My Game Needed A Thieving Robot Frog [Disinherited Devlog #4]
ฝัง
- เผยแพร่เมื่อ 30 พ.ค. 2024
- Okay now that I'm thinking about it, this enemy might be more toadlike. hm
Wishlist! store.steampowered.com/app/29...
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Discord: / discord
All music composed by Dryden Thomas - เกม
For decorations, I think a grandfather clock could work well - perhaps even a feature where it chimes as the player runs past it, possibly alerting enemies. As you started drawing a chandelier, it's not a new idea but it could make for a cool movement mechanic, timed jumps, physics, etc. Another cool update, keep up the great work!
I was going to WAR with that chandelier 😂😭 I swear I’m gonna make the design work!
Ooh, I hadn’t thought of a trap that alerts enemies, that’s a very cool and fitting idea!
And a grandfather clock fits right in too!
Dude (or Girl :D), great idea!
What if you also use busts/statues traps?
Clockwork frog? Gotta name it Clockcroak
🐸 🕰️ I love it, The Pokémon Company should hire you for naming!
Dude!! That timelapse drawing explaining the lore would be so charming to include in game. Maybe as a little cutscene.
Ooh thank you!! I’ve been thinking about interesting ways to deliver lore in game… something like a more “produced” version of that could really work!
I think it could be cool to have machines making the enemies in the background. It could be a simplified representation, but it could be cool, kind of like when you see the turret manufacturing lines in Portal 2. Could also be cool to have clock hands that swing at the player, like one-directional rotating obstacles for the player to dodge. You could even have a clock enemy that uses a clock hand like a sword or spear. All-in-all, there's a lot of potential with the new area! But man, the art direction for the set dressing is top notch.
Oh man the enemies being manufactured would be so cool! It might not be too difficult to make some animated decor if I’m using this spriteskin techique 🤔
And clock swordsmen-- insanely cool!!!!
Thanks so much!!
The level of talent and creativity that is shown here is insane. The original drawings, coding, score composition, animations, etc. is very impressive
Thank you!! That means so much 🙏
I'm not sure if your planning on adding more layers or not but I had an idea for a boss that I think is pretty neat. A storyteller that didn't seek immortality for himself but for his stories. so he spread them far and wide, telling them to anyone he could. but after his death his stories began to warp, people changed his stories, altering them for whatever reason. but those stories where parts of him so as his stories changed so did the parts of himself in the stories. eventually he manifested in deaths domain but instead of trying to share his stories, now he hordes them, protecting them from the world.
Ohhhh this one hits. Lots of visuals you could play with for this one, too…
@@LighthoofDryden thanks, if you want I could tell you a few ideas I have for the area.
In terms of other background items and enemies for the Infinite Machine, there's a documentary called "Automata: The Extraordinary 'Robots' Designed Hundreds Of Years Ago" that talks about the impressive history of intricate clockwork toys dating back hundreds of years - far longer than you'd imagine. The oldest I'm aware of is a clockwork lion made by Da Vinci, which is a strong contender for the first robot. So having characters and devices based around that concept would be quite fitting.
Oooh okay, this is going on my watch list immediately
- Infinite Machine enemy idea: Robot that has a gear wheel instead of legs. Dashes towards you if it is facing you.
- Pirate Ship enemy idea: Undead pirate that throws explosives. When the explosive touches the ground or a wall, it bursts out into a large explosion. This makes it a lot safer to catch it/deflect it instead of dodging.
- Pirate Ship enemy idea: Undead Pirate armed with two pirate guns. Shoots two projectiles in rapid succession.
- Relic idea: If you are really precise with the parry timing (activate it right before getting hit), the projectile is sent back at a higher speed and higher damage. Perhaps the art could be a lion cane (the handle is a lion head, search "lion cane" for reference), and when you successfully perform the perfect timing, a short lion roar is played. Of course this last stylistic part is more up to you, but I do think an audible feedback should be played when you perform the perfect timing.
