Ideas: Zero-gravity areas or levels. A ‘challenge mode” which can be toggled on in the settings, which adds a timer to each level. Probably a cool down on the black hole spawning, so you have to use momentum more, rather than just dragging yourself to places. Obviously a quick one, maybe half a second to a second. A level where things are falling into a bottomless void or a grinder, and you have to catch them before they are destroyed. Catching a runaway plane, car, spaceship, meteor, etc.. for a level. Maybe holding a black hole for longer makes it grow stronger, so orbiting it for a bit before releasing can make for bigger jumps? This game is looking really cool. Can’t wait for the release!
I think a twin mechanic to the black holes of adding wormholes that insta teleport and/or like an extreme acceleration added as "weapon switching" or like the core mechanic portals in the portal games could really expand movement and level design options. Wormholes to gain speed instantly over a short (or long) distance in speedruns or to clear small/moving gaps could have potential to add a bit of puzzle elements in level design and could bring the game to the next level. I'm no authority on game design but I think you came up with an absolutely amazing concept. I'm already subscribed and can't wait to follow along with your process!! 😄
I love the idea of a level editor mode, because I have seen how other games like geometry dash and etc that live thanks to their community making awesome levels
Not sure if someone else already mentioned this, but I'd like to see different surface types, like having a sticky surface that stops your momentum and an icy, slippery surface. From a level design standpoint, you could put a small hole in a wall or floor that, with these different surfaces, would make it harder to get a fast time. Like flying down a narrow corridor where the walls are sticky or trying to slide into a small hole in an icy floor.
@@TheRealThatOneCookie nono cuz its already singularity but with the arium suffix, as in "of a place", like a sanitarium, or a planetarium! but like, a place around the singularity!
random suggestion: having shortcuts and collectables likes neon white that only unlock after getting a certain time on a level (you can always access shortcuts in neon white as well as make your own but they are hard to find without the hint) you can also add achievements like using a certain amount of blackhole or not wall jumping for the whole level to encourage replayability
@@6rid_ i think that would make the game a bit too hard in its current state he should change the amount you can move in the air so you can dodge the black holes while using them as a cannon
I commented on your other video and I think you should add a jump pad. Maybe even a "white hole"! I heard it from a video and I heard instead of sucking you up, white holes shoot you out! You can use white hole portal. Every time you enter it, you switch from black hole to white hole! I think this could be a really fun idea!
Great idea! I saw your other comment and I agree that when games add things just for the sake of being cool it's absolutely great. I'll see what I can do!
A little suggestion I have is to maybe bring back the camera/add an overlay when running into a wall to avoid cam clipping? Also, a cool feauture that would add more versatility would be allowing adjustment of the distance of black hole spawning (maybe with scroll wheel?)!
I think it would be kinda cool, and challenging, if each map has a limited amount of black holes you can use, so then you cant just spam them. I just think it would add a bit more of a challenge to the game.
maybe that could be a level mode? like some games have stars or different medals for how fast you complete the level, there could be different levels that give you better medals when you use less black holes.
For the levels you can have challenge runs where you have a secondary goal such as using least amount of black holes used larger permanent black holes/white holes (for pushing) in levels to push and pull you out of control puzzle elements: still emphasis speed but you have to open a door and reach it before it closes or the black hole affects other objects to pull them out of the way to transverse through. Floor is lava: landing on the floor kills you to promote constant movement moving obstacles to get in the way I don't remember if you said anything about this but does the blackhole just disappear after a period of time or can you keep it out indefinably to the holding of the keypress I don't think every idea is golden but they should at least have a thought about while moving forward
i saw someone else comment this already, but i think it could be cool if you could adjust how far youre shooting the black hole with the scrollwheel or have some sort of keybinds to shoot it near and far away! also, i think you should increase the fov when you speed up and also make the speed lines rotate or move in some way to make them less static. the game is looking very awesome!!
I think that's a great idea about adjusting the shooting the black hole. At some points, it feels like the mechanic is just a speed boost rather than black holes. If you can make the black holes farther away and to the side, you can really see their curving powers in action! The game looks awesome, and that extra depth sounds great
These devlogs are really interesting to me! You get to advertise and get feedback at the same time, as well as having a little side project to do while you work. I hope you have fun making this game and I know I’ll have when I get to play it!
Since the game lends itself to benefitting on more closed off areas, maybe a level could start in a packed warehouse in in some city, including some moving parts like forklifts or falling boxes to guide the player out. After leaving the warehouse, the player can briefly see the city scape, but be forced into a sewer system by environmental blockades i.e. construction, tent structures etc. The bright finish can then be the exit of the sewer system. Another level: A museum setting (with free assets of course). You maneuver around a smithsonian-like museum area where some of the exhibits (busts, plates, paintings) can be affected by the gravity you create, as a fun effect. Final exit can be smashing into a glass dome-ceiling, or the entrance area.
Small animation detail that might make the wall running feel nicer: when you hit the wall the camera only starts tilting away (no impact) it would make sense to me to add a "shake" in the opposite direction first (in my imagination it would be a very light shake but you could play around with it), then do the animation that you already have in the "correct" tilt direction. Alternatively if you like the flow and don't think it needs impact, I'd personally make the tilt happen just a tad slower.
