I'm restarting my game after 2 years

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  • เผยแพร่เมื่อ 10 ก.พ. 2025

ความคิดเห็น • 470

  • @WattDesigns
    @WattDesigns  2 ปีที่แล้ว +215

    Hey everyone! I very much appreciate the feedback and wanted to address a few things that I'm seeing in a lot of comments, since I couldn't fit all of it in the video:
    1) I've seen a lot of people say that procedural generation is boring, and I agree. Minecraft-style procedural generation is soul-less and we've seen it all before. Luckily, however, we have the luxury of generating the maps before play rather than during, so the map creation algorithm can make as many tweaks and place as many pre-made structures as we want. I think wave function collapse will come in very handy here in making something that not only looks good, but can be done very quickly. It'll be quite a challenge, but I think it's possible to make something that feels non-generated. I mean, think about the real world - it's just generated terrain, with human touches added on afterwards. I think if the terrain is non-repetitive, and the added landmarks, buildings, biomes, towns, dungeons, roads, rivers, caves etc are interesting enough, it should be just fine.. likely better than if I hand placed every single tile
    2) The houses - it seems a lot of people liked the old house exteriors, or at least the art style.. I agree they felt like they had more of a personal touch, and the gaping roof-less igloos are a bit of an eyesore. Perhaps we can have roofs appear over them to at least look more like complete structures. Then when you walk in, the roofs fade. It is sad to lose the personalization on the old buildings, but I think that personalization can come in the form of other objects
    3) I've seen a lot of "why would anyone play this over stardew?" I'll be honest, my old version was more of a stardew clone than this one. I'd like to think this experience will be something relatively new. There are a few "top down terraria" games out there (necesse, core keeper), but I've got some ideas to add something new to the space - That conversation is better suited for the next devlog
    4) some have expressed that it doesn't look that good - this demo here was thrown together in a matter of weeks, the art is all very early or poorly scaled from the old version :) If there's anything I'm confident in, it's that I'll be able to make it look good in the coming months
    5) "Just finish the old idea first". After releasing "This is Hell" and seeing a lot of my friends say "nice, looks fun, but I don't like that kind of game," I found myself saying "me either." I don't like rage games, I just made it because I thought it would be popular. I don't want to be doing that anymore. I want do do something that I would see on Steam and find irresistible - life is too short to finish something that I felt would just be a 7/10. I was trying to be unique and innovative, sometimes at the expense of what was actually fun to me
    Anyways, thanks for reading through all that and watching the video. I appreciate all of you, and certainly understand that both the positive and the negative comments are out of concern for the success of the project. I have a clear vision of how this will end up, gameplay loop and all, and I hope you'll bear with me through these changes. See you in the next update!

    • @snowthe5th
      @snowthe5th 2 ปีที่แล้ว +2

      hi

    • @WattDesigns
      @WattDesigns  2 ปีที่แล้ว +6

      @@snowthe5th hello!

    • @Demaculus
      @Demaculus 2 ปีที่แล้ว +2

      Good points and takeaways follow your gut.

    • @dingas5632
      @dingas5632 2 ปีที่แล้ว +7

      I really like the direction you're going with the game. I completely agree with just making something you like and is fun to you. There are tons of people out there who may find this game on release and absolutely fall in love with it regardless if they knew about the beta or not.
      You're on a great road to success here and I can't wait to follow future dev logs :)

    • @Shiny-lt7qi
      @Shiny-lt7qi 2 ปีที่แล้ว

      We’re can I by

  • @pastamonster5094
    @pastamonster5094 2 ปีที่แล้ว +825

    Good choice with changing the way goblins are portrayed. There were no reasons for them to be non human if they behaved basically the same. More like green haflings than goblins

    • @PiraGem
      @PiraGem ปีที่แล้ว +1

      goblins are people, true. but they have increased feelings of anger and other negative ones, which makes them basically psychos

    • @pastamonster5094
      @pastamonster5094 ปีที่แล้ว

      @@PiraGem they don't have to be 'people', they could just as well be a tribe of human eating monsters, appropriating technology stolen from trading caravans. Not trying to beautify them and just going full psycho would make me want to play as them even more

    • @qaairsoft4588
      @qaairsoft4588 ปีที่แล้ว +1

      You just like that green stuff do u

  • @breadsnake4960
    @breadsnake4960 2 ปีที่แล้ว +54

    People are always weird about starting over on projects but nobody realizes that when it's necessary it's super rewarding and it goes way faster, good job on the game I hope to see it when it releases whenever

  • @LucasStraub
    @LucasStraub 2 ปีที่แล้ว +833

    I'd suggest to let overworld static while dungeons be procedural generated. So dungeons are replayable while the overworld looks more personal and handmade.
    You could also keep using what you already have this way

    • @jum6782
      @jum6782 2 ปีที่แล้ว +52

      I think it would be better if everything was procedural. I think having a static over world would decrease the replayability.

