17:36 bro once you start using sin() and PI in a script you already know you're never going to recall the flash of genius that bestowed your mind when it was made and if you ever have to touch that script again you're doomed
Me programming my own Wolfenstein-like game engine from scratch using either sin or pi (or half pi or cos or tan) practically every other line in half my files. Also yes, it is very unfortunate, but not as unfortunate as making my own file format and manually editing a file in said format using a hex editor. The pain is real. I also have to go back and document that shit because this is a project for school.
@@oliverdowning1543 i always use yaml or json for formats until its fully implemented and only then would i turn it into a a bytecode if its affecting performance. honestly props if u dove headfirst into hex lol
I'd counter those comments about using .Blend files directly in your project: when handled properly, it's one of the best ways to manage your models. About the only potential issue is the one about major Blender updates potentially breaking functionality, but you can always just stick to a specific version until your project is done, I guess. A couple of tips when working in this way: 1. Keep a separate work folder containing models that aren't ready to be integrated into your game and copy them over when they are. This saves on unnecessary imports 2. Learn Godot's import suffixes ("Node type customization using name suffixes" in the manual): these are special words you add to object names in your Blender scene that tell the importer how each part of the scene should be handled. Don't want something imported (cameras, lights for testing, etc.)? Add "-noimp" to the end of objects' name. Want pre-calculated collision for an object? Add "-col". They're really handy
As another Godot dev working on their own 3D schmovement shooter I endlessly appreciate how grateful you are with sharing information. Can’t wait for blood thief!
damn, got in the first 19 seconds edit: and now to say something of actual substance, devlogs like these ground the reality of prototyping games, and this'll be something for me to keep in mind whenever i eventually go on to make my own game
This is very inspiring. Nice take on the ultrakill gameplay style. If you want a tip make sure to avoid getting the scope too big: you reached the "add content" phase instead of "making systems" phase and it might turn into a slow slog if you are not careful
That sky texture adds so much to the outdoor scenes, and the whole visual aesthetic of it all is just really cool. Also, good job varying up the textures on the walls! At first I thought the entire game would look "samey," but each area really has its own distinctive flair. Very impressed with everything you've done so far!
personally, i really appreciate minimizing the time between death and restart. a lot of games struggle with that concept, but nothing drives me more fucking insane than having to sit there, waiting to jump back in and try again. especially in a fast-paced speedrun/style game like this. just remember, though: if you add some kind of p-rank system, please for the love of god add a setting that lets you restart without checkpoints automatically instead of having to pause and accurately click restart level every time
that bit about getting things to 100% requiring an additional order-of-magnitude in terms of codebase size i found to be especially personally relevant =_=
When it comes to the art, my impression from doing a playtest was "there are some really awesome looking rooms but most looks rushed with basic shapes" So you're capable of making good looking stuff, it's just a time investment. Sometimes just some small changes to make the geometry a little more interesting or add some extra texture can massively improve the look.
One interesting idea I had was dynamically changing the intensity of the music based on player speed. Maybe not right for this project but certainly interesting in concept
Ngl this channel has helped me a lot in wanting to be a game dev. Just starting out and struggling with nodes but ill learn and hopefully be able to record my thoughts and stuff like you did! Cheers to one year and may the next year be filled with easy coding and bug fixing!
I really, really enjoy your demo! It really ticks of a lot of things I wish other game devs would do. The speed of saving and reloading is one example. It feels soooo good to just restart without losing the flow. The high skill ceiling, the quick start and the general replayability makes the game really accessible for both: a quick round and a long record hunting session. And then there is the low heat generation. The last thing I want to do in summer is to play games that heat my apartment with hundreds of watts. It's a game I can play at any time (also of the year), slower paced (exploring), fast paced, for long and short sessions.
You are 100% correct in your assumption on the 2 second restart stutter slowly chipping away at a players sanity and I respect your morale responsibility to reduce it. I just followed the game on steam and was happy to find out how easy it is to get into play testing it, the player movement reminds me a bit of a game I enjoy called Severed Steel.