- Stage idea: I thought you might enjoy an area about a musician. The enemies could be ghostly members of an orchestra, each attacking by playing a different instrument (violin, harp, flute, etc...). Idk if the boss would be a maestro or another musician, but I do think a church organ attack is always welcome 😂
Hope you like some of those ideas :)
These are sickk omg I love the lion cane with the sound effect! And the music area with the orchestra, I do love a pipe organ and the soundtrack opportunities 🔥 maybe the character could be a maestro/composer, someone else suggested Lully as an inspiration, since he died from an infection on a wound he sustained while conducting
@@LighthoofDryden 🤩❤️
this video made my day, not just because its a really good video but BECAUSE IM IN IT BABY. 0:31. thank you so much for putting the funny frog/toad man in. makes a big happy :)
IT’S BINGUS! Great work on the idea, I loved how neatly it fit into the mechanics AND the aesthetics!
A thieving robot frog? Count me in! This sounds like the perfect addition to spice up the game. Can't wait to see how it hops into action! 🐸🤖🎮
Thank you!! Ahah and it certainly does hop into action
@@LighthoofDryden Nice
I saw this game in the blackthornprod competition and immediately fell in love with the artstyle and the concept. Also I love that you write the music and play it yourself or with the the help of your close ones. cant wait to play it and also lighthoof, when they are finished
Thank you so much, this is exceedingly nice to say 🙏
In terms of decor (and parallax backgrounds) in the infinite machine area, I would love to see different gears, pistons, and pulleys moving in the distance with clockwork timing. I think it would really add to the sense of being inside a sprawling machine, and would make the mechanical foreground decorations more interconnected with the level, rather than isolated machines.
SO cool. I'm gonna see how I can do this. I think it's necessary to have moving bits!
What if there was a special, fancier frog that could steal relics or prayer beads? Or a treasure frog that drops something extra juicy upon its defeat? And maybe if a frog steals a very low cost item, it could spit it back at you as a ranged attack. Anyways, keep up the good work! I look forward to each Devlog!
Ooh brilliant! I can redraw the pieces and then get some more use out of all that rigging and animating 😅 I like the spitting idea too!
Yeah, really nice idea
Love the idea of combining all the augments, can't wait to find all the augment combinations.
Thank you Dwamp!! Cant wait to make more haha
You could add a pile of hay so that Samuel could jump in and hide from the enemies like in Assassin’s Creed.
He really SHOULD have some stealth options!
Another potential decoration could be occasional large pendulums slowly swinging in the background. There could also be foreground pendulums occasionally which present a hazard, or at least an obstacle which could complicate combat with creatures.
Oh yeah, pendulums would be great!! Maybe even platforms that swing in that pattern…
I wonder if you would consider a mechanic like the item corroding inside the frog belly (as in, losing stats over time, or getting broken after being there too long), as to increase the sense of urgency in defeating it, while also punishing the player for losing it in the first time, making the not parrying in time thing more consequential. Just a thought.
Brilliant-I even have a durability system already built (I just haven’t talked about it). Plus, when that timer runs out, then the frog is gonna be hungry again 😈
Can't believe how good the ideas of this comment section are. @sharptrickster Are you working on a game yourself, or have design experience?
@@coderaven1107 Nope. I am just a boomer who grew up in an non-microtransaction hell era where gaming culture was something else and game studios were small teams who loved games as much as players did. I guess the appeal of indie titles is this flame that was lost on studios in the corporation easy cashgrab era.
We would physically move our PCs to some friends house to play LAN. Just 1V1 and no lan boards/router? We crossed RX and TX on serial cables and played Diablo II, Starcraft and Age of Empires all the same. One of my first experiences as a child was playing Lemmings on DOS in a Pentium 486. I am just REALLY REALLY passionate about games and music and art, technology, and people building cool stuff and talking about it with equal passion, as I grew up in such environment.