    • @KiteTijink
      @KiteTijink 2 ปีที่แล้ว +142

      @@jum6782 I would rather have a beautiful handcrafted overworld than a procedural one that is just random but lacks the details and attention of a handcrafted one.

    • @aloph7329
      @aloph7329 2 ปีที่แล้ว +35

      I feel that for dungeons it should be a mix, so that story dungeons are handmade but generic dungeons are procedural

    • @johnsnow5125
      @johnsnow5125 2 ปีที่แล้ว +29

      @@KiteTijink I think you wouldn't really notice with the current presentation, and if switching genre from life sim/farming to colony sim/survival, these usually come with frequent fail states similar to roguelikes, meaning you are starting over and over, meaning you get sick of always being in the exact same location and repeating everything almost exactly as the previous run

    • @CatPawns
      @CatPawns 2 ปีที่แล้ว +1

      thats a bad idea, do the dungeos hand made and the overworld procedural is far better imo, chasm was a full castlevania proc and it sucked hard.

  • @alexlugo4236
    @alexlugo4236 2 ปีที่แล้ว +135

    I'm looking forward to new character sprites! I was a little bummed before that the sprites wouldn't have that cute oval head and large ears from the illustrations in these devlogs. The tech upgrades accompanying a non turn based movement seem like they'll work really well too! You can always keep your custom building sprites and still allow players to build their own structures as two possibilities. I need my fancy potion shop and tattoo parlor to meet the NPCs in :D

    • @sophiedowney1077
      @sophiedowney1077 2 ปีที่แล้ว +8

      Or you could have a builder NPC who can build specialized structures like shops, which keep the original sprites.

  • @wasteurtime5677
    @wasteurtime5677 2 ปีที่แล้ว +311

    To be honest I feel that some of your decisions made it simpler to make the game at the cost of the personality that made your game stand out. The rhythm mechanic, the art style, and the lighting drew me in more and I don't even play 2D games like that. As a hobby dev myself, I would have reduced the vision (removing the open world plans) while using proc-gen for dungeons, just like moonlighter.

    • @wasteurtime5677
      @wasteurtime5677 2 ปีที่แล้ว +59

      On the human-goblin conflict note, while I agree that goblins being green humans is a problem, I feel that issue could have been addressed with highlighting cultural differences instead of physical appearances. Goblins might use a different material for buildings like mud and spider silk. Goblins might rely on animals for lighting(fireflies), furniture, recreation, etc. where humans rely on advance technology instead. But again, you know the best for this project.

    • @iantaakalla8180
      @iantaakalla8180 2 ปีที่แล้ว +16

      I thought the human teeth as currency were a neat hint towards goblin cultural differences, being both brutal and civilized like we would imagine goblins to be. Like goblins have hobbies that they are effectively like humans, but they came to different civilization stuff. In this case, protecting their homes against humans rapidly invading is plentiful enough to start an economy that never seems to stop rising, but they also now enjoy fighting humans because humans are only after goblin land and consistently are like that, so goblins are brutal, civilized, and differentiated from humans

    • @Fox-in-the-Storm
      @Fox-in-the-Storm 2 ปีที่แล้ว +5

      This is how I feel too. The game vibe was more unique and charming before. Though the goblin portrayals definitely needed to be more goblin-y.

    • @vibes6665
      @vibes6665 2 ปีที่แล้ว

      I totally agree

  • @ДанилаКарпенко-ь5д
    @ДанилаКарпенко-ь5д 2 ปีที่แล้ว +9

    You can decorate houses with a roof that could be placed as blocks of walls in a Terraria, but at the same time would be hidden when you enter the house. So you have beautiful outside and comfortable inside the building.

    • @frdstr
      @frdstr 2 ปีที่แล้ว

      Yup. This would be great. This game looks amazing so far

  • @lad6606
    @lad6606 2 ปีที่แล้ว +45

    Perhaps their could be a dancing minigame with a character you've chosen to dance with, being forced to avoid other goblins whilst trying to stay near your partner

    • @Eldritchdraaks
      @Eldritchdraaks 2 ปีที่แล้ว

      Or something like Crypt of the Necrodancer.