You definitely deserve more subs. I'm also a game dev but I have 21 years of coding experience under my belt lol. I use Godot also but my reason is because it's free. Game engine companies always switch up their payment methods. For instance Unity made it to where you have to pay for each person that downloaded of your game. They ran it back and said they weren't gonna do that. But they definitely tried and they will try something like that again it's only a matter of time. But for a single dev I have to say don't be too hard on yourself. You've done an amazing job. Your game looks better than 99% of AAA titles that have hundreds of devs.
just cleared the two levels in the playtest, its improved much better than when the playtest first started! The fluidity of the movement has gotten so much better and feels much more fun. Looking forward to the game!
i just found out about this game earlier, immediately did the playtest, and im really liking it. i know you said it feels like quake and hotline miami and ultrakill and titanfall and a million other things, and while it definitely has that influence, my favorite part is that this game feels like BLOODTHIEF. it feels like its own game. even if im ass at it im gonna obsess over this for a while
My brother showed me this video and I’ve spent the entire day playing the game and it’s insanely fun and the perfect game for me. I love games that are super movement based super fast and have a timer mechanic for levels. I love replaying levels over and over trying to get the fastest I can possibly get. I cannot wait until this is a full game.
Man... seeing your hand made knight model and realizing you kept it is very inspiring... I recently had to decide between my hand modeled 3d character or one made in MakeHuman and decided to go with the hand modeled one even though parts of it look unrealistic. You convinced me with your knight I made the right decision because your knight look unique and really sets up in my mind a relationship between bloodthief and that knight model.
I'm very exited for this game. The movement reminds me of a dream I keep having where I surf around the town in a similar manner like the movement in Bloodthief.
lf you havent already, you can add a kick that knockbacks yhe enemy alot but does not instantly kill them allowing you to airdash to them making for a cool mechanic, increasing the difficulty curve and giving you more options for harder map designs.
dude you're the comlete package. fantastic devlogs, a game that's shaping up to be great, and this summary was short but comprehensive piece about solo developer's (or small team's) life.
What a journey! I grew up playing Wolfenstein3D/Doom 2/ into the Quake games, so this aesthetic hits a very pleasant note with me. Congratulations on making it this far, and garnering as much attention to your project as you have. A video on your thoughts on Godot would be cool to watch. I am learning the engine now, and excited to see what you would have to say about it. Both good and bad.
As someone who is on their own solo dev journey, I really enjoyed this video. I went and watched that old dev log a year ago and man you've come a long way. It has inspired me to keep at it even when I feel no motivation. Keep up the good work!
Really inspiring video, I personally feel motivated to start learning about gamedev. I would def watch videos of you explaining your developement process and how to aproach things from scratch!
your game looks really fun and I love how it looks, too! the way you describe the process not only makes me want to play but also go back to the game i started making a year ago and then abandoned
You seemingly approach dev with such a reckless abandon but some of the conclusions you reach in this video are just brilliant advice, far better than a lot of other channels on this site. The game isn't done yet so if there's some future "I deleted everything and started from scratch" video then maybe I'll rethink but it seems like your process for rapidly finding a good gameplay loop and then knowing when to move on is an absolute winner.
This game to me feels like ULTRAKILL and Neon White's controls and style mixed with the level design of Bloodborne and Castlevania and I'm all for it. I am going to definitely wishlist this on Steam and getting it as soon as I can
thank you for talking about your process of what programs are useful for what and how to make them efficient with each other. that is very interesting to me
I love how you intentionally set out to make a Quake-like with fast movement and didn't consider speedrunning 😅 Great overview and very inspiring, thanks for sharing.