I think it would be incredible if the game offered some sort of indication of where the black holes are coming from. Whether that be some sort of futuristic gun, or better yet shooting it out of your hand with some sort of gadget or magic. It would help build some kind of lore for the game, as well as providing an extra level of visual feedback.
idk if u ever played quake champions but the character slash has a sliding mechanic that is absolutely amazing. It´s kinda based around the crosshair angle in relation to the directional input from the player...I think xd. It´s not easy to get right but when u do it feels sooooo good and it offers an abundance of skill expression. It doesn´t look like much when u see it on video, u have to do it yourself. Anyway my point is that it could be something to take inspiration from. I´ve played computer games for around 35 years now (geez I´m old...) and that is by far my favorite game mechanic ever.
I know other people have mentioned white holes as a mechanic you could add, but perhaps it could be like an extra challenge or a different movement option in place of black holes? I think that'd be pretty cool since Singularium has a kind of clustertruck kind of feel to it and more movement options could just make it all the better.
I’m pretty sure that I saw a video somewhere explaining that white holes would work similarly to black holes, pulling you in, except nothing can actually reach the event horizon, kind of like how when turning on a tap things will still go towards the sink, but because of the water pushing outwards, can’t get there.
Watched this and the previous devlog, one thing I noticed is that sometimes when you slam into a wall face-first, the camera kinda clips trough the wall. Maybe make a narrow front facing detector that moves the camera back a bit when this happens? Loving the game otherwise, set up the steam page already and take my money xD
I think the black holes should have some kind of limit. not necessarily a count limit, but something that prevents the player from just spamming black holes and flying around endlessly
I don't think there needs to be one personally, but without one or at least without additional more efficient movement tech you can't really have open-style levels without them all being very same-y.
The ability to whiff a black hole could be interesting. If you want to spawn a new black hole, you need to get close enough to the one you just placed. Extra Scooby snacks if you graze the event horizon, perhaps an artificial slingshot mechanic.
Ok heres my idea: never show the outside. Make everything really dark, exept for a few lights on the top and for the wall design, have a bunch of glowy things outlining them. You could have a portal-like vibe, where you're a test subject... oh wait thinking about it this game really has a portal vibe... (you could even make the ending a small door thats a portal to a three dimentional end screen) Ok thats my ideas also thanks for being like the only unity dev that actually starts to hate the wall texture.
You gained yourself a subscriber. I'm working on a top-down shooter myself, so it's been fun watching other game devs and seeing how their games go. Big hopes for this one, I'm such a sucker for movement fp's
This is so cool! Singularium is literally the perfect title :D I think it could be neat if the black holes started to consume the level behind you, like - ripping the tiles apart. So if you lose momentum and fall near a black hole you placed, theres a chance you fall in the void, OR the tiles/debris flying around get in your way/line of sight and slow you down xD dunno, just spitballing! i highkey wanna play this fr
i think a very interesting and simple mechanic would be to limit the number of black holes the player can use on certain levels/parts of a level/as a hard mode maybe. if you build a level with this in mind, you can add puzzle elements to the levels and i think that would add a whole new dimension of interesting mechanics. you have a lot of potential mechanics to implement with the whole black hole thing so its really cool!
I was watching this, thinking you were some 10k subs youtuber, then i realised you had seven hundred, honestly props to you man, you have great video quality!
I think it might be interesting to start the player off only having a limited number of black holes before having to land. That would make ground placement more important, would allow you to have more open levels without just letting the player fly straight through it all, and adds a level of precision platforming of figuring out the minimum number of platforms to land on. Especially if being on the ground rapidly (but not instantly) decelerated you, that would add some nice push and pull between the mechanics. There could even be midair items to replenish one or all of your black holes along trickier routes.
The levels being all the same texture kind of feels like a deliberate illusion, like discovering there’s more to the level when getting close to what you thought was a wall. Perhaps this could be expanded upon, and explained in-game with "light rays + black holes = weird stuff".
Parkour genre always was popular. Your game can become popular if you promote it among fanats of Geometry Dash andsomething like that. Add fancy and simple graphics. Glowing corners of the walls, a custom shader on skybox (maybe changing according to background music), foggy areas will also look cool. Add various death traps like lazers and spikes and maybe configurable level of difficulty.
I think making it so you can only wallrun on certain walls (just like you can only create portals in some spots in portal) could really open up the design space for the game. Also limiting the number of uses for the blackholes in certain areas could have a similar effect. Both of these combined can improve the gameplay by making the player also consider the route their are going to use and also make speedrunning this game much more fun
I think adding physics would be cool, watching the black hole destroy some things while in the air would look pretty sick. Also a delay for the black holes should probably be added, if that’s in the game already, maybe black holes could build up by holding down a button and then releasing to spawn a black hole instead of it just preventing you from spawning anymore if that makes sense.
