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.
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
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!
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.
19:20 Not a programmer here, but my point of view is that it's great news if you feel like your system is really outdated : It means you progressed in video game making !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.
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
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...
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.
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.
Why not make the armor just reduce damage, but instead of uprgrading hp with the heart, you could upgrade the regeneration speed, meaning they rest less and return faster in the dungeon.
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.
Thanks so much! I'm almost finished with the project for now, but if you want to participate and you're able to compose music in a just a few days, feel free to contact me on discord 😊
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.
Another great devlog! Keep up the great work you are doing with your channel ❤
12:42 Maybe you could use the armor stat to increase the time it takes for equipment durability to drop
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
That's what I just implemented, thanks for the great idea !
@@UnPawsGames no problem!! Glad to help out the project and be part of its community-drivenness
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!
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.
I haven't balanced the recipes yet, but that's for very soon !
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.
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
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...
That's such a cool concept
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.
yaaaay new devlog!!
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.
Why your chest are cut strangely under ?
What about the option of releasing an MVP with mod support ?
That sounds super cool, but very hard to implement 😅
Why not make the armor just reduce damage, but instead of uprgrading hp with the heart, you could upgrade the regeneration speed, meaning they rest less and return faster in the dungeon.
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.
Hey! This is looking pretty cool! Do you guys need music for the game? I am an audio engineer and composer.
Thanks so much! I'm almost finished with the project for now, but if you want to participate and you're able to compose music in a just a few days, feel free to contact me on discord 😊
So this game never amounted to a finished product or it's still being developed
Unfortunately it was not finished and (for now) will not be developed further. Thanks for watching!
Seems many 2D devs compete for making characters with fewest pixels and least detail.
Nice concept, but the inconsistent pixel scale really makes my skin crawl, sorry