Adding Production Lines to my Automation x Dungeon Crawler game ! Devlog

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  • เผยแพร่เมื่อ 30 มิ.ย. 2024
  • It's finally time to start adding content to our project and it's really satisfying seeing it come to life !
    👇 Grab the ENTIRE MiniFantasy collection for your games 🤯
    krishna-palacio.itch.io/7wsgj...
    🙏 By using this link, you are supporting both me and Krishna Palacio, the awesome indie pixel artist behind the MiniFantasy Assets 💪
    👋 Join UnPaws Games Discord Server
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    🌟 Whishlist my game Hidden Tactics on steam !
    store.steampowered.com/app/28...
    Video Chapters:
    0:00 Intro & Recap
    1:21 Day 19 - Feed me and rest me.
    3:55 Day 20 - Better prepared than not prepared
    8:47 Day 21 - Break that equipment !
    13:21 Day 22 - First production chains !
    17:23 Day 23 - Research madness
    19:18 Impressions on the project
    21:37 Outro
  • เกม

ความคิดเห็น • 18

  • @calicow
    @calicow 4 วันที่ผ่านมา +11

    I do think this was a very ambitious project, but you should feel proud of what you've done so far. I think releasing the MVP then taking a break from it for a while (or maybe even forever) is a great idea. If inspiration strikes one day, you can always come back to it.

  • @Jakala2257
    @Jakala2257 3 วันที่ผ่านมา +2

    19:20 Not a programmer here, but my point of view is that it's great news if you feel like your system is really outdated : It means you progressed in video game making ! It's not even only an impression, for the UI especially, there's a huge difference between you before this project and now.

  • @juapatral
    @juapatral 3 วันที่ผ่านมา +1

    This looks great! I think you should release the mvp as a demo and once you release the demo you will get tons of messages to keep working on it. It's a great idea!

  • @michaelbeske-somers9432
    @michaelbeske-somers9432 4 วันที่ผ่านมา +4

    I think armor could work like the heart and the damage stats, where the more you have, the more loot you get, but it takes longer. So it would be like taking a smaller boost in damage and hearts, but with the caveat of taking extra time in the dungeon. Reason being that wearing armor slows you down, but makes you harder to kill and makes it easier for you to fight things

  • @H1n0k4m1
    @H1n0k4m1 3 วันที่ผ่านมา +1

    12:42 Maybe you could use the armor stat to increase the time it takes for equipment durability to drop

  • @cassadestroier6850
    @cassadestroier6850 3 วันที่ผ่านมา +1

    Hey, I think that in place of the armor for the dungeoneers, you could change to speed (or something like that)... And that speed dictates how much time the unit takes to finish, on top of your time... Just like the strengh stat, it takes a little bit more time on low speed and takes less time on higher speed...

  • @kainnes
    @kainnes 3 วันที่ผ่านมา +2

    Another great devlog! Keep up the great work you are doing with your channel ❤

  • @Jakala2257
    @Jakala2257 3 วันที่ผ่านมา +2

    14:30, the tent Should cost less than 2 Hammoc or the Tent won't have any purpose since it's twice the size of the Hammoc for twice the capacity. It's even worse with the House since 5 Hammoc takes less space than a house for the same result.

    • @UnPawsGames
      @UnPawsGames  วันที่ผ่านมา +1

      I haven't balanced the recipes yet, but that's for very soon !

  • @HiddenDragon555
    @HiddenDragon555 วันที่ผ่านมา

    If the loot your humanoids get is based on the results of the player's run, I think the required gear that they should need to get loot should also be based off of what the player took with them into the dungeon. Which would give the player an intresting optimization problem for dungeon runs where they want to take enough gear in with them to clear the dungeon, but not to much so that thier npc works repeat that run at a profit.

  • @ECAKJ
    @ECAKJ 4 วันที่ผ่านมา +1

    So cool. I hope to be as good as you one day. I’m also full time trying to learn programming but I feel like I can’t remember what I learned last week and can’t do anything without tutorials

  • @SoshJam
    @SoshJam วันที่ผ่านมา

    That's such a cool concept

  • @betterlifeexe4378
    @betterlifeexe4378 วันที่ผ่านมา +1

    your armor should be the chance relative to the recommended damage level to avoid losing health in the dungeon. so if the rec. damage level is 3, and the armor is 1, than add them together 3 + 1 = 4. 1 out of 4 times you will avoid taking damage. getting armor should start midgame and should trail behind the rec. damage level of the dungeon. in late game, maybe all your dungeon delvers have armor, but some of it is still quite low.

  • @SoshJam
    @SoshJam วันที่ผ่านมา

    Do you really need an armor stat? Similar games like Soda Dungeon abstract it down into just health and damage, which is all that really comes into play. Maybe increase it with like a Perception stat that increases the amount of loot obtained. And there could be some armor that gives less HP but more Perception.

  • @Majo_9
    @Majo_9 4 วันที่ผ่านมา +1

    yaaaay new devlog!!

  • @corpusarmatae8541
    @corpusarmatae8541 3 วันที่ผ่านมา

    What about the option of releasing an MVP with mod support ?

  • @bexplosion
    @bexplosion 3 วันที่ผ่านมา

    Seems many 2D devs compete for making characters with fewest pixels and least detail.