I code mostly for microcontrollers and low-level stuff, so, no overlap with gamedev work. I'm just a spectator thrilled for the ride and hyped for the release =)
PS: To be honest, I was actually debating if I should at all suggest this idea, because
this game already looks like a masterpiece and I dont wanna weight negatively on the creator vision by accident and ruin something amazing. I just decided that once the idea is out there, it could be tested as a worthy thing to implement.
@@sharptrickster Crazy that you doubted your idea so much. Even happier, that you still commented it 💪 I also had some LANs in my teens, and they are sometimes still happening with friends from school times. On friend recently told the story of their first LAN, where they needed most of the time to connect the PCs together and set up everything, following an explanation video of one friends father :D
Being in a room with each other is just a completely different athmosphere and makes the whole thing feel special.
I also agree with the appeal of indie studios. I read the Masters of Doom book several times (in case you don't know it, it's a great documentary of the story of DOOM and id Software) and small passionate teams make me so much more hyped than 300 Person Team's Titles :D
Me, a fellow Greek fan, when Dryden starts talking about the Greeks
My Greek Mythology book got sooo much use as a kid 😅
Love the series! I have some ideas for decor. Workstations filled with blueprints, pistons that move in the background, pulleys, and boilers. That's all my ideas :)
And they are very good ones!!
@@LighthoofDryden Thank you
We may have some bias. However, the frog is awesome.
I SHARE this bias with you, as a secret cozy frog myself
I've loved the frog thief idea. I do think though a greater "risk" is needed, so I specifically wouldn't mind not being able to retrieve the item once it gets stolen. It adds more emphasys on trying to parry the tongue attack, and it also creates space for a new relic (this relic would be able to preven your held items from being stolen).
Great video! And i don't mind explanation of nerdy thing. It makes video even better and interesting).
Just some Ideas for enemies:
Mechanical fireflies. These creature will just idly fly, but upon entering their detection area they will charge into you through walls and wil explode zapping you(electrical explosion), which give stun effect but no damage. But if you manage to kill them before they reach you, they can drop some light.
Mechanical hedgehogs. They can turn themselves into a ball of spikes that will roll into you, sometimes they can jump during ball form. Also they are immune to any damage during spike ball form. If they hit a wall they get dizzy so you can kill them. Or it can be armadillos.
Mechanical rat bombs(with wind up key). These creatures will charge into you and explode. Before they explode the key will stop winding and after that the rat will start tremble and explode.
Clockwork spiders. These creature will spew poison webs that will paralyze you. To free from web you have to press certain key few times(the slower you free yourseld the more damage you get)
Gearhounds. These creatures will charge into you dealing knockback attacks.
Automaton owls. They will have screech attacks that will for a few second disorient you having inverted control.
Steam Golem. Golems will Releases bursts of steam that scald and push back player.
These are SO COOL. A Golem is especially necessary imo, we've got a couple "little guys" already and could use a bruiser! Plus the fireflies for something that flies. Something kinda interesting just occurred to me for what those could do...
Love the frog! Always a fan of enemies that serve support roles and don’t just try to deal damage.
As for decorations, maybe parts of the wall are broken, with exposed clockwork gears turning or steam pipes in the background.
Oooh I love that imagery. I wonder if I'll have to do some overlays or if I can make the tilemap handle it somehow...
One thing you should add is that the frog catches projectiles if you throw them at it while its still. Another idea is to have the background of the boss fight have lots of steam whistles and gears and in the beginning of the boss fight an animation could play where the boss gets angry and all the gears start moving fast and the whistles start blowing.
LOVE this. Maybe the frog could only catch it if you throw from the front, that way it's not invincible to your primary mode of dealing damage. I think that makes a ton of sense though!
Also what a vibe with the machinery going wild
@@LighthoofDryden thanks!
One of the things I've always found fascinating about the Analytical Engine is the elaborate mechanical memory store. In a game about the afterlife and a mechanical computer it seems like you could thematically connect those ideas by having ghosts tied to banks of memory which are difficult or impossible to kill unless you jam the memory bank that supports them. But that is probably too elaborate to explain to the player unless it's a boss or something.
