My Prototype Failed...In a good way | Devlog

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  • เผยแพร่เมื่อ 17 ต.ค. 2024

ความคิดเห็น • 31

  • @CodemanDTG
    @CodemanDTG 10 หลายเดือนก่อน +8

    It can be so hard letting go of a design you love. Can't wait to see how the turn based system progresses

    • @EdomGames1
      @EdomGames1  10 หลายเดือนก่อน +3

      Yeah it was a tough pill to swallow, but we keep moving forward

  • @unrealamas
    @unrealamas 8 หลายเดือนก่อน +1

    The combat now seems like Child of Light. Interesting. I’ve always loved that game and yours looks like a unique spin on that

  • @Wartoz
    @Wartoz 9 หลายเดือนก่อน +2

    Really interesting to see how many games you take inspiration from. Made me realize that I play way too few games, especially games that are similar to the game I want to make. Keep up the good work, these videos are really underrated.

    • @EdomGames1
      @EdomGames1  9 หลายเดือนก่อน

      Thank you very much I appreciate the kind words! Regarding referencing games, I've learned how important it is to play numerous games. Creating games is an art, so you need to study other artist. In this case, other games. BUT don't let it consume you. It's easy to look at other games and make yourself feel bad about your own. Or on the opposite side get really excited about implementing those ideas, only to have them not work as well as you though. It's a balance to be honest. But the more you do it, the better you become at studying games!

  • @Poly_Knight
    @Poly_Knight 10 หลายเดือนก่อน +1

    I love how much thought you give to your design, no doubt it will pop off when its out. It would be cool to see if another gamer could playtest it to give some insights with no prior exposure, from a viewer's perspective this looks really fun!

    • @EdomGames1
      @EdomGames1  10 หลายเดือนก่อน +1

      Thank you I appreciate it! Yeah I do sometimes overthink the design lol. It holds me back sometimes. But I am currently gearing up for a playable test build. Should be ready in about a month (fingers crossed).

  • @tim5749
    @tim5749 9 หลายเดือนก่อน

    Love how you show off your influences, learn from these influences, and playtesting the shit out of your game. I think you are going to be an awesome dev and make a really great game!! I think the core concept is awesome. I think admitting to go turn based is really mature and the best decision you should make. After all, Octopath Traveller is like that, and that game is a huge influence. I think that'll help with future game design choices!

    • @EdomGames1
      @EdomGames1  9 หลายเดือนก่อน

      Thank you I really appreciate the support! It's easy to fall into your own self doubts so it's always appreciated! But yes I have hopes for the game! It's kinda wack right now but with time and playtesting lol!! Trusting the process here

  • @Oradimi
    @Oradimi 8 หลายเดือนก่อน

    Seeing the bottom bar on your most recent video (Solo Game Dev in a Nutshell) made me instantly think of Child of Light, and I'm a huge fan of this system.
    I'll be following the development of your game and, hopefully, get started on my own soon!

    • @EdomGames1
      @EdomGames1  8 หลายเดือนก่อน +1

      Thank you! Yeah I'm committed to the timebar system now and been learning alot by playing through Child of Light. Going to play the OG Grandia soon to understand the system better!

  • @Skeffles
    @Skeffles 9 หลายเดือนก่อน

    Good devlog! It probably felt bad to see the real time action style fail but it was a good experiment to make your game what it needs to be.

    • @EdomGames1
      @EdomGames1  9 หลายเดือนก่อน +1

      Thank you! I still think the core idea was ok, I just want to try it again in another project in the future and add some kind of movement element, like a grid or something. I feel like that's what it was missing personally. But adding movement in this stage of the game would have been oof haha

  • @thelionszen3352
    @thelionszen3352 9 หลายเดือนก่อน

    I 'm a big fan of turn base combat done right I look forward to play testing your game

  • @Sinbadmmt
    @Sinbadmmt 10 หลายเดือนก่อน

    Heya, love the video updates. Sounds like quite the journey! Just one idea / suggestion but have you considered sticking with the realtime, but with a pause button? Or perhaps even a toggle between turn based mode vs realtime ala might and magic 6-8