Idea sticky walls, so when you start wall running on them you need to wait before you can jump off, could be used for more puzzle levels while still being gamey
adding a level designer for the playerbase would be a great idea because it will allow for infinite replayability and its free for both you and the players
when u start working on visuals u should make it so ur fov changes as u zoom past the black hole. Also mechanic wise i got an idea for u, adding different types of black holes. Kinda like how there are blue red giants with suns maybe u can do a similar thing with the back holes and have really huge strong ones. Also I think it would be pretty interesting to allow the player to adjust how far away the black hold is placed, maybe by using the scroll wheel and having a key bind to auto set it to the perfect distance to not get sucked in but have maximum speed with like the ability to set ur own distance key binds. Also last thing i think the black hole doing damage to the surrounding area by sucking in walls to its center to open new pathways would make level design really interesting. food for thought
You could add 4th dimension to the movement, it would be activated by some button and would change the map design in some way, then you could design two maps that are in one, and you would have to use 4d mechanic to advance throughout the stage
Love the development of the game so far. As suggestions, i feel like it would be really cool to have levels with changing gravity like mini planets. this would also fit nicely with the black hole theme. Might be difficult to implement tho. I also think that some levels with more space to them (no small corridors) would be cool, since that would allow for more freedom in the movement. And i think that singularity might be a better name than singularium. Sounds cooler to me, but thats just me so choose however u like! Also interesting in what u think about the change in unitys pricing model, are you gonna keep developing in unity or port to a different engine, since the game is still in a relatively new state?
ive seen the popular white hole comments but none of them mentioned to be able to switch between white and black holes, maybe on the later levels you gain the ability to switch between them without portals (like one guy suggests) and without the level requiring / forcing you into white holes, again only in the later levels.
Some ideas that you could implement could be free roam levels similar to the earlier testinf stage but ore fine tuned. I also thonk having different types of black holes could be interesting. Maybe some that have more horizontal/vertical pull and the default one stays the same or can be held down to be stronger. Free roam stages coule also allow you to place permanent black holes so you can craft your own courses. This last one may be a stretch but maybe add a replay on the level finish screen that shows your character speeding through the levels and the black holes they left behind
you should look into this game called neon white if you havent already (which i doubt) its also a 3d movement based speedrunning game and it could inspire you in some way for the level design/mechanics
holy i can't believe i missed this I forgot to subscribe last time and i forgot about this game luckily it recommended the same video to me twice so i checked out your channel to see if there were any updates and there were! This is already 10 times better than last time, I would absolutely love to hear a little bit of the story of the game especially how the player gets the power to spawn black holes and how they don't just suck up everything around them when they spawn (I'm probably overthinking this and it's actually not that deep)
i really like how the game looks but i would also say that, if your plan is it to be a "speedrunning" game maybe completely closed chambers and corridors isn´t the best idea since (at least in my opinion) part of the fun in optimizing a level is to try to skip some sections or jumps as you get better, other option could be to have a limited amount of black holes that recharge when you touch a surface (or something like that) so the players have a reason to try diferent paths and optimize their movement
Fact about the one percent stat: views are achieved by clicks not how intrested someone is, meaning the 99%might have just clicked on the vid and lost interest... there loss honestly, watching the development process of games is neat
hope we can get a collectathon-like level with the orbs from the start I think they were pretty cool :D Was hoping to see the clipping bit in the video lol
*my recommendations:* - improve the wall run camera effect, instead of instant snapping, use a curve (non-linear) - make player movement smoother and improve physics detection because your game's collisions are clipping, stutter etc, for a fast style of play, you need to think of the walls and terrain of the game as soap or ice, your is missing that. (fix your physics.) - a delay with a bar that loads showing how long it takes for you to use the black hole, this will encourage you to avoid spamming. ("""why WASD if i can spam blackholes""") - you can encourage the player to go around instead of placing the black hole in front in a straight line. You can NOT REMOVE!, *but add MORE SPEED* when you are being pulled by the 'sides of the black hole', not the center, this will speed up the turns/curves/sharp corners, in gameplay and make players try to get used to this mechanic. *- currently the question you should ask your game is:* 'how can I prevent players from take their fingers off the keyboard and just use the mouse and spamming black holes to move forward' the combination of being pulled by a force is good but what happens after using the black hole? do you use it again or do you it stick to a wall, whats the point of use the black hole? speed (speed force), direction (redirect movement)
Looks very interesting, reminds me very heavily of *Cyber Hook* and I have fond memories of playing that (and refusing to let my friend have a faster time than I). So with that in mind I think a leaderboard would be a very good addition, but more importantly would be a steam-friends leaderboard to encourage competition/replayability (as frankly world leaderboards for speedrunning games have a tendency to get filled with cheaters).
Oh and also for the timer not to start until the player moves, so A) any stutters after the level loads don't impact time, and B) to remove the click/press start -> immediately move twitch input.
Maybe you could add Black-Hole type walls, where they drag you towards them, kinda like the old flash game Run I guess. Also, bounce pads of some sort. Every good platformer I know of has some sort of bounce pad.
