Be sure to comment with the name of your favorite in game shop. (Best organization, effect, etc.) If you haven't seen my Roguelike game series, check it out here: th-cam.com/video/wafu_TKRZ4k/w-d-xo.html&ab_channel=HelperWesley
My favorite shop menu is in Terraria. I like its general layout, specifically the colors, and also the fact that yiu can choose cute dialog OR shopping rather than getting both at the same time.
Slay the Spire's shop menu! It's really cool seeing all the possible cards and relics laid out on a single screen. Also the shopkeeper has some good dialogue for when you first enter the shop, buy something, or don't have enough money.
Right now the difference is just that the squares are filled in with green for the buffing fluid, and the bomb has Xs. I should probably change it to accurately represent the range the buffing fluid has, it's about twice as large as the bomb. 🤔
I really like the shops in mario odessey, with the npcs that react when you buy something. Great video! I started using gdevelop recently and a absolutely love it!
While I don't know a lot of shop menus in games, the first that came to mind was Dicey Dungeons, because the background was good and the shopkeeper had some small flavor text each time you entered. Also, great progress so far!
Yet to play that one, but I can quickly look up a video. 😎 Definitely think part of a shop being good is the person selling things. Doesn't always have to be there, but they can add a lot. 🤔
I like Terraria’s shops. You can see everything available to buy all at once, and the information about the items is just a hover over it away. You could modify it to show the price under the item and have tapping open a window with the item, it’s price, a description, and a purchase button.
I would say that the best shop menu I've encountered is Resident Evil 4 (2005). The game deliberately encourages you to engage with it as "The Weapon Merchant" was placed in effective locations. The HUD allowed you to see exactly where your item would be placed in your combat briefcase, making the player able to visualize *exactly* what was needed and how to orient it to save space. The upgrades were well-documented and had a great sense of feedback; you knew exactly how you improved as soon as you came out of the shop and tried your gun out on The Las Plagas Horde.
OH! The RE4 shop menu. That was really good. I always thought I liked that shop because it was a "safe" haven from all of the action-horror happening outside. But the way you described it makes a lot of sense, the shop itself was well done too. 🤔
I don't know any game that does this, but what if you have the shop items on the top, and you drag them into the ship, and it would purchase it? Kinda like how you would drag something into a shopping cart? (Also I can't wait for this game!)
i like shop menus like terraria, where i can select what i want and just click to buy it, or maybe something like pixel survival 2, both are ones i like
I have a suggestion: Maybe you could add like some kind of combo multiplier whenever a drill you drop mines multiple ores after each other to give the drill more effect and also when you use the bomb add all the scores from the destroyed blocks together and create just one score text object for better readabillity, anyways great work on the game so far! Looking forward to play it!
I hope it'll work out. 🤔 I think it'll make players feel clever when they save it to use on a big vein of some kind and get a big pay day from it. I'll have to limit the number you can take per run, but I think it'll be a big spike in points during every run, or at least "something" when you have a poor run.
Something I had thought of and I’m writing this is the middle of work while listening to a retro podcast - they mentioned dig dug and how when going further down it looks like a parfait which might be a good addition to this! The further going down and the layers change colors giving maybe the relaxing color scheme a slow change as you descend. I also like that in minecraft and thought I would recommend it
Some kind of color remapping as you go deeper.... 🤔 Definitely possible, I also like that in minecraft. Might be on the later ends of the polish phase that I do that though. Will have to see. 🤔
I don't know of the character is big enough of that. 🤔 I do love the way that game handle diegetic UI, but my game might be too low res for something like that.
Not a terrible idea, but Astroneer's character takes up more screen space than this little space dude. There's not a lot of space for detail; the difference between 60% fuel and 50% fuel would be practically imperceptible.
The fuel bar was blue before, and that makes sense. 😅I may just do that in the future. I switched it because that was 2 items that created big screen filling particle effects that would be the same color. That just didn't feel like enough distinction between the items. But also, the buffing fluid turns any ore it hits up to the next level, so I was trying to go for something neutral. 🤔
Hello I was making my game and i found a problem : when the bullet is in collision with the enemy the enemy dont move a bit of pixels like a recoil and i searched for tutorials but nothing so if you can upload a short making that or reply my comment whit the solution i'll thank you very much.