  • @MagentaFantasies
    @MagentaFantasies 2 ปีที่แล้ว +1

    0:39 Removing the grid-based movement was a good idea. It looked very tedious to play in your other videos.
    1:27 I agree with this point. I thought the earlier designs were essentially humans with green skin and pointy ears.
    2:00 What’s wrong with taking four years? I know of several indie games that have been in development that long or even longer. When I started creating my game Outcasts of the Rift, I knew from the start it would be a multi-year undertaking, and I’m married and have a full-time job.
    3:34 I chuckled here, since I’m from New Hampshire. 😉 I’ve driven by the SNHU campus a few times. It’s remarkable how much it’s grown over the years.

  • @AIAdev
    @AIAdev 2 ปีที่แล้ว +41

    The changes you made are so good. The lore you can develop behind actual trolls could be really engaging. Also... awesome video :)

    • @themonocleguy371
      @themonocleguy371 2 ปีที่แล้ว

      omg can't believe I found THE AIA in the comments

  • @jumi6051
    @jumi6051 2 ปีที่แล้ว +75

    I actually like the changes. But I do think handcrafted experiences are always better when it comes to a world than procedural ones. Especially when it comes to Zelda-likes. Maybe do a hybrid of both so important areas are handcrafted and others are procedural.

    • @CRT_YT
      @CRT_YT 2 ปีที่แล้ว +3

      "hybrid of both so important areas are handcrafted and others are procedural" (*cough cough* minecraft *cough cough*) anyway
      THIS
      ABSOLUTELY, this is a great solution

    • @_shadow_1
      @_shadow_1 2 ปีที่แล้ว +1

      @@CRT_YT Well it is one of the most successful games of all time for a reason. Pseudo-random generation combined with some procedurally designed structures which have random layouts works really well for replayability. The more randomness and player freedom you can put into a game while still maintaining it's overall structure, the better in my opinion. I know when my brain sees a wall or a border within a very linear game, I always have the feeling of being trapped. The game has to have a god-tier main quest line for me to even want to play it. The major exception to that is dungeon crawler style games like dark souls or baldur's gate, or platformers.

  • @billybotcher
    @billybotcher 2 ปีที่แล้ว +12

    Maybe you could re-add roofs back and when inside a building it becomes transparent. I think the roofs would still be a really nice addition.
    Also, maybe you could add ancient ruins or lost temples that give loot. Good luck on the game!

  • @laxwolf
    @laxwolf 2 ปีที่แล้ว +37

    The changes look great, Watt! However, this may be the point in development where you need to seriously consider whether a systemic refactor was necessary or it was an aversion to creating content (the surprising bulk of game dev.) If you enjoy making systems, it may be very helpful to find someone who enjoys making content and consider letting them go loose on your Game 1 while you set up systems for Game 2!

  • @calendulaprox2155
    @calendulaprox2155 2 ปีที่แล้ว +4

    Have all my support man, also a fellow dev starting over the game after 2 years of development.
    I was almost glad to see you take this step, it reafirms how important it is to make decisions at the right time before its too late to go back.
    I learnt from my mistakes, and learnt what i need and dont need to use. I can apply new concepts from the ground and build something way better.
    Cheers!!

  • @HassanHilal12
    @HassanHilal12 2 ปีที่แล้ว +8

    I really like the new changes. Congrats on your first sponsor 🥳

  • @siklus6177
    @siklus6177 2 ปีที่แล้ว +4

    Good luck with your new direction. Keep us posted!

  • @K.L..
    @K.L.. 2 ปีที่แล้ว +2

    That was so cool to see SNHU being featured in this video. I'm a student there now. After I complete my degree, I will (time and money permitting) go back to take some of their game dev/coding courses. Trying to teach myself during my spare time has been.. slow moving. I have been LOVING my time at SNHU (online) though. Also, thanks so much for sharing so much of your creative process for your game. It's very helpful for my brain to see what coding looks like when implemented into a game and the thought process for how coding should work. I'd like to get into the gaming industry so following game channels like yours has been so eye-opening. Thank you.

  • @FirebelleyGames
    @FirebelleyGames 2 ปีที่แล้ว +8

    Reworking the game is a great choice! I had to rework my game because I wasn't "feeling it" either and it makes such a huge difference.