What if the the flavor/lore was that you had a black hole yoyo? Like, you sling it outward, activate the black hole, fly past it, and catch it/reel it in afterward-- the yoyo projectile would be really fast or a fake effect, of course, so it isnt the limiting factor in being fast Also idk what lore you have in place now so i might just have no idea what you're going for
You should make it the black hole have a negative moving effect not just positive movement. If you touch the center instead of skirting the edge, you get sent back to the location of the pervious black hole.
this looks great already! very similar to that one game i always see leafy's voice played over but cooler imo. can't wait for the full game. earned a sub from me!
a funny thing would that if there is a player model have that be a ragdoll that flies around with you and when you reach the wall it just slaps against it as the camera freezes in place
Maybe you could make the glowing wall at the end of the level shatter as some fancy effect, kinda like glass? Im not sure how that'd work though, but i think it would be cool.
yeah, "complete (level) with under 30 black holes", "complete (level) without touching the ground", "complete (level) without hitting a wall", or even "complete (level) without wall-running" for a level that depends on wall running would be pretty cool
if or when you add enemies and or entities other than the player, what if they where affected by the black hole as well? (this second part is assuming the player can have a black hole they make exist for as long as they want with a limit of one at a time) what about using the fact that you can spin indefinitely around a black hole if you so choose. For example a platform that gains charge if you are in contact with it for long enough at a fast enough speed. maybe this hypothetical platform could temporarily super charge the next or next few black hole/s you make based on how long you charge the platform. maybe the platform could be in the shape of a tube or donut.
The end cutscene should be you going through a black hole into a parallel universe and the the parallel universe has white holes instead and thats the new game +
Edit: I just found out that a comenter named Boen Judd had the same idea before me. What if this would be a shooter WITHOUT being a shooter. You would have a singularity gun that could shoot collapsing stars, and you could collapse them mid air. In gameplay terms, you would be able to place black holes closer or further to you, and you could do fun things like shooting a collapsing star through a hole that's too small for the player, go aroung a corner, and collapse the star just in time when you arrive to the other side. And if we make black holes attack other objects, this game could even have some puzzle elements.
As mechnaics/challanges. Left click is the black hole gravity well, and right click is a white antimatter, pushing you away. I think of these as Multipliers to make a level harder to beat....and ofc, always go for the fastest time. Tight Budget...You only got X amount black holes to beat a level...good luck. Scrooge...Set fasted time with the least amount of Black holes. Gone Broke...the map has fixed black holes and white antimatter, you must use wall riding only to beat the level. Team damage...Don't get hit by your own black hole. Only use it's gravity sling. Else it will kill you. Floor is Lava....Don't touch the floor. Hardhat...Don't touch the ceiling....it ruins your hair. Lead shoes...Gravity is X times stronger (player can set by how much). Moon landing...Gravity is X times less then normal...making it harder to go down (player can set by how much). Circus...Pass through all the hoops to beat the level. You shall not pass...There are 3 different colored barriers on the map...you must reach X amount of speed to go through them....to slow, you bounce of them. Dark side...only use Black holes, no Antimatter. Light side...only Antimatter, no black holes. Slippery slide...wall riding is turned off. Ofc certain multipliers can't be combined, like the lead shoes and moon landing. But combine like Floor is Lava, Hardhat & Slippery slide for a tougher experience...and unique high-score for friends and competition to (try and) beat.
This game looks awesome. Only gripe is calling them Black Holes. I feel like there's gotta be a better name for them that doesn't have such destructive implications. Like vortexes or gravity hooks or orbital orbs.
Nivmiz killed my family
How?
Dang
I hate it when it happens
First time?
Kewl
Ideas:
Zero-gravity areas or levels.
A ‘challenge mode” which can be toggled on in the settings, which adds a timer to each level.
Probably a cool down on the black hole spawning, so you have to use momentum more, rather than just dragging yourself to places. Obviously a quick one, maybe half a second to a second.
A level where things are falling into a bottomless void or a grinder, and you have to catch them before they are destroyed.
Catching a runaway plane, car, spaceship, meteor, etc.. for a level.
Maybe holding a black hole for longer makes it grow stronger, so orbiting it for a bit before releasing can make for bigger jumps?
This game is looking really cool. Can’t wait for the release!
What if some levels gave you white holes that would launch you away from them instead? Could spice up the gameplay a bit
Maybe make it so you can hit a button to reverse your camera
i was thinking the same thing lol
@@chro.Sounds funky lol
YES OMG ID LOVE THAT
Everyone was thinking the same thing 💀
I think a twin mechanic to the black holes of adding wormholes that insta teleport and/or like an extreme acceleration added as "weapon switching" or like the core mechanic portals in the portal games could really expand movement and level design options. Wormholes to gain speed instantly over a short (or long) distance in speedruns or to clear small/moving gaps could have potential to add a bit of puzzle elements in level design and could bring the game to the next level. I'm no authority on game design but I think you came up with an absolutely amazing concept. I'm already subscribed and can't wait to follow along with your process!! 😄
I think a level creator option would be great, so players would have basically endless levels.
I love the idea of a level editor mode, because I have seen how other games like geometry dash and etc that live thanks to their community making awesome levels
Not sure if someone else already mentioned this, but I'd like to see different surface types, like having a sticky surface that stops your momentum and an icy, slippery surface. From a level design standpoint, you could put a small hole in a wall or floor that, with these different surfaces, would make it harder to get a fast time. Like flying down a narrow corridor where the walls are sticky or trying to slide into a small hole in an icy floor.
Singularium as a name is so good though, also it's looking awesome??? I can't wait to learn what the story will be like
Or "slingularity"
@@TheRealThatOneCookieThat sounds really funny
@@TheRealThatOneCookie nono cuz its already singularity but with the arium suffix, as in "of a place", like a sanitarium, or a planetarium! but like, a place around the singularity!