This just cropped up in my recommendations and what an excellent video, I must say. Interesting and very well put together. Love your approach and attitude.
duuude im SOOOO excited for this game :DDD its gonna be such a fun retro style game also, i have been very impressed by your movement mechanics while I've been playtesting
I haven't played it yet but my one request for the movement is being able to do frontflips and backflips. It's something Dusk did and it just makes me feel so cool to just vertically flip my camera for no reason whatsoever other than it makes the game harder + makes me feel awesome for flipping around, game's looking great this devlog was inspiring.
re: emotes without finger rigging maybe this is just me but i think an emote involving cleaning the blood off the sword would be cool asf. You can use the inside of the elbow to do it if you have to, or the back of the hand, or the palm if you decide to rig the fingers anyway
Considering that a big part of the game loop is about being covered in blood to get power, I'd counter with the argument that the player should have an animation for licking the blood off the sword to up the psychotic factor
Restart: just have everything static that will not change (mostly the level objects, lights and colliders) in one node that stays at restart, and have anything dynamic (camera, Actors, managers, effects, pickups) in another node that gets removed and reinitialized.
Cool to see that open source software works relatively well for developing games, Godot, Blender, JoltPhysics, Trenchbroom, Aseprite (sorta), though I guess open source software won't be a good replacement for creating textures or audio for a while
i feel like i’ve learned some stuff watching this. i’ve got a game project of my own and i reckon your own discoveries will make my journey easier, so thanks for sharing your progress brother
For me working in web, its crazy how much effort you put into this without making bank, its even more crazy how happy that makes you, keep it up, do what makes you happy
I highly recommend that you unpackage those unused plugin scenes, ESPECIALLY for your final build. It helps reduce your overall file size which will never be a bad thing!
This game looks really fckin cool, good job on it 🔥 A really cool feature to add to it after you release the game, would be user created levels that they can share in the steam workshop
Very good video! Simple but helps small Game Devs keep that fire (I recently stopped working with Godot to do some web Development, but keep finding myself dreaming about building with Godot..)
This is really cool. Congrats! Not just from a dev perspective, but from a product management perspective. You found your hook and developed a game around it, and then finalized the product to "good enough." Hopefully this makes enough money so you can hire people to help in areas you are less confident in for Blood Thief 2!
Man I made a prototype with basically the same ideia, cool vampire, killing enemies, running fast with cool jumps, it's really cool to see the ideia working and so many people liking it, I stopped working on it because of my programer art, but you're a great programer and artist
Wow, I just rewatched previous video about your game development(good content, keep it up!) and to my surprise found out you have released a new one 2 day ago! :) Edit: Additional respect for mentioning Matt's Ramblings channel, great guy, too.
The game also reminds me of Unreal Tournament 1999, especially some of the maps you showed (like the one in the thumbnail) feel like some from the game
Cheers to a year of gamedev. You have one of my favorite devlogs. It is on the same level as Dave Frampton who made the game Sapiens. Your TH-cam channel is also one of those channels, which I recommended most to other people. I'm looking forward to wherever your journey takes you.
It would be really fun with chase levels, where you have to chase someone else with the same abilities. Where the knights turn into friendly npc's and you need to use your violent moves for the fastest movement possible without hurting the npc's. Even multiplayer chase mode if that's possible in the future, like a fast version of tag.
Dude, the game looks absolutely amazing, the art style is so cool and nostalgia-inducing, I love it! Your and Goodgis' devlogs have been my favourite for the past year, been here since the beginning. Well done and keep it up!
you make the best devlogs in all of youtube! the game is looking really great visually speaking rn
I put a ton of work into these devlogs, so comments like this mean a lot to me. Thank you!
This so much. I've learned a lot by these.
@@Blargis3d We notice it, man. Your devlogs are very enjoyable to watch.
U got a heart from the Blargis my Mr beast of godot
rig the fingers blargis, we want emotes with fingers!
When the game comes out I want to flip off the boss that Ive died 3000 times to!
no we don't speak for yourself
Watch as he actually does it just so he can flip off the people who asked him to rig the fingers.