If you're using GDevelop, there's a video called "expressions" on the GDevelop TH-cam channel that talks about that, and there's a "how to roguelike" video in that channel as well with a more other little effects and things in it.
Hmmm, Pokemon games have this infinite scrolling inventory and menu system which I really like, I think they use arrays to update their selections and contents Also, would raycasts work for the bomb and capsule instead of points, or is that more resource intensive?
uuuuhhh.... I'm pretty sure points are less resource heavy.(But now that I'm thinking about it I feel like I should go double check before saying it 100% 😅) But also, points work just fine, since everything is on a grid and I know exactly where everything is going to be. 👍 The buffing fluid actually works off of distance from the center of the capsule out, instead of points. I expanded the range out more and doing 10+ different points would be tedious. 😅
I love this game and I think it would be super fun to play! Just one thing I might change is the movement controller. Its kind of big and you could go for an invisible controller and when you click and drag in the direction you want a little circle shows up
I've yet to play any of the Ori games. I've seen gameplay and videos about the games, but I've yet to try it myself. I'll have to check it out and see what the in game shop is like. 👀
Yeah, I'm waiting for Art man oil to point that out. 🤣 I used to say "not an artist" in literally every video, because I've no idea how I'm supposed to shade any of those things. If it stands out a lot in the late game polishing phase, I'll definitely have to fit it. 😅
The shop should only be available when at base. I dont know if you've seen a game called "Gelli Fields" but its a game being made by the youtuber Fairlii. The shop in that game is nice and simple, which would be very nice if you changed it to a sort of dome life shop at base.
Maybe you can contextualize the stamina as energy instead and replace the strawberry with a lightning bolt to make it a bit easier to understand and the icon for a lightning bolt can be smaller than the strawberry and still be easily read. Thus reducing the amount of space required for your UI at the top.
Great set of items for the game! Honestly shop menus differ for different game inputs and how your item system works. Are you buying single items, multiple items? What kind of inventory do they go into? What is the play input type? Now since this is mobile I'd suggest checking out adventure capitalist, jetpack joyride and subway surfers menus because they've all done well and had good shop UI.
I've played Terraria alot before and their shop keepers sell different stuff based on their job types, like the demolitionist who sells explosives or the wizard who sells magical items. The shop layout works like an item/inventory grid which I like alot as it shows you everything they have to sell instead of a buncha text that ya gotta skim through, but there's also hover text that appears to explain the item in more detail (sorry for the wall of text, lol).
I have question i was making a game in gdevelop top down shooter and i.want random room generations but.i coulnt do it problem was probly some variables so can i use your game temple as my game its not gonna me same at all only room generation art gameplay visuals all are gonna be diffrent
You mean the Gun Dude game example in GDevelop? Of course you can use that! The point of that game is for people to take it and build from it to make their own game. 👍
This is looking awesome! I still don't think the player character has enough contrast with the background, though. It doesn't help that his suit is the same colour as the tiles. I'd suggest brightening it up a little, moving it closer to white or at least adding a highlight! Maybe a light blue glow cast from the helmet? Also, would you be able to implement the stamina and fuel as radial progress bars? Could potentially give you more screen real estate? I'm really enjoying this series, please keep it up!
What about a smaller floating stamina over the player - following the player where it goes. With a stepped animation sequence for how much health remains. When too low begin flashing? Since you are pretty much gonna be focusing on the player anyway it would be easy to keep track of?
I think a really good shop menu and I use shop loosely is the clash of clans unit builder. I like the buttons as well as at the bottom is shows what is currently building so I can see my inventory as well. Also for the UI taking up so much screen could you implement something like vampire survival where there are no physical buttons for the movement but rather have where the players finger is pressed on the screen be the direction they move?
Never thought of a "favorite shop menu" but I think its this from Ember Knight. You are in a store and the Items laying on pedestals and you can interact with them to buy it. I like it because when you enter the shop you instantly can see which Items are to buy and if your favorite is there. Plus its one step lesser instead of speaking to the shop owner so its faster which is good because I think buying things which help you is ok but not what you wanna do in the first place. In the first place you wanna go back to a new run as fast as possible so it is good when the buying part is over fast. Except this in Ember Knight you CAN talk to the shop owner but not to buy things. Sometimes he tell you something but except this you can reroll the shop Items for a bit of cash which is helpful too.