  • @stevenlandow7372
    @stevenlandow7372 2 ปีที่แล้ว +11

    I think the building system could leverage some kind of auto-tiling that allows them to be flexible, simple to build but still very "arted up". The old designs were really awesome.

  • @seeegol
    @seeegol 2 ปีที่แล้ว +6

    I was expecting someone with hundreds of thousands of subscribers, just by the video editing and the incredible game development, but I was not expecting someone with only 16k subs!

  • @notroublegames
    @notroublegames 2 ปีที่แล้ว +1

    Wow! Great job, Watt. That required courage - to throw away the things you had already worked out and start again. I like that you make the best of it and it adds a spark to the new development. Good luck. (I also recently started fresh and the best part is when you fall in love with your project all over again. 😊 )

  • @StoryGameArtist
    @StoryGameArtist 2 ปีที่แล้ว +1

    Godlin is working smart not hard I see, big respect. I totally can understand the slight frustration when play-testing an adventure game, when you constantly have to wait an extra half second every time you want to go anywhere. But if you did want to keep turn based movement for multiplayer, you could have slimes split and change color when another player enters the screen; your colored enemies react to you and the other player's enemies only move when they do. Or Enemies could just switch who they're targeting, they only move with whoever's closest. But yeah, super happy your short project has given you new insight into this one. Keep it up 👍

  • @SaintPaulus
    @SaintPaulus 2 ปีที่แล้ว +1

    These tweaks are definitely improvements. Good calls.

  • @bronsend2595
    @bronsend2595 2 ปีที่แล้ว +4

    I'm a professional sprite artist with an unhealthy goblin obsession. I've been theory crafting a game like this for a couple years but it seems you're branching into what I was considering making. If you want help creating sprites and animations, writing story, scripts, or mechanics work, I'd love to work on this.

    • @Selrisitai
      @Selrisitai ปีที่แล้ว

      Did he reach out?

  • @ThyTrueNightmare
    @ThyTrueNightmare 2 ปีที่แล้ว +1

    Playtest.
    Always be play testing, with someone local, someone you can send a build to and remember, its NEVER too early to play test

  • @Gerz970
    @Gerz970 2 ปีที่แล้ว +29

    I was honestly a little disappointed upon reading the title but after hearing your reasoning and seeing what you have accomplished so far I have never been more confident in this project. I think this new direction is a very good idea.

  • @datbubby
    @datbubby 2 ปีที่แล้ว +3

    The only thing I don't like much is the lack of goodlooking homes for the goblins :(

  • @valoconic
    @valoconic 2 ปีที่แล้ว

    honestly i love the games referenced and just seeing how honest you are about the directions youre taking, i'm in love with this!

  • @DerpyDingoDoggo
    @DerpyDingoDoggo 2 ปีที่แล้ว +1

    had me worried there for a second. this seems like less of a restart and more like a revision, i good one at that i think all of the changes you're making are good ones to make.

  • @Augustman22
    @Augustman22 ปีที่แล้ว

    I’ve been binge watching your dev logs and I honestly think this was a good idea to restart like this, seems a lot more like something I would personally play. Great job so far! The game looks incredible!

  • @mkrichey1
    @mkrichey1 2 ปีที่แล้ว

    Congratulations on the bold move. Love the tricks you have found to improve performance. Looking forward to the next update!

  • @atrocity11
    @atrocity11 2 ปีที่แล้ว

    im starting to watch all the videos in order after seeing this on my fyp. This looks amazing, and km glad you decided to pursue this

  • @radnyx_games
    @radnyx_games 2 ปีที่แล้ว

    Keep it up! It always hurts to overhaul the original game design but it's just another step in the process. You've seem to come out of This is Hell with a better perspective too. So trust your gut on this one!

  • @Tragedy-Tv
    @Tragedy-Tv 2 ปีที่แล้ว +1

    Not a game designer but artist / critic here, maybe upscale the trees a bit to sell the small size of the goblins more. Game looks super cool tho, best of luck

  • @Pepsimaaann
    @Pepsimaaann ปีที่แล้ว

    This video just popped up on my recommended, i have never seen your channel before but this video makes me want to check it out.
    I can tell you that from a totally outsider view this new idea for how the game will be has made me very interested in it!

  • @beezelbuzzel
    @beezelbuzzel 2 ปีที่แล้ว

    Good luck! Looks like you've got an achievable goal and a solid plan!