Blarg wants to give you the finger, but can't
What we want to become...italians? 🤌🏼
17:36 bro once you start using sin() and PI in a script you already know you're never going to recall the flash of genius that bestowed your mind when it was made and if you ever have to touch that script again you're doomed
so real :(
I can relate. XD
Me programming my own Wolfenstein-like game engine from scratch using either sin or pi (or half pi or cos or tan) practically every other line in half my files. Also yes, it is very unfortunate, but not as unfortunate as making my own file format and manually editing a file in said format using a hex editor. The pain is real. I also have to go back and document that shit because this is a project for school.
@@oliverdowning1543 i always use yaml or json for formats until its fully implemented and only then would i turn it into a a bytecode if its affecting performance. honestly props if u dove headfirst into hex lol
You can tell who's got a comp sci degree for sure lol
I'd counter those comments about using .Blend files directly in your project: when handled properly, it's one of the best ways to manage your models. About the only potential issue is the one about major Blender updates potentially breaking functionality, but you can always just stick to a specific version until your project is done, I guess.
A couple of tips when working in this way:
1. Keep a separate work folder containing models that aren't ready to be integrated into your game and copy them over when they are. This saves on unnecessary imports
2. Learn Godot's import suffixes ("Node type customization using name suffixes" in the manual): these are special words you add to object names in your Blender scene that tell the importer how each part of the scene should be handled. Don't want something imported (cameras, lights for testing, etc.)? Add "-noimp" to the end of objects' name. Want pre-calculated collision for an object? Add "-col". They're really handy
As another Godot dev working on their own 3D schmovement shooter I endlessly appreciate how grateful you are with sharing information. Can’t wait for blood thief!
damn, got in the first 19 seconds
edit: and now to say something of actual substance, devlogs like these ground the reality of prototyping games, and this'll be something for me to keep in mind whenever i eventually go on to make my own game
This is very inspiring. Nice take on the ultrakill gameplay style. If you want a tip make sure to avoid getting the scope too big: you reached the "add content" phase instead of "making systems" phase and it might turn into a slow slog if you are not careful
That sky texture adds so much to the outdoor scenes, and the whole visual aesthetic of it all is just really cool. Also, good job varying up the textures on the walls! At first I thought the entire game would look "samey," but each area really has its own distinctive flair. Very impressed with everything you've done so far!
personally, i really appreciate minimizing the time between death and restart. a lot of games struggle with that concept, but nothing drives me more fucking insane than having to sit there, waiting to jump back in and try again. especially in a fast-paced speedrun/style game like this. just remember, though: if you add some kind of p-rank system, please for the love of god add a setting that lets you restart without checkpoints automatically instead of having to pause and accurately click restart level every time
12:18 i distinctly remember yelling "firmly grasp it" at my screen while trying to align a sword model with a character model in godot
11:04 "I felt like I had a moral duty to reduce the load times."
You sir, are a saint above saints.
5:25 jumping like that on walls is really cool and flying around
that bit about getting things to 100% requiring an additional order-of-magnitude in terms of codebase size i found to be especially personally relevant =_=
Often stated as "The last 10% takes 90% of the time"
17:36 I feel this so much. My code at work is full of little nuggets like that. "// No idea how or why this works, but it does. DO NOT TOUCH."
When it comes to the art, my impression from doing a playtest was "there are some really awesome looking rooms but most looks rushed with basic shapes"
So you're capable of making good looking stuff, it's just a time investment.
Sometimes just some small changes to make the geometry a little more interesting or add some extra texture can massively improve the look.
the roomba on stair bit killed me. I've been watching your devlogs for a long time now and it's really amazing to see how far the game has come.
Literally never stop posting. Something about the way you speak and produce videos is so captivating
One interesting idea I had was dynamically changing the intensity of the music based on player speed. Maybe not right for this project but certainly interesting in concept
Ngl this channel has helped me a lot in wanting to be a game dev. Just starting out and struggling with nodes but ill learn and hopefully be able to record my thoughts and stuff like you did!
Cheers to one year and may the next year be filled with easy coding and bug fixing!