    • @EdomGames1
      @EdomGames1  10 หลายเดือนก่อน +1

      I have considered a real time with pause effect, but it didn't feel that great. It felt like it just wanted to be turn based at that point. So I decided to just make it semi turn based with the Grandia system instead! Will try that for a bit

  • @TheBeatBen
    @TheBeatBen 10 หลายเดือนก่อน

    Great concept here!
    I like complex and spammy gameplay tbh. Do not underestimate players. Remember One Step From Eden? Hella fast and kinda strategic with movement involved.
    I understand your main fear. That no-one would play or buy it. Because it's overwhelming.
    But here is some thoughts
    Remember Dead Cells?
    In it's core it's really pushing and difficult experience. But in the beginning there are less punishment and less tough mobs.
    But when you unlock more cells (difficulty mode) those are extenda gameplay. And basically, the true final boss of the game is hidden behind this difficulty.
    In that case those are not difficulty, but progression. You are getting better -- you took harder challenge until you are good enough to play at max lvl of difficulty. And this max difficulty is where the real game starts.
    So, maybe you should consider it. Make game less stressful at the beginning. And when people are better -- provide more challenges?
    I know you mentioned it in a video with mmo analogue. But it isn't totally the same concept that I described.
    Peace message from the resident of Ukraine!

    • @EdomGames1
      @EdomGames1  10 หลายเดือนก่อน

      Hey thanks for your insights I appreciate it! I actually used one step from eden in my early days of development as an example of a fast paced game. What I concluded was that One Step From Eden is ultimately an action/skill based game. You're dodging enemy attacks, you're moving, your actively trying to avoid damage through fast evasion. The problem I had with my game was a lack of "skill based" elements like dodging and moving. I considered adding movement to my game, but realized I would have fallen down another design rabbit hole and it would have turned into a completely different game. So instead I chose to go turn based, so I can finish this project in my life time haha.
      Perhaps the next project will be a bit more action-like. We'll see

    • @TheBeatBen
      @TheBeatBen 10 หลายเดือนก่อน

      @@EdomGames1 I see. Makes sense about action. Haven't played your demo.
      The toughest challenge is to get the game done. Product ready.
      Energy and passion for you in this challenge!

  • @ToastedGears
    @ToastedGears 10 หลายเดือนก่อน

    what happens with a characters turn if you let it run to the end of the cast segment will it return to the idle or will it wait at the end until you use that chars turn?
    This half tunbased system looks nice so far, i would reccomend looking at the game "The Thaumaturge" which is currently not released but it had a demo a month ago.
    I really liked the implementation of "turns" it has. At the top of the screen a bar shows you each character participating in combat from right to left you see who goes first.
    Every action has a certain activation time so for example a high damage action will take 3 dashes of time while a low damage action might take 1 or 2.
    The timeline progresses to the right so the right most icon is the first turn once that reaches the end of the bar the action will take place, then that character will select their next action being able to see where it would place them on the bar by hovering over certain actions allows you to choose to minimize taking damage or going for more risky high damage turns.
    The ability to stun or bestunned allows to interrupt the current action as well as give the character a brief vulnreability time and delay future actions.

    • @EdomGames1
      @EdomGames1  10 หลายเดือนก่อน

      Appreciate the game recommendation will definitely take a look! As for your question, when the character reaches the end of the timeline they just execute their action. They're not allowed to enter "cast" phase without having an action queued. The game pauses when they reach "cast" waiting for the player to input a command