@@TheRealThatOneCookie Sheeeeeeeeeeeeesh thats fire.
random suggestion: having shortcuts and collectables likes neon white that only unlock after getting a certain time on a level (you can always access shortcuts in neon white as well as make your own but they are hard to find without the hint)
you can also add achievements like using a certain amount of blackhole or not wall jumping for the whole level to encourage replayability
You should add a hard mode where your own black holes can kill you so you have to avoid them while using them to move
Yeah true
that should just be added to the game
@@6rid_ i think that would make the game a bit too hard in its current state he should change the amount you can move in the air so you can dodge the black holes while using them as a cannon
Um, the tidal forces would kill you long before hitting the event horizon in that case
@@bowenjudd1028 🤓
I commented on your other video and I think you should add a jump pad. Maybe even a "white hole"! I heard it from a video and I heard instead of sucking you up, white holes shoot you out! You can use white hole portal. Every time you enter it, you switch from black hole to white hole! I think this could be a really fun idea!
Great idea! I saw your other comment and I agree that when games add things just for the sake of being cool it's absolutely great. I'll see what I can do!
A little suggestion I have is to maybe bring back the camera/add an overlay when running into a wall to avoid cam clipping? Also, a cool feauture that would add more versatility would be allowing adjustment of the distance of black hole spawning (maybe with scroll wheel?)!
You’re gonna go far dude. Your videos are amazing
I think it would be kinda cool, and challenging, if each map has a limited amount of black holes you can use, so then you cant just spam them. I just think it would add a bit more of a challenge to the game.
maybe that could be a level mode? like some games have stars or different medals for how fast you complete the level, there could be different levels that give you better medals when you use less black holes.
For the levels you can have challenge runs where you have a secondary goal such as using least amount of black holes used
larger permanent black holes/white holes (for pushing) in levels to push and pull you out of control
puzzle elements: still emphasis speed but you have to open a door and reach it before it closes or the black hole affects other objects to pull them out of the way to transverse through.
Floor is lava: landing on the floor kills you to promote constant movement
moving obstacles to get in the way
I don't remember if you said anything about this but does the blackhole just disappear after a period of time or can you keep it out indefinably to the holding of the keypress
I don't think every idea is golden but they should at least have a thought about while moving forward
I think it would be cool if you could use the scroll wheel to move where you will place the black hole closer/farther
I would love to see some stuff like kill blocks you have to fly around, or limited black holes on a level
and a leaderboard ;)
i saw someone else comment this already, but i think it could be cool if you could adjust how far youre shooting the black hole with the scrollwheel or have some sort of keybinds to shoot it near and far away! also, i think you should increase the fov when you speed up and also make the speed lines rotate or move in some way to make them less static. the game is looking very awesome!!
I think that's a great idea about adjusting the shooting the black hole. At some points, it feels like the mechanic is just a speed boost rather than black holes. If you can make the black holes farther away and to the side, you can really see their curving powers in action! The game looks awesome, and that extra depth sounds great
this project is lookinng realy good and is coming along nicely
These devlogs are really interesting to me! You get to advertise and get feedback at the same time, as well as having a little side project to do while you work. I hope you have fun making this game and I know I’ll have when I get to play it!
Since the game lends itself to benefitting on more closed off areas, maybe a level could start in a packed warehouse in in some city, including some moving parts like forklifts or falling boxes to guide the player out. After leaving the warehouse, the player can briefly see the city scape, but be forced into a sewer system by environmental blockades i.e. construction, tent structures etc. The bright finish can then be the exit of the sewer system.
Another level:
A museum setting (with free assets of course). You maneuver around a smithsonian-like museum area where some of the exhibits (busts, plates, paintings) can be affected by the gravity you create, as a fun effect. Final exit can be smashing into a glass dome-ceiling, or the entrance area.
Small animation detail that might make the wall running feel nicer: when you hit the wall the camera only starts tilting away (no impact) it would make sense to me to add a "shake" in the opposite direction first (in my imagination it would be a very light shake but you could play around with it), then do the animation that you already have in the "correct" tilt direction. Alternatively if you like the flow and don't think it needs impact, I'd personally make the tilt happen just a tad slower.
I think it would be incredible if the game offered some sort of indication of where the black holes are coming from. Whether that be some sort of futuristic gun, or better yet shooting it out of your hand with some sort of gadget or magic. It would help build some kind of lore for the game, as well as providing an extra level of visual feedback.
idk if u ever played quake champions but the character slash has a sliding mechanic that is absolutely amazing. It´s kinda based around the crosshair angle in relation to the directional input from the player...I think xd. It´s not easy to get right but when u do it feels sooooo good and it offers an abundance of skill expression. It doesn´t look like much when u see it on video, u have to do it yourself. Anyway my point is that it could be something to take inspiration from. I´ve played computer games for around 35 years now (geez I´m old...) and that is by far my favorite game mechanic ever.
I know other people have mentioned white holes as a mechanic you could add, but perhaps it could be like an extra challenge or a different movement option in place of black holes? I think that'd be pretty cool since Singularium has a kind of clustertruck kind of feel to it and more movement options could just make it all the better.