I've seen mechanics *like* this implemented in games like Cross Code. I like the idea of having to experiment until you find what works. Also you could give some affordance to the player by having some kind of VFX link between the ghosts and the "memory bank" they're stored in. A very interesting idea, especially as I'm thinking about a flying-type enemy for the area.
@@LighthoofDryden Yeah, having some indication of the connection between the prop and the enemy would be important.
I just LOVE how you dive into all the details that interest me :D I rarely see channels, that do that. It's more common, that they think this is boring, so they skip over stuff, when I thought it just started to get interesting.
Hehe thank you, that is so encouraging! I keep looking at my "engagement" graphs to see if people dip when it gets more techy... but this time there was a BUMP. Y'all nerdy and I love it
I love how much thought you put into the visuals, for things like the decorations, and making sure they fit with the theme and character
Thank you Chris!! I do find it to be a very fun part of this haha
Those gears in the background need to be spinning. Also, this game gives me an Edgar Allen Poe vibe so maybe some inspiration from there would be cool. Like pendulum, hearts, ravens, wine, etc. This project is so cool man!
You’re so right!! I’m gonna work on this today 💪
And thank you, I’ve loved Poe since grade school 😅 that’s probably why!
I agree with EverydayCarrot that a grandfather clock is an awesome decoration choice, maybe have the alert function be a cuckoo clock? As maybe more of a design tie in with the new frog enemy. (Also I think it would be pretty funny if it could pop out and hit you like a trap)
I think it would also be interesting to note that each character (Main & Bosses) seems to have their own cultural influences, however unintentional. Like how it seems the main character seems to have Greek influence given his mirroring of the myths of heroes traveling into the underworld for some purpose. While the gravedigger gives me strong Parisian Catacombs/Black Death vibes, like picturing Notre Dame battle from the Disney movie. The inventor (and maybe this is just me) makes me think most of Faustus, the pirate captain is just straight up Golden Age of Pirates/Blackbeard/"Write my name in legend to be immortal" kinda characters. Going even harder on these different kind time period/cultural influences really helps show the underlying theme of the overall game that trying to cheat death is a folly many people fall for.
Which also raises a question on how many levels of death's domain are you going for?
Oooh a cuckoo, that’s such an aesthetic match!
And great observation!! The influences are (mostly!) very intentional, but this is a good reminder to keep underscoring those with the supporting cast and environment.
At the moment I have three areas created but incomplete, plus the catacombs, plus one more essential one, one smaller final area, and then three more big ideas. But really, it could be endlessly expanded without “breaking” the game design-it just offers more choices.
4:43 we love u being nerdy, coz we probably all are
It’s so true 🤓 the only community I could possibly be a part of building
I just binged in under an hour all of your devlogs on the game, You are amazing and criminally underated.
Oh man! Thank you, a high compliment to be binged! Thanks for watching :)
I would recomment a SteamLokomotive (train) for decoration inspiration - maybe something like "Throwing charcoal, bruning and not burning.. when burning can t be catched." Traps that are steampowerd could be deactivated by defeating the coal shoveling NPCs who throw their coal at you ?!
Ooh, I didn't even think about the possibility of including coal or furnaces, but it makes so much sense if you've got steam!
Could be interesting if the frog had an interaction where if it stole a specific item it would give something in return or return the item in an altered state
Oh this is great! Like when an Oktorok takes a rusty sword in the new Zelda games!
I think it would be epic if there were traps/platforms/enemies/satatues that moved with the music in the infinite machine section (like the inner furnace section of "Death's door"). (btw, forgot to say, love these devlogs)
oooh I tried to do this during the competition and didn't get very far, but this is the kind of polish i CRAVE. Also, loved Death's Door.
Youre really good at listening to people giving feedback and ideas.