As this is supposed to be a mobile game, Id advice to use brighter colors, otherwise this game will be unplayable in daylight unless people use full brightness (which takes a lot of battery)
Uma sugestão Wesley, ao invés de quando acabar o combustível você ser "teleportado" pra nave, você poderia colocar um aviso pro jogador voltar. Dessa forma, vai ser mais "real" do que simplesmente voltar pra nave sem ter combustível pra isso. Só uma ideia, não sei se vai se encaixar na visão que você quer passar.
It doesn't really fit the vision of what I'm trying to make. It would be much more "real", but I want people to get the entire time for the run. I think if their run gets cut short for any reason they'll feel "cheated". 🤔
Hello Mr. Wesley, I have a vein suggestion! A block that is destroyed from the side does not give points, but after destroying the block underneath it, it gives a lot of points. This will make the game more varied, and we will have a reason to plan our moves.
I'm really glad you're making your first game again! I was here since the 3rd videos of that series and I really liked to see how it ended up turning. But I want to give some criticism to the old project so you can make this one even better. For one, your game is supposed to be a small experience that you go in, play a couple of min and then get out, but it's just too blank. There's nothing to do but did and buy upgrades and itens for shop, and those are required if you want the game to end, otherwise you would stay digging day after day with minimum results. Also, there is no apparent threat but a timer that's not really needed to be there in first place. It you don't give the player more stuff to do or an actual threat to fght, the game turns into a snoozfest with only one action you can do, dig. Hope this paragraph of info helps you somehow! :)
6:40 I like when the shop menu is simpelal and colerful, and not fool of things thet u never buy and a lot of spashel ofers. For exampel brawl stars: The good things: Colerful, and esey to anderstand The bad things: Its big(it dasenot fit on the screen and u need to scrole), in the start it have a lot of real many dils, it fool of skins thet you buy ones in a month and most of the time u dont have inaf many to buy them, and it have a lot of spashel ofers. Im sorry for the spling mestaks(im not very good at englesh😅). Good lack making this game👍😀
No worries about the English, I understand what you're saying. 👍 And yeah, clean and selective shops are easier to browse through. Less clutter, and it's presented in a way that's easier to take in at a glance. The UI definitely needs to be proportional to the size of things in the rest of the game. 😅
I've never done a 1 for 1 comparison of the two from the position of someone who can code. I picked GDevelop because its no-code system let me jump right into making games without spending the time it takes to learn code. But I stuck with it because I've never run across anything I couldn't do, so there hasn't been any reason for me to change engines. 🤔 I hope that answers your question. 😅
@@HelperWesley i am realy bad with code and want to make game with some thing without code in my free ... can i do eveything without coding???? like full game with lvls?
So. Shop menus. As with most UI things, it's hard to beat Persona 5. But P5's menus are designed very specifically to fit the game's tone and style; they obviously wouldn't fit well here. So I guess my advice is to figure out what UI aesthetic you want to use here and design the shop around that. Do you want a shiny retro-futurism vibe, or grimy space cyberpunk, or rugged space Western, or what? Any of those choices would work, but they'll obviously impact the tone of a space mining game. A space-Western aesthetic would evoke the California gold rush and similar pioneers, which works if you're trying to make the game feel explore-ey; a cyberpunk aesthetic would fit the same kind of dystopian grind vibe as _Hardspace: Shipbreaker;_ but each aesthetic would contradict the other tone.
I really like the old Aliens style of "future tech". The latest popular aliens game really nailed that look, the vision of what spaceships would look like through the lens of the generation it was originally created in. 😌 Will I be able to nail that style? Probably not.😅 I'm not an artist after all, but I'll try.🤔
Does it? Weird, I honestly don't remember it. Wasn't it like the old final fantasy RPG shops? Now I need to go look it up, because I honestly forget what they were like. 😅
IMHO, the digging doesn't feel satisfying as such, just from watching the video. I think that's because of the bouncing up and down, it makes the whole process feel a bit too long and bumpy. I would find it better if the drill would slowly dig into the block, so that you get the feeling of you actually drilling through the block.