  • @Ambitioness
    @Ambitioness 2 ปีที่แล้ว

    Hey, I found your channel through this video and I'm really fascinated. I am currently working on a game myself, so I now how tireing it is to do so. I only have been working on it for a about a week now. I can't even start to comprehend, how hard it was to make a game, eventhough still being in work for many hours. I'm currently watching your other devlogs about this game and I already got sooo much inspiration from you. You should do what you want and just make what you want to make. I'm already so excited for newer devlogs of the game and I hope you now have even more fun making them. Btw I will totally play it when it comes out. I hope the best for you and your game!

  • @FollowNdFeel
    @FollowNdFeel 2 ปีที่แล้ว +33

    Not gonna lie. You’re tearing my heart out. I’ve been looking for this title specifically.
    Obviously I’m happy you’re going in a direction that works for you.
    Suggestion: what if you implement your “shrine” dream later. As like an expansion. You may have more help at that point.

  • @nicholaskuun3795
    @nicholaskuun3795 ปีที่แล้ว

    I support your decision, things are already looking amazing. Keep it up, you got this :)

  • @Imaperson1020
    @Imaperson1020 2 ปีที่แล้ว

    Just found your channel and I love the video, I think your change makes sense. I'll be getting the game once it releases, it looks fun and takes inspiration from some of my favorite games.

  • @joyfulfishman5445
    @joyfulfishman5445 2 ปีที่แล้ว

    I love you, can’t wait for your game and for the next devlog

  • @arctiformgames
    @arctiformgames 2 ปีที่แล้ว +4

    I can see how some people may have aproblem with this new change, I believe its important for a dev to know what they like in games and want their games to resemble (typically what they like lol). Removing interesting systems for to direct your game towards what you really like and want I think is a good decision and multiplayer really does make games better. Ive played a decent amount of singleplayer games and multiplayer games and truly it is the multiplayer games i have the most fun with. I hope this change helps you finish the game and keeps your support!

  • @XDWASDX
    @XDWASDX ปีที่แล้ว

    This is really exciting stuff to see from a one man army. The art and animation are very clean, and you seem to be approaching every newfound problem with stoicism and gusto. I can't wait to see the final product!
    I know this would demand some extra work, but I think the pixel art would benefit greatly from softer outlines (i.e. dark green for goblin and tree outlines, dark brown for cliffs, etc). I'm a big fan of this trick because it makes the outlines (which are basically visual guides for distinguishing sprites) look like real contours that make sense.

  • @tateyoung7
    @tateyoung7 2 ปีที่แล้ว

    I actually loved the buildings and the NPC designs, I've been following this project since the first Devlog and fell in love with the quirky aesthetic starting at the game's name. I have been looking forward to playing this game since day 1 and I still do, but I for one liked the idea of the grid based movement (but I tend to enjoys games like this completely solo without multiplayer).
    I do however think the game will be released at its best potential if you have passion in making it, and if you burn out or aren't happy with the direction then it is the right decision to go with your instincts in changing it. Good luck, I will continue to follow avidly! ✌❤

  • @rainingBrackets
    @rainingBrackets 2 ปีที่แล้ว +1

    New viewer here, I was actually about to suggest moving away from a grid based movement system so I was happy when you later said that you did.
    I know big changes, especially ones that erase some of your progress, are scary. But you got this!

  • @officiallambs
    @officiallambs 2 ปีที่แล้ว

    Good luck with your release bro, excited to play this one!

  • @SwitchedPC
    @SwitchedPC 2 ปีที่แล้ว

    I am follower number 100 on the steam group... and I am very proud of that! I can't wait to see your finished works Watt!

  • @SphinxKingStone
    @SphinxKingStone 2 ปีที่แล้ว

    First time seeing your project and I like the direction you're going now hope it will end up well. Game looks amazing btw

  • @androgenius_alisa
    @androgenius_alisa 2 ปีที่แล้ว

    I'm happy you got to recover most of the old content
    Old houses really are cute from the outside

  • @RmationYT
    @RmationYT 2 ปีที่แล้ว +1

    Nice changes you made! I like this! I kinda suggest making the goblins look less human-ish in the dialog sprites. I really want to see where this is going!

  • @i_am_phibian
    @i_am_phibian 2 ปีที่แล้ว

    I love the beautiful pixel art, and the explanations of concepts and features are really engaging. Keep it up!