Thank you! The only problem is that there are so many good ones that I could never build them all @.@
Bro this has to be the most underrated dev, keep it up!
Thank you, I’m gonna keep goin!!
These disinherited devlogs make my fridays
Aww that brought a smile to my face, thank you!
I swear time goes so fast, I can’t believe that it’s been a week since the last devlog already! I’m glad too see the progress though :)
Also, for decorations, you should totally add a carrot
You should do a beauty related area, where the boss is a set of twins each with their own abilities. The music could be a duet
Ooh, beauty! I hadn't thought of that, but there are several stories in history where characters like Adonis or Helen are remembered and "live on eternally" because of their beauty. I'll mull that over!
I'm late to the party here, but having grass in the Infinite Machine seems out of place, so you need a different obstacle to be cut with a sharp object. Some thick curtains made of green fabric with a heavy purple rope (or flip the colors, I'm no expert) would fit that role nicely, and add an extra splash of color to the scenery. Maybe you could have discarded piles of books or even punch cards lying around too.
That grass was just leftover in my testing area haha, but that’s an incredibly good idea that I will definitely be bringing in!!
I just realized that you have a discord. Will check that out! Great video as usual!
Also, I feel like the frog needs to be able to pull you! It would make it a little bit more difficult and interesting. It can pull items, so why not you!
I have to get a system in place for a character to be pulled!! But I think it should work!
Hey, Keep up the good work!
I love how you seem to read a lot of the comments and enven respond to some, like ones i did on videos before 😊.
So, Here is another ideia I had:
If you ever feel unsure about a minor decision you have to make, like what name should a minor enemy or iten be called, you could mention it on the next dev log and make a youtube poll with some options !
It could be a cool way for the comunnity to interact with the development process, driving engage without affecting your vision of the game 😊
That’s a really good idea!! Definitely gonna do that, maybe I could have one each week :)
Man, I feel so bad you didnt win first place in the contest. I just found out about you and your work is incredible. Besides your talent you humility and personality makes you charismatic, keep the great work and you will make it big soon !!
Oh man, thank you so much 🙏 this was so nice to read today
Just came here to say that you WON that contest dude, you know what I mean...
Haha aw thanks, I really feel like the love for Disinherited has been the real win all along!!!
i love this series! Great job on these videos, you're definitely one of my favorite game devs (and musicians) now (along with dualwielded of course)
We love DualWielded in this house!! And thank you so much!
You can use Ada analytic machine as a store, or make a hidden shop only available by finding the gears to repair the machine.
I really dig the using-gears-to-repair idea--I've been working on something similar!! A secret shop or even just a secret room based on that could be perfect...
If you are looking to incorporate steam into the final design, a 'centrifugal governor' would be an eye-catching animated feature to include, which could even have gameplay opportunities.
I had to look this up but I recognized the look of it immediately-never knew what it did! Perfect addition
Great video as always. Here are some decoration ideas: A giant caret on the wall(I’m from Eastern Europe, this is very common here, and I think it fits), some paintings, and a table with a quill. Plus my last suggestion for the high risk high reward chained boss 😃
Fantastic once again. Your productivity is off the scale !! Really like you mini timelapse vids of the drawings taking shape, had no idea this was a built in feature of Procreate until I started using it this week after watching your DevLogs. I agree with you it appears to be a superb tool and soon will become my GOTO App for drawing.
It really is so convenient!! I’ve never tried to use the time lapse export to animate a story but it worked surprisingly well I think!
I will be ar work when this drops but im super excited to watch it when i get off!!!! Have an amazing day brother!
You as well my guy!!
I think the introduction of different playable characters with different stats that the items will scale differently with would add a lot to replay ability as well giving the “illusion” of choice so to speak but only be available once the game is complete or unlock them along curtains achievements
I very much want more playable characters, and might even be drawing some in my free time 👀 it’s the animation that’s so beastly on ‘em. But we’ll get there!