@@HelperWesley Yea, oldschool arcade game, released back in 1982 by Namco. Highly recommended if you can play it. Should also be on steam for couple bucks. Also heard that you want to monetize this game, be careful with that, One mistake and your game will be uninstalled by many once the game starts pestering them with purchasable items or lots of forced ads. I suggest that you go back and play some types of oldschool Maze games, the good, the bad, and the ugly. To get a feel for why the game did so good in the first place and why it failed. Trust me when I say this, Stick with the arcadey roots and you got yourself a good game. (Don't feel bad you got to do some research of these games.) Oki, that's all I gotta say, Toddles.
Oh, that could be a cool idea. Maybe corners get their health halved, so you can use it to weaken really tough ore if you can't manage to get them all with the bomb. 🤔
Be sure to comment with the name of your favorite in game shop. (Best organization, effect, etc.)
If you haven't seen my Roguelike game series, check it out here:
th-cam.com/video/wafu_TKRZ4k/w-d-xo.html&ab_channel=HelperWesley
plz like my comment
Soulknight
Spelunky 1 and 2 definitely.
Cuphead
@@cattymations Oh, that's a good pick.
The shops in those games are infamous!
My favorite shop menu is in Terraria. I like its general layout, specifically the colors, and also the fact that yiu can choose cute dialog OR shopping rather than getting both at the same time.
Slay the Spire's shop menu! It's really cool seeing all the possible cards and relics laid out on a single screen. Also the shopkeeper has some good dialogue for when you first enter the shop, buy something, or don't have enough money.
The going-up-consumes-fuel-mechanic is so important for the feel of the game. What a great idea!
I wonder if the, “buffing fluid” should have a different shape of impact than the bomb? Maybe an X instead of a + or a square shape or something!
Right now the difference is just that the squares are filled in with green for the buffing fluid, and the bomb has Xs. I should probably change it to accurately represent the range the buffing fluid has, it's about twice as large as the bomb. 🤔
I really like the shops in mario odessey, with the npcs that react when you buy something.
Great video! I started using gdevelop recently and a absolutely love it!
You're the second person to mention that one, I should really have a look. 👀
(Hope you're enjoying GDevelop. 😉)
While I don't know a lot of shop menus in games, the first that came to mind was Dicey Dungeons, because the background was good and the shopkeeper had some small flavor text each time you entered.
Also, great progress so far!
Yet to play that one, but I can quickly look up a video. 😎
Definitely think part of a shop being good is the person selling things. Doesn't always have to be there, but they can add a lot. 🤔
for the shop, when you drag a power up you can hide the UI
What do you mean? 🤔
Do you have a game example that does that so I can see it in action?
@@HelperWesley I don't have example but when you drag the drill you can hide the ui for place the drill in all the screen
I like Terraria’s shops. You can see everything available to buy all at once, and the information about the items is just a hover over it away. You could modify it to show the price under the item and have tapping open a window with the item, it’s price, a description, and a purchase button.
I would say that the best shop menu I've encountered is Resident Evil 4 (2005). The game deliberately encourages you to engage with it as "The Weapon Merchant" was placed in effective locations. The HUD allowed you to see exactly where your item would be placed in your combat briefcase, making the player able to visualize *exactly* what was needed and how to orient it to save space. The upgrades were well-documented and had a great sense of feedback; you knew exactly how you improved as soon as you came out of the shop and tried your gun out on The Las Plagas Horde.
OH! The RE4 shop menu. That was really good.
I always thought I liked that shop because it was a "safe" haven from all of the action-horror happening outside. But the way you described it makes a lot of sense, the shop itself was well done too. 🤔
I don't know any game that does this, but what if you have the shop items on the top, and you drag them into the ship, and it would purchase it? Kinda like how you would drag something into a shopping cart? (Also I can't wait for this game!)