  • @beldrnl
    @beldrnl ปีที่แล้ว

    Yup good choice. I'd love too see what is going to happen

  • @nicynodle2
    @nicynodle2 2 ปีที่แล้ว +2

    Personally I really like the look of a full bulding over a cube with a floor, maybe when your outside the building a roof and other gubbins (chimneys ext) appear? kinda like what towns did back in the day?

  • @giftedlicense3548
    @giftedlicense3548 2 ปีที่แล้ว +1

    i like most of the ideas presented in this video, but the i feel like the houses would be better off the same, or at least a bit more advanced then the newest version because um... Not gonna lie, they seem like they could cause you to contract some kind of illness... Hey, that gives me an idea! How about keeping both house types in the game? The houses in the older version would be harder to make but more customisable and homey while the newer type would be easier to make but adds an extra layer of gameplay where you could contract an illness and it would make you weaker for a few ingame days. I know that you're removing some features due to time constraints already, but i think it would be a nice extra layer!

  • @michaelgamel5915
    @michaelgamel5915 2 ปีที่แล้ว

    I've only just stumbled onto this channel and I am hyped for this game!

  • @geshtu1760
    @geshtu1760 2 ปีที่แล้ว

    Love the changes and great job with those lighting and shadows features

  • @EnbyNomad
    @EnbyNomad ปีที่แล้ว

    Looks cool, never saw the project before today but I'm following it now. Let's go goblins.

  • @primitivedev
    @primitivedev 2 ปีที่แล้ว

    New direction you are going for seems great! I respect you for making the decision this far into development to change up some of the core ideas of your game. I can't imagine it was easy to make the decision. Hopefully things go well : )

  • @CameronPenner
    @CameronPenner 2 ปีที่แล้ว

    Starting over is always scary, but it looks like you have a really good plan! You proved that the new systems would solve the problems you needed them to, and you'll be able to re-use a lot of your old work. I'm excited to see where this will go!

  • @ebitachy
    @ebitachy 2 ปีที่แล้ว

    looks good👍👍👍 a lot of people who aren't into worldbuilder sims might have a word or two to say about it but this looks like the beginning of a game project i can really see going somewhere fun and having interesting mechanical interactions within the game

  • @whyrwehere
    @whyrwehere 2 ปีที่แล้ว

    I've never heard of you before, but this game looks incredible! I'll definitely be looking forward to updates on this game.

  • @flyingdragon4613
    @flyingdragon4613 2 ปีที่แล้ว +1

    I saw your video and it was quite interesting! If I would give an opinion, saying that I never watched your other video's, I quite like this new look instead of the old looks you showed for a few minutes. I think the other one was a bit zoomed in and made the goblin quite small. This is quite a mix of terraria and minecraft but with a different camera view, Im quite interested what you'll do next :)

  • @ShootingDux
    @ShootingDux 2 ปีที่แล้ว

    Nice job. I think your reasoning for the changes is pretty good. The info about the sectors/regions was very interesting. Good luck with the rework and the new direction.

  • @monstereugene
    @monstereugene 2 ปีที่แล้ว +11

    Make sure to prototype to make sure this is actually what you want. I’m glad you’re taking steps to do that now. Rooting for you

  • @tomahawkam
    @tomahawkam 2 ปีที่แล้ว +1

    Great idea using rimworlds’s pathfinding! Excited to see the game progress in whatever direction you take it in; if you are passionate about it, it will turn out great!

  • @Skeffles
    @Skeffles 2 ปีที่แล้ว

    Wow this is a huge shift! You seem to have a good idea of where it's going which is great. Good luck!

  • @shinkouhai919
    @shinkouhai919 2 ปีที่แล้ว

    well you goat this, remaking the game after 2 years is a load of hardwork and mentality, I was developing a game in 6 months and it's sadly didn't go as planned, in short the project file is corrupted and i lost the project, gotta admit I'm so careless to not do some backup, causing 6 months works back to zero, even until now I haven't think of the motivation to remake it, but i sure I will someday, btw Good luck with your gamedev.