It is great fun, just know it doesnt make money
I really, really enjoy your demo!
It really ticks of a lot of things I wish other game devs would do. The speed of saving and reloading is one example. It feels soooo good to just restart without losing the flow. The high skill ceiling, the quick start and the general replayability makes the game really accessible for both: a quick round and a long record hunting session.
And then there is the low heat generation.
The last thing I want to do in summer is to play games that heat my apartment with hundreds of watts.
It's a game I can play at any time (also of the year), slower paced (exploring), fast paced, for long and short sessions.
That town level is looking really good so far, especially the sky!
You are 100% correct in your assumption on the 2 second restart stutter slowly chipping away at a players sanity and I respect your morale responsibility to reduce it. I just followed the game on steam and was happy to find out how easy it is to get into play testing it, the player movement reminds me a bit of a game I enjoy called Severed Steel.
Man, the aesthetic is looking gorgeous. Love that medieval style so much.
You definitely deserve more subs. I'm also a game dev but I have 21 years of coding experience under my belt lol. I use Godot also but my reason is because it's free. Game engine companies always switch up their payment methods. For instance Unity made it to where you have to pay for each person that downloaded of your game. They ran it back and said they weren't gonna do that. But they definitely tried and they will try something like that again it's only a matter of time. But for a single dev I have to say don't be too hard on yourself. You've done an amazing job. Your game looks better than 99% of AAA titles that have hundreds of devs.
just cleared the two levels in the playtest, its improved much better than when the playtest first started! The fluidity of the movement has gotten so much better and feels much more fun. Looking forward to the game!
This is probably one of my favorite games I've played, what you've made is so cool and I cannot wait to pay for the full version
i just found out about this game earlier, immediately did the playtest, and im really liking it. i know you said it feels like quake and hotline miami and ultrakill and titanfall and a million other things, and while it definitely has that influence, my favorite part is that this game feels like BLOODTHIEF. it feels like its own game. even if im ass at it im gonna obsess over this for a while
My brother showed me this video and I’ve spent the entire day playing the game and it’s insanely fun and the perfect game for me. I love games that are super movement based super fast and have a timer mechanic for levels. I love replaying levels over and over trying to get the fastest I can possibly get. I cannot wait until this is a full game.
So good to see the game each episode closer to see the daylight! Thank you for share the progress and show a growing godot game. Good luck! :D
Congrats man! Im also approaching the 1 year of development fot my game and I just found the fun 💀. Bloodtheif is looking amazing man, keep it up
I have an enemy suggestion, it is positioned out of reach firstly and you can reach it by air dashing the projectiles that it shoots
Man... seeing your hand made knight model and realizing you kept it is very inspiring... I recently had to decide between my hand modeled 3d character or one made in MakeHuman and decided to go with the hand modeled one even though parts of it look unrealistic. You convinced me with your knight I made the right decision because your knight look unique and really sets up in my mind a relationship between bloodthief and that knight model.
the artistic direction is great. It gives a great vibe and you can feel the scale.
This is great! I think the older games in the Thief series would be amazing inspiration in both graphics and mechanics
I'm very exited for this game. The movement reminds me of a dream I keep having where I surf around the town in a similar manner like the movement in Bloodthief.
Honestly kinda inspiring as somebody who doesn't work on games to see your thought process and work evolve, cool stuff!
Congratulations! I hope your game goes as well as you expect it and more!
It's been really fun following the progress of the game! Can't wait to see how it all comes together in a full release.
The amount of progress you made just this last month is absolutely insane!
lf you havent already, you can add a kick that knockbacks yhe enemy alot but does not instantly kill them allowing you to airdash to them making for a cool mechanic, increasing the difficulty curve and giving you more options for harder map designs.
dude you're the comlete package. fantastic devlogs, a game that's shaping up to be great, and this summary was short but comprehensive piece about solo developer's (or small team's) life.
