to the buildings / objects, so the they don't look flat (like a sticker). don't think it has to be detailed. Game is looking great , i will wishlist the game!
Thanks! Yeah that could be a cool idea
And also, I know this has been discussed and improved since the last devlog, but I find the font to still be barely readable. Maybe break style and add a more comic looking font, e.g., like the game Wuppo does?
Don't worry, this is a "hi-res" font option in the settings that you can use if you don't like the current font
just 7 wishlists???? that is crazy! ive been watching your videos since the first few ones about slimekeep, i cant belive you just have 7 wishlists
a little suggestion, maybe increase the players damage display by 5. a gun dealing 1 damage doest feel right. if its 5 or 10 it may feel a bit better
you got to remember. the pistol is ment to be the weakest wepon, and while 1 doesn’t sound like a lot, slimes only have like 5 hp max
I do agree with this point, but it does feel a little late to rework all the damage counts and stuff in the game, so I’ll prob just deal with it as is. But it would have definitely been nice to start out that way.
@@BenBonk you could just make it display 5 times as much but in all the code it stays at 1 but for the player it looks like 5
Regarding pits: Why not just use a built-in variable like "sprite_width" to respawn the player instead of making each pit have a custom location? (Note that I know nothing about Unity, I use other game engines.)
Yeah this could have been done programmatically with math on the colliders but I suppose it’s nice to be able to specify whether the player spawns above, below, left, or right
you should probably increase the firing rate of the turret
I don’t know if this is already how it works but what if pits got bigger and more common as days went on?
I had an idea: after you beat the game you could unlock a new mode that lets you play the game with an actual colour scheme
i wishlisted! honestly i thought there would be way more than 7
I'm in the top 7 Wishlists!? dang, I thought with the amount of Devlogs and people on the discord server would have gotten at least 300