  • @experienceanvil
    @experienceanvil ปีที่แล้ว

    The pathfinding is great and the grid-based movement change is a really good call. It's a cool idea but ultimately very limiting as you pointed out.
    It's all part of the great indie-dev life, looking forward to your next major design change in another year ;)

  • @vampbat
    @vampbat 2 ปีที่แล้ว

    "See, it says I need a light. And then if I put a light, it gets upset about this wall actually being a tree. -moves on immediately-" LOVE your humor still man. Those clips are gold, happy to see some references I get.. GL and LOVE how you've adapted when you felt stuck!! Such cool AI/code here as well. Props

  • @placeholderdoe
    @placeholderdoe 2 ปีที่แล้ว

    I’m glad this was in my recommended! Now I have a new dev channel to watch

  • @sinksinkswim
    @sinksinkswim 2 ปีที่แล้ว +1

    Hard to envisage the new direction properly yet but the logic for the change seems sound. With the changes though, it does beg an important question, "what makes the game stand out now?"

  • @tetolouco
    @tetolouco 2 ปีที่แล้ว

    Good choice Bro, I think will be nice even with the changes!

  • @raumsegler
    @raumsegler 2 ปีที่แล้ว +1

    You could make a cutscene at the start where one goblin goes away from his group and gets lost in the forest where he finds some kind of food like an apple that glows and when he eats it he gets enlightened, and That’s when the player can start playing. It could then be used as an extra objective. Finding more special apples so you can enlighten the rest of your tribe. And I think you should change the color of the black “fog?” At day time That occludes unseen areas to grey or white or something similar. Because I think it looks to dark otherwise if half your screen is black even though it’s day.❤

  • @monarchyVoice
    @monarchyVoice 2 ปีที่แล้ว

    I'm currently studying Computer Science at SNHU, the same school my mother graduated. So cool more people are joining! It's a genuinely great school.

  • @alextriple1
    @alextriple1 2 ปีที่แล้ว +1

    Tbh, I do not actually care if a game would be released. I just love watching these high quality devlogs.

  • @עומרייחיאל-מ1ב
    @עומרייחיאל-מ1ב 2 ปีที่แล้ว

    First time I hear about your game, looks awesome best of luck

  • @dimi_95
    @dimi_95 2 ปีที่แล้ว

    I remember your last video ! Love the content, sadly forgot about you but thanks to the algorithm I found back.

  • @nicholaslabonte3491
    @nicholaslabonte3491 2 ปีที่แล้ว

    I love this project. I'm super excited for this

  • @saprin4631
    @saprin4631 2 ปีที่แล้ว

    Something I've come to learn, still early in game development, is that a large part of growing is having to restart.
    Taking what you've learned on one failed or shelved project, and using that on something new and more polished.

  • @IamtheKit
    @IamtheKit 2 ปีที่แล้ว

    Excellent video! Really great arguments for switching direction, and I'm excited to see what the future holds 👏 Sounds like it could add some extra replayability too

  • @baksoBoy
    @baksoBoy 2 ปีที่แล้ว

    Woah your game's visuals are really cool!

  • @atomicdiamondx
    @atomicdiamondx 2 ปีที่แล้ว

    I +1 the movement aspect in regards to what you're going for -- the alternative could have been switching to turn-based mode for combat with a "ring" around the combat area that multiplayers could choose to step into (distance from the "ring" would determine how many "turns" would need to pass before they could join the fight), but, that obviously breaks up the gameplay quite a bit. Actually, I think this is starting to look a bit like Corekeeper, which is a game that I adore. It has goblin-y creatures called cavelings, but, you only get to fight them, so I'm excited to get to play as the gobliny character! I'm very sad about the loss of the cute portraits and the super charming homes -- the aesthetic was really pleasing imo, however, I'm looking forward to seeing how this works out!

  • @OneMadApple
    @OneMadApple 2 ปีที่แล้ว +1

    It's your game, but just remember that, "perfection is the enemy of progress." (And this is coming from someone who has always struggled with perfectionism and effing up my own projects because of it.)
    Waiting around until you feel like you're going to 10/10 knock it out of the park for everyone will just end up satisfying no one, including you.
    I'm not suggesting you don't try to improve what you don't like about your game, but there are triple A studios that can't manage to even put out a 7/10 with a team of hundreds of professional devs, let alone with fully-functional multiplayer. Ratings are fickle, easy to mess with by outside forces, and rarely capture the true quality of a game.
    No matter how amazing a game is, some neckbeard on the internet will always find some nitpicky little point that no one else would notice to ratings-bomb it for.
    Just make the game you want to make, and stop pre-planning for all the ways future players could possibly dislike it.
    You do excellent work. Ignore the endless tiny suggestions that you're always going to get from well-meaning TH-cam commenters, because that's a neverending treadmill you'll never get off of.
    Just my two cents.