  • @unnamedx2
    @unnamedx2 9 หลายเดือนก่อน

    Nice

  • @rubenthomas5033
    @rubenthomas5033 9 หลายเดือนก่อน

    Hey, Edom !
    I hope you are doing great ! 🙂
    First of all, you did a fantastic job.
    Even though, you have the feeling you battle system feels off, I would like congratulate on your achievement.
    Next, I would like to tell you that you don't necessarily have to go back to a complete turn based battle system, but a semi turn based one.
    Let me explain, your ATB system looks very much like (at least the idea) the ATB battle system of Final Fantasy 13.
    The battle system relies on a ATB bar, and is in real time, but every action costs a certain amount of bars, each turn.
    First of all, the characters can increase the number of ATB bars to a maximum of 6 chunks, when you reach the end game.
    Next, the skill Fire 1, for instance, costs only 1 bar. Which means you can store this skill 6 times in a row, and then hit on the attack action event, to trigger the character's attack.
    As a result, the character spends each Fire skill attack in a sequence, until all of them have been casted.
    Then the ATB, grows again, just like it already does in your demo, to tell the player that they can choose the set of skill, for this character.
    If you use Fire 2, the skill costs 2 bars, and Fire 3 costs 3 bars, etc.
    Of course, because stronger skills cost more, they deal bigger damage.
    I am not telling you to copy the system entirely (I wouldn't want you to get in trouble with Square Enix for plagiarism or anything), but I think it could be a possible answer to fix this issue.
    Anyway, I wrote too much.
    I hope you keep on going, because you are real inspiration to me.
    Thank you again! 🙂👍
    (Sorry for my english writing)
    NB: I wrote this comment, that was meant for this video, in another one's comment section, by mistake. Sorry for this, hahaha! 😅

    • @EdomGames1
      @EdomGames1  9 หลายเดือนก่อน

      Thank you very much for your insight on the battle system I really appreciate it! I did originally base my system off FF13 but specifically the 3rd installment, lightning returns. An earlier version of the game had separate ATB bars for each character. But I decided to combine them because tracking the different bars felt confusing. The issue I was having with the battle system was how confusing it was. I wanted to mix tactical gameplay with fast paced combat and it just didn't blend well together. I really do like your ideas though so what I've been considering is saving it for the next game haha.
      For the next game (in a year or two), I'll try the idea again in a much smaller prototype but commit more to the action elements and focus less on making a "tactical" game.

    • @rubenthomas5033
      @rubenthomas5033 9 หลายเดือนก่อน

      @@EdomGames1 No problem! I am sure your next game will be great too. Thank you again! 🙂👍

  • @yorokio21
    @yorokio21 10 หลายเดือนก่อน

    u should let players playtest bro

    • @EdomGames1
      @EdomGames1  10 หลายเดือนก่อน

      I'm 100% working towards that! Very soon!!

  • @anonimowelwiatko9811
    @anonimowelwiatko9811 8 หลายเดือนก่อน

    So you went back to square one, don't reinvent the wheel. It is not easy to have strategy when you need to act or react in real time with little to no thoughts put into it and it's not easy to have action inside turn based combat. You won't appeal to everyone but I guess you knew it, you just wanted to make unique game and had your inspirations in mind. I am pretty sure you can cook something with it, still. Maybe not make entire action+turn based thing but maybe introduce some minigames on crit potential for your abilities (when you crit, you can have mini game for example, for not to be repetitive but rather exciting). Action bar as in FF VII is also a way, not my favorite but it does the job. Me myself, I just make turn based game, that's it. People who prefer action over decision making, resource management will not play it and it's okay, they are not target audience. Rathen than having need to create something for everyone, I can focus on creating something good for specific audience in mind.
    Cool video, great visually appealing project, always nice to see another RPG and Turn Based Strategy games fan. Good luck with your project!

    • @EdomGames1
      @EdomGames1  8 หลายเดือนก่อน +1

      Thank you very much! Yeah it was definitely a tough pill to swallow. I did want to create something unique and not so common but eventually had to let it go. I learned a lot from it though and will probably revisit the idea again with a different project

    • @anonimowelwiatko9811
      @anonimowelwiatko9811 8 หลายเดือนก่อน

      @@EdomGames1 Do you plan to keep some action elements or go for turn based approach only?

    • @EdomGames1
      @EdomGames1  8 หลายเดือนก่อน +1

      @@anonimowelwiatko9811 For the current system I've completely removed the action elements for now and MIGHT sprinkle them in the future if it fits the combat system and theme. It work more like the Mario RPG mini games rather than real action but it's not set in stone yet!