If the screen was landscape that might work better. With the screen being portrait like this, that might not work out. 🤔
i like shop menus like terraria, where i can select what i want and just click to buy it, or maybe something like pixel survival 2, both are ones i like
I think Breath of the Wild’s physical shop is pretty cool, being able to walk around and see the items is good
That really is something unique in games. It's far more likely that a game will just have a UI window for a shop.🤔
I have a suggestion: Maybe you could add like some kind of combo multiplier whenever a drill you drop mines multiple ores after each other to give the drill more effect and also when you use the bomb add all the scores from the destroyed blocks together and create just one score text object for better readabillity, anyways great work on the game so far! Looking forward to play it!
I think the game with the best shop menu is super mario odisey it is just very colourful and shows the items rather than describing them.
Oh, a Mario game shop. I'll have to look that one up. 👀
that consumable to upgrade the blocks to a higher level is a cool idea.
I hope it'll work out. 🤔
I think it'll make players feel clever when they save it to use on a big vein of some kind and get a big pay day from it. I'll have to limit the number you can take per run, but I think it'll be a big spike in points during every run, or at least "something" when you have a poor run.
Thanks for being one of the only gdevlop youtubers
There are definitely others out there. Though most of them do tutorials, not devlogs. 🤔
@@HelperWesley Yes, I watch tutorials when I need them but devlogs are enjoyable. Thanks for making content!
I like the originals scrolling a lot. Adds a lot of tension, and makes upgrades more satisfying, as you can survive longer. Great video!
Something I had thought of and I’m writing this is the middle of work while listening to a retro podcast - they mentioned dig dug and how when going further down it looks like a parfait which might be a good addition to this! The further going down and the layers change colors giving maybe the relaxing color scheme a slow change as you descend. I also like that in minecraft and thought I would recommend it
I also think this would add a lot to the contrast with your character as well! I love how the game is coming along it’s really cool
Some kind of color remapping as you go deeper.... 🤔
Definitely possible, I also like that in minecraft. Might be on the later ends of the polish phase that I do that though. Will have to see. 🤔
This video taught me two things
1. Wesley is the kind of guy who makes games just because
2. Wesley loves Shrek
I do! And not even in a meme kind of way, I actually think the Shrek series of movies is great. 😅
Game idea: display the UI elements like hunger and stamina on the character like the backpack from astroneer
I don't know of the character is big enough of that. 🤔
I do love the way that game handle diegetic UI, but my game might be too low res for something like that.
Not a terrible idea, but Astroneer's character takes up more screen space than this little space dude. There's not a lot of space for detail; the difference between 60% fuel and 50% fuel would be practically imperceptible.
Small Idea: swap the colors of the blue and gold consumable, it makes sense that the gold one makes...gold :D the fuel bar can be blue :)
The fuel bar was blue before, and that makes sense. 😅I may just do that in the future.
I switched it because that was 2 items that created big screen filling particle effects that would be the same color. That just didn't feel like enough distinction between the items. But also, the buffing fluid turns any ore it hits up to the next level, so I was trying to go for something neutral. 🤔
@@HelperWesley you need to add a food source
Hello I was making my game and i found a problem : when the bullet is in collision with the enemy the enemy dont move a bit of pixels like a recoil and i searched for tutorials but nothing so if you can upload a short making that or reply my comment whit the solution i'll thank you very much.
If you're using GDevelop, there's a video called "expressions" on the GDevelop TH-cam channel that talks about that, and there's a "how to roguelike" video in that channel as well with a more other little effects and things in it.
@@HelperWesley Thanks I love your Quick and detail. And good game anyways I love your content.
this game looks really cool
Thanks! Hopefully the final version is as good as I'm hyping it up to be. 😆
This is really good!
Hmmm, Pokemon games have this infinite scrolling inventory and menu system which I really like, I think they use arrays to update their selections and contents
Also, would raycasts work for the bomb and capsule instead of points, or is that more resource intensive?
uuuuhhh.... I'm pretty sure points are less resource heavy.(But now that I'm thinking about it I feel like I should go double check before saying it 100% 😅)
But also, points work just fine, since everything is on a grid and I know exactly where everything is going to be. 👍
The buffing fluid actually works off of distance from the center of the capsule out, instead of points. I expanded the range out more and doing 10+ different points would be tedious. 😅
I think you could make a little animation of a ship going across the screen (like a transition) to send you to your base.