Good job homie. I know nothing about game dev, but it fascinates me. Keep pushing.
everything is looking great. cant wait to play it. may the rest of the development go smoothly.
What a journey! I grew up playing Wolfenstein3D/Doom 2/ into the Quake games, so this aesthetic hits a very pleasant note with me. Congratulations on making it this far, and garnering as much attention to your project as you have.
A video on your thoughts on Godot would be cool to watch. I am learning the engine now, and excited to see what you would have to say about it. Both good and bad.
You are creating a medieval 3d sonic with combat. Amazing!
Btw, the art looks really cool!
The sky and visuals look awesome!! Great work! Looks fast and fun! 😊
I haven't played this game yet, but after watching the video, I can definitely see the Quake influences! It looks like a lot of fun!
Your journey is so inspiring! Thank you!
Not only is the game looking great, the devlogs are so entertaining to watch.
As someone who is on their own solo dev journey, I really enjoyed this video. I went and watched that old dev log a year ago and man you've come a long way. It has inspired me to keep at it even when I feel no motivation. Keep up the good work!
Just asked for playtest I instantly got it. Honestly blargis is a genius for making a game this entertaning
Really inspiring video, I personally feel motivated to start learning about gamedev. I would def watch videos of you explaining your developement process and how to aproach things from scratch!
Yep, one of most interesting dev logs for sure. Because of how it structured and how you show how you learn new things aa you go.
your game looks really fun and I love how it looks, too! the way you describe the process not only makes me want to play but also go back to the game i started making a year ago and then abandoned
You seemingly approach dev with such a reckless abandon but some of the conclusions you reach in this video are just brilliant advice, far better than a lot of other channels on this site. The game isn't done yet so if there's some future "I deleted everything and started from scratch" video then maybe I'll rethink but it seems like your process for rapidly finding a good gameplay loop and then knowing when to move on is an absolute winner.
This game to me feels like ULTRAKILL and Neon White's controls and style mixed with the level design of Bloodborne and Castlevania and I'm all for it. I am going to definitely wishlist this on Steam and getting it as soon as I can
thank you for talking about your process of what programs are useful for what and how to make them efficient with each other. that is very interesting to me
Great video. I know very little about game dev but it's fun to see the parallels to design challenges for non-game software
I can already tell this game is gonna be awesome when it releases, great work so far man
I love how you intentionally set out to make a Quake-like with fast movement and didn't consider speedrunning 😅 Great overview and very inspiring, thanks for sharing.
This just cropped up in my recommendations and what an excellent video, I must say. Interesting and very well put together. Love your approach and attitude.
duuude im SOOOO excited for this game :DDD its gonna be such a fun retro style game
also, i have been very impressed by your movement mechanics while I've been playtesting
You have quite a way of explaining what game development is to make it seem so much less daunting. Good stuff!
I haven't played it yet but my one request for the movement is being able to do frontflips and backflips. It's something Dusk did and it just makes me feel so cool to just vertically flip my camera for no reason whatsoever other than it makes the game harder + makes me feel awesome for flipping around, game's looking great this devlog was inspiring.
Good shit man! I've been getting inspired to make games lately and seeing your progress so far is awesome. I'm playing the playtest rn and I love it.
I can definitely see this being just as fun as something like Ultrakill
re: emotes without finger rigging
maybe this is just me but i think an emote involving cleaning the blood off the sword would be cool asf. You can use the inside of the elbow to do it if you have to, or the back of the hand, or the palm if you decide to rig the fingers anyway
Considering that a big part of the game loop is about being covered in blood to get power, I'd counter with the argument that the player should have an animation for licking the blood off the sword to up the psychotic factor
This game looks so damn good. It doesn't seem like my kind of game, but it looks so good I might have to get it anyway. Looking great! Keep it up!
I'm proud to have been following this since the first video. Really proud of your progress and hoping it gets better and better.