I’m pretty sure that I saw a video somewhere explaining that white holes would work similarly to black holes, pulling you in, except nothing can actually reach the event horizon, kind of like how when turning on a tap things will still go towards the sink, but because of the water pushing outwards, can’t get there.
Watched this and the previous devlog, one thing I noticed is that sometimes when you slam into a wall face-first, the camera kinda clips trough the wall. Maybe make a narrow front facing detector that moves the camera back a bit when this happens?
Loving the game otherwise, set up the steam page already and take my money xD
I think the black holes should have some kind of limit. not necessarily a count limit, but something that prevents the player from just spamming black holes and flying around endlessly
I don't think there needs to be one personally, but without one or at least without additional more efficient movement tech you can't really have open-style levels without them all being very same-y.
Maybe a cool down on placing them? So you have to make the most of each one
The ability to whiff a black hole could be interesting. If you want to spawn a new black hole, you need to get close enough to the one you just placed. Extra Scooby snacks if you graze the event horizon, perhaps an artificial slingshot mechanic.
Ok heres my idea: never show the outside. Make everything really dark, exept for a few lights on the top and for the wall design, have a bunch of glowy things outlining them. You could have a portal-like vibe, where you're a test subject... oh wait thinking about it this game really has a portal vibe... (you could even make the ending a small door thats a portal to a three dimentional end screen)
Ok thats my ideas also thanks for being like the only unity dev that actually starts to hate the wall texture.
and also you could make it so you can spam portals that'd be fun
You gained yourself a subscriber.
I'm working on a top-down shooter myself, so it's been fun watching other game devs and seeing how their games go.
Big hopes for this one, I'm such a sucker for movement fp's
What an interesting concept for a speedrunning-type game. gotta love small time indie devs. subscribed 👍
This is so cool! Singularium is literally the perfect title :D
I think it could be neat if the black holes started to consume the level behind you, like - ripping the tiles apart. So if you lose momentum and fall near a black hole you placed, theres a chance you fall in the void, OR the tiles/debris flying around get in your way/line of sight and slow you down xD dunno, just spitballing! i highkey wanna play this fr
i think a very interesting and simple mechanic would be to limit the number of black holes the player can use on certain levels/parts of a level/as a hard mode maybe. if you build a level with this in mind, you can add puzzle elements to the levels and i think that would add a whole new dimension of interesting mechanics. you have a lot of potential mechanics to implement with the whole black hole thing so its really cool!
I was watching this, thinking you were some 10k subs youtuber, then i realised you had seven hundred, honestly props to you man, you have great video quality!
I think it might be interesting to start the player off only having a limited number of black holes before having to land. That would make ground placement more important, would allow you to have more open levels without just letting the player fly straight through it all, and adds a level of precision platforming of figuring out the minimum number of platforms to land on.
Especially if being on the ground rapidly (but not instantly) decelerated you, that would add some nice push and pull between the mechanics. There could even be midair items to replenish one or all of your black holes along trickier routes.
I just found this off of the video picked up by the algorithm and I’m already super excited about this game and series
The levels being all the same texture kind of feels like a deliberate illusion, like discovering there’s more to the level when getting close to what you thought was a wall. Perhaps this could be expanded upon, and explained in-game with "light rays + black holes = weird stuff".
Parkour genre always was popular. Your game can become popular if you promote it among fanats of Geometry Dash andsomething like that. Add fancy and simple graphics. Glowing corners of the walls, a custom shader on skybox (maybe changing according to background music), foggy areas will also look cool. Add various death traps like lazers and spikes and maybe configurable level of difficulty.
This is going to be the next game that’s in the background of story telling videos!❤
I think making it so you can only wallrun on certain walls (just like you can only create portals in some spots in portal) could really open up the design space for the game. Also limiting the number of uses for the blackholes in certain areas could have a similar effect. Both of these combined can improve the gameplay by making the player also consider the route their are going to use and also make speedrunning this game much more fun
I think adding physics would be cool, watching the black hole destroy some things while in the air would look pretty sick.
Also a delay for the black holes should probably be added, if that’s in the game already, maybe black holes could build up by holding down a button and then releasing to spawn a black hole instead of it just preventing you from spawning anymore if that makes sense.
DUDE this looks so fun im looking forward to when the full game comes out
Singularium is an absolutely badass name
this game looks super fun, cant wait to see what else you add to it
Idea sticky walls, so when you start wall running on them you need to wait before you can jump off, could be used for more puzzle levels while still being gamey
adding a level designer for the playerbase would be a great idea because it will allow for infinite replayability and its free for both you and the players
when u start working on visuals u should make it so ur fov changes as u zoom past the black hole. Also mechanic wise i got an idea for u, adding different types of black holes. Kinda like how there are blue red giants with suns maybe u can do a similar thing with the back holes and have really huge strong ones. Also I think it would be pretty interesting to allow the player to adjust how far away the black hold is placed, maybe by using the scroll wheel and having a key bind to auto set it to the perfect distance to not get sucked in but have maximum speed with like the ability to set ur own distance key binds. Also last thing i think the black hole doing damage to the surrounding area by sucking in walls to its center to open new pathways would make level design really interesting. food for thought
this is so epic i would love to play this
i LOVE movement games and this is SPEEDY and looks really awesome
You could add 4th dimension to the movement, it would be activated by some button and would change the map design in some way, then you could design two maps that are in one, and you would have to use 4d mechanic to advance throughout the stage
I cant wait for this game holy shit, the gameplay loop already giving me some neon white vibes ngl
Thanks a ton, I'm super happy you think so! Neon white is awesome, one of my main inspirations for this project.