Or the void-
The blackhole from nuclear throne. 😅
@@HelperWesley i totally know that reference
I love this game and I think it would be super fun to play! Just one thing I might change is the movement controller. Its kind of big and you could go for an invisible controller and when you click and drag in the direction you want a little circle shows up
I definitely need to find some kind of solution for that. It's taking up way too much of the screen atm. 😅
i havent played that much games so i think the best shop menu i know is ophers shop in ori and the will of the wisps
I've yet to play any of the Ori games. I've seen gameplay and videos about the games, but I've yet to try it myself. I'll have to check it out and see what the in game shop is like. 👀
Please add spotlight on the bomb. Right now it's very ... pillow shading
Yeah, I'm waiting for Art man oil to point that out. 🤣
I used to say "not an artist" in literally every video, because I've no idea how I'm supposed to shade any of those things. If it stands out a lot in the late game polishing phase, I'll definitely have to fit it. 😅
I'm digging how this game is coming along.
I'm glad you like it! I thought I'd have to drill down in to my TH-cam analytics to see how people were unearthing it. (Wow those were the pits. 😅)
@@HelperWesley Oh man, I think the puns have hit rock bottom!
@@SidFish 🤣
The shop should only be available when at base. I dont know if you've seen a game called "Gelli Fields" but its a game being made by the youtuber Fairlii. The shop in that game is nice and simple, which would be very nice if you changed it to a sort of dome life shop at base.
I know of Fairlii's series. 👍
Maybe you can contextualize the stamina as energy instead and replace the strawberry with a lightning bolt to make it a bit easier to understand and the icon for a lightning bolt can be smaller than the strawberry and still be easily read. Thus reducing the amount of space required for your UI at the top.
That's a good idea.🤔
I think I have a different plan for the screen space issue, but if I still need those few extra pixels, I may just do this. 👍
Great set of items for the game!
Honestly shop menus differ for different game inputs and how your item system works. Are you buying single items, multiple items? What kind of inventory do they go into? What is the play input type? Now since this is mobile I'd suggest checking out adventure capitalist, jetpack joyride and subway surfers menus because they've all done well and had good shop UI.
I'll have a look. 👍
I've played Terraria alot before and their shop keepers sell different stuff based on their job types, like the demolitionist who sells explosives or the wizard who sells magical items. The shop layout works like an item/inventory grid which I like alot as it shows you everything they have to sell instead of a buncha text that ya gotta skim through, but there's also hover text that appears to explain the item in more detail (sorry for the wall of text, lol).
I have question i was making a game in gdevelop top down shooter and i.want random room generations but.i coulnt do it problem was probly some variables so can i use your game temple as my game its not gonna me same at all only room generation art gameplay visuals all are gonna be diffrent
You mean the Gun Dude game example in GDevelop? Of course you can use that! The point of that game is for people to take it and build from it to make their own game. 👍
@@HelperWesley thank you
This is looking awesome! I still don't think the player character has enough contrast with the background, though. It doesn't help that his suit is the same colour as the tiles. I'd suggest brightening it up a little, moving it closer to white or at least adding a highlight! Maybe a light blue glow cast from the helmet?
Also, would you be able to implement the stamina and fuel as radial progress bars? Could potentially give you more screen real estate?
I'm really enjoying this series, please keep it up!
What about a smaller floating stamina over the player - following the player where it goes.
With a stepped animation sequence for how much health remains. When too low begin flashing?
Since you are pretty much gonna be focusing on the player anyway it would be easy to keep track of?
I think a really good shop menu and I use shop loosely is the clash of clans unit builder. I like the buttons as well as at the bottom is shows what is currently building so I can see my inventory as well.
Also for the UI taking up so much screen could you implement something like vampire survival where there are no physical buttons for the movement but rather have where the players finger is pressed on the screen be the direction they move?