Restart: just have everything static that will not change (mostly the level objects, lights and colliders) in one node that stays at restart, and have anything dynamic (camera, Actors, managers, effects, pickups) in another node that gets removed and reinitialized.
great video, pretty entertaining. Game looks really fun - best of luck with the rest of production and launch
Cool to see that open source software works relatively well for developing games, Godot, Blender, JoltPhysics, Trenchbroom, Aseprite (sorta), though I guess open source software won't be a good replacement for creating textures or audio for a while
Audacity is actually getting gud at it, they finally added real-time audio effects months ago, and it's going pretty much better
Bro ur devlogs are goated
i feel like i’ve learned some stuff watching this. i’ve got a game project of my own and i reckon your own discoveries will make my journey easier, so thanks for sharing your progress brother
For me working in web, its crazy how much effort you put into this without making bank, its even more crazy how happy that makes you, keep it up, do what makes you happy
I highly recommend that you unpackage those unused plugin scenes, ESPECIALLY for your final build. It helps reduce your overall file size which will never be a bad thing!
Man, I remember doing the playtest and filling out a survey back in december. I'm glad to see the game has come so far
This game looks really fckin cool, good job on it 🔥
A really cool feature to add to it after you release the game, would be user created levels that they can share in the steam workshop
Very good video! Simple but helps small Game Devs keep that fire
(I recently stopped working with Godot to do some web Development, but keep finding myself dreaming about building with Godot..)
great to see whats possible in godot! trying out tiny projects to see how godot works and I'm really enjoying it so far
This is really cool. Congrats! Not just from a dev perspective, but from a product management perspective. You found your hook and developed a game around it, and then finalized the product to "good enough."
Hopefully this makes enough money so you can hire people to help in areas you are less confident in for Blood Thief 2!
It's been really great to see your progress over the year. Actually looking forward to the full release.
Man I made a prototype with basically the same ideia, cool vampire, killing enemies, running fast with cool jumps, it's really cool to see the ideia working and so many people liking it, I stopped working on it because of my programer art, but you're a great programer and artist
Honestly a cool video, will be watching more of your stuff
Wow, I just rewatched previous video about your game development(good content, keep it up!) and to my surprise found out you have released a new one 2 day ago! :)
Edit: Additional respect for mentioning Matt's Ramblings channel, great guy, too.
Dude, you are a real artist. This is amazing good job omg lmao
Oooh, the dynamic music is a really cool feature, I'll probably look into fmod myself for my game.
The game also reminds me of Unreal Tournament 1999, especially some of the maps you showed (like the one in the thumbnail) feel like some from the game
This game is SO MUCH fun!!! Love the movement
These videos are so inspiring for me, they really push me to continue working on my game even if it's demoralizing sometimes, so thank you so much !
Cheers to a year of gamedev.
You have one of my favorite devlogs. It is on the same level as Dave Frampton who made the game Sapiens. Your TH-cam channel is also one of those channels, which I recommended most to other people. I'm looking forward to wherever your journey takes you.
Love those towns and cathedrals, it makes the game really feel like its own thing!
I see a lot of blood, blood and blood went into this game! Great job!
Loved the playtest and I’m super excited to play more of this game
It would be really fun with chase levels, where you have to chase someone else with the same abilities. Where the knights turn into friendly npc's and you need to use your violent moves for the fastest movement possible without hurting the npc's. Even multiplayer chase mode if that's possible in the future, like a fast version of tag.
Dude, the game looks absolutely amazing, the art style is so cool and nostalgia-inducing, I love it! Your and Goodgis' devlogs have been my favourite for the past year, been here since the beginning. Well done and keep it up!
🧢
@@alytonia703 came here just to hate, absolute loser
I'd be really interested to see you talk about using Godot for larger projects such as yours. Thanks man
part about making a song more intense in a specific area is really neat
This game looks sick as hell, I can't wait to experience the gameploo loop! I also love seeing the Godot Engine utilized to make amazing games.
Seems like u got a pretty cool game there man....u did the work, and u deserve the reward....I hope u make a million bucks