  • @LaviPorat
    @LaviPorat 2 ปีที่แล้ว

    I like the new plan and the game, it's almost finished, don't stop now!

  • @BlueOctopusDev
    @BlueOctopusDev 2 ปีที่แล้ว +1

    Be you. be proud of you because you can be... do what we want to do !

  • @VARIGONSTUDIOS
    @VARIGONSTUDIOS 2 ปีที่แล้ว

    I know the feeling man, I had to restart my game twice already to fix issues and change art direction. Great video

  • @CarterJackson
    @CarterJackson 2 ปีที่แล้ว

    Props man, restarting when things aren't working is such a frustrating, but necessary step, and I can already tell it's going to pay off!

  • @interlock2.076
    @interlock2.076 2 ปีที่แล้ว +1

    oooooo this looks soo good

  • @Zyodl
    @Zyodl ปีที่แล้ว

    you could probably make something of a house builder "minigame" where you go into a view like when you're moving buildings in stardew, then you have a variety of roofs and walls to choose from so you can build your house up to look good from the outside, but then the moment you go inside, all of those assets disapear so you can see what you're doing

  • @itr-dev
    @itr-dev 2 ปีที่แล้ว

    Sounds like it was the right choice for you! Good luck!

  • @TuxedoDogss
    @TuxedoDogss 2 ปีที่แล้ว

    i like that superhot kinda grid movement, maybe it could be a feature in areas with enemies? like in a certain radius or entire area your movement is suddenly grid based. also i think multiplayer movement should work like anyone can move once but it makes the enemies move too, meaning more firepower, less turns, more strategy.
    glad i found this channel it looks cool.

  • @egill1257
    @egill1257 2 ปีที่แล้ว

    This new version looks really good!

  • @OutlawCecil
    @OutlawCecil 2 ปีที่แล้ว

    As always, you're making some really wise choices with your game! Multiplayer is a MUCH bigger feature than grid-based movement. My kids playing this game with me will make it infinitely more enjoyable! I like the Minecraft-esq building too. The kiddos will love that as well.

  • @masha8770
    @masha8770 2 ปีที่แล้ว

    While I am a bit sad to say goodbye to some of the old style, honestly you do you. It's never to late to reiterate into a completely different direction in pre-alpha/alpha. So long as you're not already selling the product based on a certain concept (looking at you steam early access pile) you're free to change direction. Luckily for you, I love terraria so I am still on board ;)
    What you also have to consider that at this point, early supporters not only support the game yourself, but you as a developer. Not only is a transparent devlog a joy to see and a solodev project commendable, the parasocial machine is chugging along which gives you a lot more leeway than some of the steam early access ...games (looking at you survival crafting genre & simulator genre). Your connection to your audience is what will drive this project and I'm sure you find a lot of people will support you through many successful or not successful iterations. I'm gonna keep checking in because I'm sold on the concept and I wanna see where it goes. I do hope you keep some of the npc designs though, there were many that were charming :<
    PS: Am I the only one that gets some retro gbc vibes from the smaller tile size?

  • @IM2awsme
    @IM2awsme 2 ปีที่แล้ว

    You can keep the old buildings by having an extra texture lair under the map already loaded in, just move it from the bottom layer to the top as soon as you walk through the door. It will break the generic look your houses are becoming, giving it a unique look and feel. Only limitation is how to make the translation seem less.

  • @Mel-mu8ox
    @Mel-mu8ox 2 ปีที่แล้ว +1

    can see how scope creep got to you XD
    tho personally, I always thought of this game more like 'littlewood'
    a small satisfying game, with a linear storyline and some cool stuff and character's to meet along the way :/

  • @stephenkirby6788
    @stephenkirby6788 2 ปีที่แล้ว

    I honestly like the changes, looks great!

  • @memyselfishness
    @memyselfishness 2 ปีที่แล้ว

    I'm looking forward to see your take on things more gobliny. I hope the buildings become more interesting than just a cave box though!

  • @twomur_
    @twomur_ 2 ปีที่แล้ว

    i am a huge fan of this cjange!! keep up the great work

  • @delqyrus2619
    @delqyrus2619 2 ปีที่แล้ว

    For procedural generation i would take a look into wavefunction collapse algorithms. This way you can do a lot of crazy stuff(like village themes, biotopes, etc.) without having to manually design them all. Also it makes i easy to extend the stuff with new items. You have drawn a new shop building for a specific village theme? Just throw it into and it gets placed as if it always was there. You just have to declare the boundaries of every item.