Never thought of a "favorite shop menu" but I think its this from Ember Knight. You are in a store and the Items laying on pedestals and you can interact with them to buy it. I like it because when you enter the shop you instantly can see which Items are to buy and if your favorite is there. Plus its one step lesser instead of speaking to the shop owner so its faster which is good because I think buying things which help you is ok but not what you wanna do in the first place. In the first place you wanna go back to a new run as fast as possible so it is good when the buying part is over fast.
Except this in Ember Knight you CAN talk to the shop owner but not to buy things. Sometimes he tell you something but except this you can reroll the shop Items for a bit of cash which is helpful too.
As this is supposed to be a mobile game, Id advice to use brighter colors, otherwise this game will be unplayable in daylight unless people use full brightness (which takes a lot of battery)
Huh.... I've never had that brought up to me before...
I'll have to think about that one. 🤔
Loving this series!
I think a game with a great shop menu is Zelda and the Ocarina of Time
Oh yeah! The N64 shops were great. Simple, but they definitely felt like they fit perfectly in with the world. 👀
I like Cupheads shop menu
Oh, that's a good one. Why?
Because of the way it's laid out, or because it has a lot of style and character?
I don’t know it fits into the style of the game and it’s one of the only games I played with a shop menu
Uma sugestão Wesley, ao invés de quando acabar o combustível você ser "teleportado" pra nave, você poderia colocar um aviso pro jogador voltar. Dessa forma, vai ser mais "real" do que simplesmente voltar pra nave sem ter combustível pra isso. Só uma ideia, não sei se vai se encaixar na visão que você quer passar.
It doesn't really fit the vision of what I'm trying to make. It would be much more "real", but I want people to get the entire time for the run. I think if their run gets cut short for any reason they'll feel "cheated". 🤔
Hello Mr. Wesley, I have a vein suggestion!
A block that is destroyed from the side does not give points, but after destroying the block underneath it, it gives a lot of points.
This will make the game more varied, and we will have a reason to plan our moves.
I'm really glad you're making your first game again! I was here since the 3rd videos of that series and I really liked to see how it ended up turning. But I want to give some criticism to the old project so you can make this one even better.
For one, your game is supposed to be a small experience that you go in, play a couple of min and then get out, but it's just too blank. There's nothing to do but did and buy upgrades and itens for shop, and those are required if you want the game to end, otherwise you would stay digging day after day with minimum results. Also, there is no apparent threat but a timer that's not really needed to be there in first place. It you don't give the player more stuff to do or an actual threat to fght, the game turns into a snoozfest with only one action you can do, dig.
Hope this paragraph of info helps you somehow! :)
The only thing I've played lately that has a mobile shop menu is Marvel Snap. It seems just fine.
How are you making/finding those sound effects? I really like them.
Jfxr. For just about every sound effect in my games. The occasional sound effect is a mouth noise. Just pops, clicks, and wind noises/dashes.
the game looks soooo... crispy
Maybe try something more in-world for a shop, like the binding of isaac.
6:40
I like when the shop menu is simpelal and colerful, and not fool of things thet u never buy and a lot of spashel ofers.
For exampel brawl stars:
The good things:
Colerful, and esey to anderstand
The bad things:
Its big(it dasenot fit on the screen and u need to scrole), in the start it have a lot of real many dils, it fool of skins thet you buy ones in a month and most of the time u dont have inaf many to buy them, and it have a lot of spashel ofers.
Im sorry for the spling mestaks(im not very good at englesh😅).
Good lack making this game👍😀
No worries about the English, I understand what you're saying. 👍
And yeah, clean and selective shops are easier to browse through. Less clutter, and it's presented in a way that's easier to take in at a glance. The UI definitely needs to be proportional to the size of things in the rest of the game. 😅
can GDevelop work better then unity for 2d codeless game??/
I've never done a 1 for 1 comparison of the two from the position of someone who can code. I picked GDevelop because its no-code system let me jump right into making games without spending the time it takes to learn code.
But I stuck with it because I've never run across anything I couldn't do, so there hasn't been any reason for me to change engines. 🤔
I hope that answers your question. 😅
@@HelperWesley i am realy bad with code and want to make game with some thing without code in my free ... can i do eveything without coding???? like full game with lvls?