Amazing man keep up the good work I will watch your journey and evolution as a developer and content creator
Appreciate you so much
You should make use of keys or a special item in some way to make the frog stealing more annoying. Ex: Key to open door to boss fight
OH now that's a MEAN frog. I like the way you think
Always so impressed with the quality of your work week from week. Loving the content!
Thank you so much, that is too kind!! I appreciate your watching!
For a enemy I think a broken down mechanical would be cool it would be missing an arm and it would be a torso attached to a pole with small wheels on the bottom it’s attack would consist of a forward punch and a uppercut, but it can also grab random objects off the ground and throw them at you
For the general character design, I’m imagining something like a robot head with one eye a light bulb on top and it’s torso would have visible damage and where the missing arm would be. And for the bottom half basically Karen from SpongeBob
I don’t know if this is a good idea or in anyway helpful but I tried
Omg. I forgot about Karen. Incredible
Looking great as always and I love it. Have you thought of mini bosses or secret rooms that can have relics or said mini bosses? Or even a sort of after boss area pick where you have more then one path to other areas to pick to give a sense of choice?
Yess I want the game to look sort of “Diamond shaped”, where in each layer you get two choices of what your next area can be, and then the final two areas are always the same (because they’re critical to the main story).
Secret rooms and mini bosses are a great idea too 🤔 I need to update my procedural generation to make that possible!!
honestly, i just start to see your work, and wow, ur'e a genius, the artwork, music, gameplay, mechanics, i wish you nothing but success! really talented and transparent with your community, im subscribing to keep an eye on this masterpiece!
Oh gosh, thank you so much, that means quite a lot to hear!!
The reason most devs don't use vertex displacement for 2D is it's usually better to just move the object itself. Vertex displacement exists to solve the problem of efficiently animating different pieces of an object separately, which is usually not a requirement for 2D.
That makes sense that moving the object would be more direct, but wouldn’t offloading the task to the GPU be more performant when there are lots of decorations?
@@LighthoofDryden The impact on performance is a surprisingly complicated question to answer.
It would make sense that it could improve performance - 2D games are generally CPU bound, so reducing its load is generally a good idea. But, using a shader could reduce the effectiveness of draw batching, since it has to use at least one draw call per shader. But it's possible the engine combines multiple shaders using something like shader routines, so maybe that doesn't actually matter. Honestly, I don't know how it could effect fps.
Personally, I wouldn't worry too much about performance. Especially in a 2D game like this, even a 20 year old laptop could probably run it without any problems. When performance does become a problem, it's almost always better to use a profiler to actually measure what's causing the lag, because 80% of the time it isn't what you expect.
Almost forgot to say, Disinherited looks amazing! (I might be just a tiny bit jealous of your artistic skill...).
@@bluesillybeard thanks for the insight!! I’ll work up a transform-based solution too and profile em both just to see. At the moment I’m getting like 250+ FPS so I’m not enormously concerned about performance, but I am just curious at this point!
@@LighthoofDryden I love the enthusiasm! I'm also curious about what the difference will be, if there even is one.
For a relic, i think something that focus around the melee could be a fun thing to do, and another one could be a relic that makes your catched projectile stronger if you catch more of them, kinda of stacking them. I know that this dont exist now, but could be fun for a slow build
I like all this!!! Or even one that has the projectile get stronger the longer you hold it.....!
Incredible creativity man. Cannot wait to play this when it's out!!
Thank you so much!! I can't wait for you to either!
The computer area adds alot of potential to add puzzles, although since this is a roguelike you probably would have to figure out how to autogenerate them
I know right? I love puzzle games, myself, and I always want to bring more of that energy.
these devlogs are really inspiring me, all the work you are puting in the game looks AMAZING, im a first year software engineer at university and after i finish the final exams (in two weeks) im planning starting learning more about game develop by making one (more simple than yours of course haha)
AMAZING. You should 100% DO IT and I'm so happy to have inspired someone else!
I love your dedication and how detailt you work. Great job
Thank you so much!!