I think you should keep the original pillar level as a gamemode for practising movement and dodging.
If you ever need a play-tester, I'm here for you. Mainly because I'm good at finding glitches in games.
Really cool concept! Can't wait to see more :D
Subscribed
Love the development of the game so far. As suggestions, i feel like it would be really cool to have levels with changing gravity like mini planets. this would also fit nicely with the black hole theme. Might be difficult to implement tho. I also think that some levels with more space to them (no small corridors) would be cool, since that would allow for more freedom in the movement. And i think that singularity might be a better name than singularium. Sounds cooler to me, but thats just me so choose however u like! Also interesting in what u think about the change in unitys pricing model, are you gonna keep developing in unity or port to a different engine, since the game is still in a relatively new state?
I'll finish development in Unity. As for future projects, only time will tell
@@nivmiz0what about the new pricing model?
Let the seeds of joy you have planted be cared for, and you will watch them come to fruition.
ive seen the popular white hole comments but none of them mentioned to be able to switch between white and black holes, maybe on the later levels you gain the ability to switch between them without portals (like one guy suggests) and without the level requiring / forcing you into white holes, again only in the later levels.
The levels look absolutely sick man, can't wait to play game in the final version!!
this game looks really sick to play excited to try it out once its on steam
Some ideas that you could implement could be free roam levels similar to the earlier testinf stage but ore fine tuned. I also thonk having different types of black holes could be interesting. Maybe some that have more horizontal/vertical pull and the default one stays the same or can be held down to be stronger. Free roam stages coule also allow you to place permanent black holes so you can craft your own courses. This last one may be a stretch but maybe add a replay on the level finish screen that shows your character speeding through the levels and the black holes they left behind
you should look into this game called neon white if you havent already (which i doubt) its also a 3d movement based speedrunning game and it could inspire you in some way for the level design/mechanics
Looks awesome, can't wait for the next one!
really nice game pls keep doing the dev logs.
holy i can't believe i missed this I forgot to subscribe last time and i forgot about this game luckily it recommended the same video to me twice so i checked out your channel to see if there were any updates and there were!
This is already 10 times better than last time, I would absolutely love to hear a little bit of the story of the game especially how the player gets the power to spawn black holes and how they don't just suck up everything around them when they spawn (I'm probably overthinking this and it's actually not that deep)
i really like how the game looks but i would also say that, if your plan is it to be a "speedrunning" game maybe completely closed chambers and corridors isn´t the best idea since (at least in my opinion) part of the fun in optimizing a level is to try to skip some sections or jumps as you get better, other option could be to have a limited amount of black holes that recharge when you touch a surface (or something like that) so the players have a reason to try diferent paths and optimize their movement
Make these longer! Great devlogs!!
Imagine breakable walls to crash through and enemies or objects like balloons getting sucked into the black holes. Lol.
a sliding feature for the ground to go with the wallrunning would be amazing
Fact about the one percent stat: views are achieved by clicks not how intrested someone is, meaning the 99%might have just clicked on the vid and lost interest... there loss honestly, watching the development process of games is neat
Can't wait for the next episode, keep it up!
a slide and the ability to control the distance the hole is placed from you, maybe with the mouse wheel, could be cool
Damn this game looks fun! Cant wait for release
hope we can get a collectathon-like level with the orbs from the start I think they were pretty cool :D
Was hoping to see the clipping bit in the video lol
*my recommendations:*
- improve the wall run camera effect, instead of instant snapping, use a curve (non-linear)
- make player movement smoother and improve physics detection because your game's collisions are clipping, stutter etc, for a fast style of play, you need to think of the walls and terrain of the game as soap or ice, your is missing that.
(fix your physics.)
- a delay with a bar that loads showing how long it takes for you to use the black hole, this will encourage you to avoid spamming. ("""why WASD if i can spam blackholes""")
- you can encourage the player to go around instead of placing the black hole in front in a straight line.
You can NOT REMOVE!, *but add MORE SPEED* when you are being pulled by the 'sides of the black hole', not the center, this will speed up the turns/curves/sharp corners, in gameplay and make players try to get used to this mechanic.
*- currently the question you should ask your game is:*
'how can I prevent players from take their fingers off the keyboard and just use the mouse and spamming black holes to move forward'
the combination of being pulled by a force is good but what happens after using the black hole?
do you use it again or do you it stick to a wall, whats the point of use the black hole?
speed (speed force), direction (redirect movement)
an idea: having limited amount of blackholes, or a cooldown, maybe even a way to recharge them like getting ammo
Should include a hidden orange slice stamp in every level somewhere tricky to get to and out of sight as an Easter egg
Warfork has some really nice movement, might be useful for inspiration
Looks very interesting, reminds me very heavily of *Cyber Hook* and I have fond memories of playing that (and refusing to let my friend have a faster time than I). So with that in mind I think a leaderboard would be a very good addition, but more importantly would be a steam-friends leaderboard to encourage competition/replayability (as frankly world leaderboards for speedrunning games have a tendency to get filled with cheaters).