@@tuhinbiswas98 Yeah, GDevelop is no-code, and I build all of my games with it. 👍
I like Cuphead shop and the randomization in it, simple and fun
enter the gungeon as its not a menu so it doesn't remove the player if that makes sense?
So. Shop menus. As with most UI things, it's hard to beat Persona 5. But P5's menus are designed very specifically to fit the game's tone and style; they obviously wouldn't fit well here.
So I guess my advice is to figure out what UI aesthetic you want to use here and design the shop around that. Do you want a shiny retro-futurism vibe, or grimy space cyberpunk, or rugged space Western, or what?
Any of those choices would work, but they'll obviously impact the tone of a space mining game. A space-Western aesthetic would evoke the California gold rush and similar pioneers, which works if you're trying to make the game feel explore-ey; a cyberpunk aesthetic would fit the same kind of dystopian grind vibe as _Hardspace: Shipbreaker;_ but each aesthetic would contradict the other tone.
I really like the old Aliens style of "future tech". The latest popular aliens game really nailed that look, the vision of what spaceships would look like through the lens of the generation it was originally created in. 😌
Will I be able to nail that style? Probably not.😅 I'm not an artist after all, but I'll try.🤔
I have a enemie idea
Stalkers: they copy your same movement but are slower
I also can give boss ideas or enemie ideas if you want some
I am good at making boss and enemie ideas and I would love to help your wonderful game
What do you use to make your game
GDevelop. 👍
Personally I think hollow knights shop menus are pretty good but I also can’t think of many other games I’ve played with shop menus. 🤷♂️
Nice vid as always ;)
MINECRAFT! THE WONDERING TRADER MENU
There usually isn't anything good in those shops, but it's a good layout. 👍
my fav shop is from cuphead , simple and everythings infront of u
Huge fan of the terraria shop model but that could be a pain in the buns
Would you be ok with someone using your game for inspiration? I really love the idea of it, but I want to add my own spin to it.
Of course, my games are all inspired by other games too, so the cycle of gamedev life continues. lol.
New devlog lets go
🥳
Undertale got a cool shop menu
Does it? Weird, I honestly don't remember it. Wasn't it like the old final fantasy RPG shops?
Now I need to go look it up, because I honestly forget what they were like. 😅
What game engine is this??
I use GDevelop. 👍
The title of the video should be "That will do" xD
IMHO, the digging doesn't feel satisfying as such, just from watching the video. I think that's because of the bouncing up and down, it makes the whole process feel a bit too long and bumpy. I would find it better if the drill would slowly dig into the block, so that you get the feeling of you actually drilling through the block.
This feels like Dig Dug but it's endless lol.
Someone else compared it to motherload. I've never heard of dig dug before though, is it an old game?
@@HelperWesley Yea, oldschool arcade game, released back in 1982 by Namco. Highly recommended if you can play it. Should also be on steam for couple bucks.
Also heard that you want to monetize this game, be careful with that, One mistake and your game will be uninstalled by many once the game starts pestering them with purchasable items or lots of forced ads.
I suggest that you go back and play some types of oldschool Maze games, the good, the bad, and the ugly. To get a feel for why the game did so good in the first place and why it failed.
Trust me when I say this, Stick with the arcadey roots and you got yourself a good game.
(Don't feel bad you got to do some research of these games.)
Oki, that's all I gotta say, Toddles.
Make the bomb damage the corner blocks but not destroy them
Oh, that could be a cool idea. Maybe corners get their health halved, so you can use it to weaken really tough ore if you can't manage to get them all with the bomb. 🤔
@@HelperWesley exactly!
conviction of gun dude be good
Here b4 this guy goes viral
🥳
MMmmmm - What lovely MacGuffins you have! 😝
🤣
Hollow knights menu
Oh, that one is gorgeous!
i think growtopia type shop would fit good
My favorite is the cuphead shop.
Nice pick! What's your favorite part about that shop exactly? The layout, the shopkeeper, the items themselves? 🤔
@@HelperWesley For me it's the shopkeeper. I like how he speaks.
Stardew Valley is my best game that has a shop
I think the word for lay over was Overlay 😂
Overlay! That sounds right. 😅
sheesh
👀
Noice video
Down well
Dead Cells
Dude its insanse