Oh and also for the timer not to start until the player moves, so A) any stutters after the level loads don't impact time, and B) to remove the click/press start -> immediately move twitch input.
Maybe you could add Black-Hole type walls, where they drag you towards them, kinda like the old flash game Run I guess.
Also, bounce pads of some sort. Every good platformer I know of has some sort of bounce pad.
Making an ingame level editor for community to add custom levels would be really good
Great job so far, looks really fun! What I would love to see is a viewmodel, maybe take inspiration from the portal gun?
What if the the flavor/lore was that you had a black hole yoyo? Like, you sling it outward, activate the black hole, fly past it, and catch it/reel it in afterward-- the yoyo projectile would be really fast or a fake effect, of course, so it isnt the limiting factor in being fast
Also idk what lore you have in place now so i might just have no idea what you're going for
Hahaha I love this idea
Not sure I'll end up adding it but definitely amazing head-cannon
Maybe you could be using your scrollwheel to move the blackhole closer or further to have different lines, speed, get higher in the air, etc...
You should make it the black hole have a negative moving effect not just positive movement. If you touch the center instead of skirting the edge, you get sent back to the location of the pervious black hole.
this looks great already! very similar to that one game i always see leafy's voice played over but cooler imo. can't wait for the full game. earned a sub from me!
nivmiz gave me candy in a windowless van, no joke tho i love ur game
Crazy idea: make black holes that doesn't disaper unless the player presses a certain key(to improve open maps gameplay)
Now that I think about it, this reminds me a bit of Rayze and I love it!
a funny thing would that if there is a player model have that be a ragdoll that flies around with you and when you reach the wall it just slaps against it as the camera freezes in place
Maybe you could make the glowing wall at the end of the level shatter as some fancy effect, kinda like glass? Im not sure how that'd work though, but i think it would be cool.
i would love to see some kind of like "challanges" for levels, would add nice change to the feel of levels
yeah, "complete (level) with under 30 black holes", "complete (level) without touching the ground", "complete (level) without hitting a wall", or even "complete (level) without wall-running" for a level that depends on wall running would be pretty cool
@@theman13532 yeah! those a great examples!!
if or when you add enemies and or entities other than the player, what if they where affected by the black hole as well?
(this second part is assuming the player can have a black hole they make exist for as long as they want with a limit of one at a time)
what about using the fact that you can spin indefinitely around a black hole if you so choose. For example a platform that gains charge if you are in contact with it for long enough at a fast enough speed. maybe this hypothetical platform could temporarily super charge the next or next few black hole/s you make based on how long you charge the platform. maybe the platform could be in the shape of a tube or donut.
hey! pretty cool game!!
i highly suggest to increase the FOV, specially when accelerating, as it gives a really believable illusion of speed ;)
The end cutscene should be you going through a black hole into a parallel universe and the the parallel universe has white holes instead and thats the new game +
You should make it so you can invert your black hole by scrolling or something, turning it into a white whole that sends you away from it.
Edit: I just found out that a comenter named Boen Judd had the same idea before me.
What if this would be a shooter WITHOUT being a shooter. You would have a singularity gun that could shoot collapsing stars, and you could collapse them mid air. In gameplay terms, you would be able to place black holes closer or further to you, and you could do fun things like shooting a collapsing star through a hole that's too small for the player, go aroung a corner, and collapse the star just in time when you arrive to the other side. And if we make black holes attack other objects, this game could even have some puzzle elements.
As mechnaics/challanges.
Left click is the black hole gravity well, and right click is a white antimatter, pushing you away.
I think of these as Multipliers to make a level harder to beat....and ofc, always go for the fastest time.
Tight Budget...You only got X amount black holes to beat a level...good luck.
Scrooge...Set fasted time with the least amount of Black holes.
Gone Broke...the map has fixed black holes and white antimatter, you must use wall riding only to beat the level.
Team damage...Don't get hit by your own black hole. Only use it's gravity sling. Else it will kill you.
Floor is Lava....Don't touch the floor.
Hardhat...Don't touch the ceiling....it ruins your hair.
Lead shoes...Gravity is X times stronger (player can set by how much).
Moon landing...Gravity is X times less then normal...making it harder to go down (player can set by how much).
Circus...Pass through all the hoops to beat the level.
You shall not pass...There are 3 different colored barriers on the map...you must reach X amount of speed to go through them....to slow, you bounce of them.
Dark side...only use Black holes, no Antimatter.
Light side...only Antimatter, no black holes.
Slippery slide...wall riding is turned off.
Ofc certain multipliers can't be combined, like the lead shoes and moon landing.
But combine like Floor is Lava, Hardhat & Slippery slide for a tougher experience...and unique high-score for friends and competition to (try and) beat.
A level with massive black holes you need to out speed would be sick
you should make a score on how many black hole have benn used so players can try to get the lowest amount of black hole per level
This game looks awesome. Only gripe is calling them Black Holes. I feel like there's gotta be a better name for them that doesn't have such destructive implications. Like vortexes or gravity hooks or orbital orbs.
this is one of those games that are played in the background of those story yt videos
you know what?
this looks fucking awesome
now give it source physics
You are so cool and good developer you are the best✌