Infinite Machine giving me Dr. Steel vibes for some reason, along with an item called Crystal Skull xD
The game is going very great. You seem to like referencing greek culture. Arachne was a favorite story of mine too, however just the version where she beat the goddess and then got turned into a spider for challenging her.
Same I love the element of hubris and the spider origin story, it's so sad though too.
And I had to look up Dr. Steel XD
Yeah he‘s a bit obscure xd
One of my favorite artist however because of how atmospheric his music is. And crazy.
Great work as always, cool frog enemy. Cheers from Germany
Thank you!! And thanks for watchin
I just watched the competition and was gutted for you. I am currently away from my pc due to work but I will purchase this on steam to support you.
Also subbed to follow the development.
Thank you so much!! I appreciate the support a ton 🙏
Amazing work as always but my one tiny critique is that that frogs tongue attack is a little small and as someone who has played games with small projectiles they are one of the most annoying things on planet earth because you can barely see them also i would suggest to make it a slightly more vibrant color so it can stand out from the background like maybe a deep purple or something also maybe a wind-up to its attack to give the player some time to react. I dont know. im not a gamedev so take all my advice with a grain of salt.
HA I feel you. Maybe I could make it have a sparkle/some kind of light VFX on the tip to really draw the eye!
Absolutely loving this series! Thank you for continuing!
Thank YOU for watching!
Already excited for the next one!🙌
Thank you!!!
great video as always! Loving this series, can't wait for the kickstarter
Thank you so much, and thanks for watching!!
He still has to dot eh one for the pirate guy
Really want him to dwells into builds like no light
Maybe in a journal that in-game belonged to agusta's when she was doing machine schematics!
Oooh that'd be really fun to design!! A drafting table for her too
8:35 reminds me of terraria, and I love it! :D
I NEED to get into terraria at some point, when I played a bunch of friends just gave me all the items I wanted or needed and I think it ruined the sense of progression and exploration the game is supposed to give--I should give it a fresh go.
Every your video makes my day brighter. It is so much inspirtion!
Aww thank you!!
This game looks 🔥🔥
seeing the progress of this game reminds me of playing salt and sanctuary(sorry if mentioning this bothers you!) so for this reason i'm more hyped to play disinherited!
Not a bother at all!! I couldn’t get into S&S (skill issue probably) but I def respect what they’ve got going on!
i think it could be cool to send you to "the betweenlands" or something whenever you die or beat a boss where you could be sent to heaven or hell depending on your decisions throughout the game. (although i understand that that probably will be too hard to code and might be a bit annoying)
This is definitely provoking some thoughts 👀 I’m gonna add it to the soup and see what comes out!!
Can't wait!!
Another version of the Cosmia could be when they fuse is turning into an eclipse. Idk what it'd do but sounds cool 😅
That sounds hellla coolll tbh. I wish I had thought of that
im waiting, and im very excited!
i can not wait for disinhereted it looks so good it will be amezing can you add a massive book somewhere i dont know where but please add a massive book monster please btw the parelax effect worked amezing
Massive book monsters are SO good. Maybe also little ones that pop off of the bookshelves… hmmmmm!
@@LighthoofDryden maybe a boss like that read up on immortalaty to not make the previus poeples mistakes and it is like a se ond fase
Cool video, keep it up!
Thank you 💪
11:18 pm for me
I love Low-light play the day before pride month
It really sets the mood
Pride cometh before the fall (damage)
Discord Gang unite! It's so nice to see you picking up on feedback and add ideas that you like :3
Pingu!!!
@@LighthoofDryden understandable :D if it all gets to overwhelming just ignore us and try to build upon your vision, it's your game after all and we are just all so excited what comes next :3 but if you can handle the massive flood of information we are also here to spurt out random suggestions, hehe
PLEASE add more fusions, I think they are so cool!
I do too hehe. Just gotta come up with em!!
For decoration add some pipes and/or circular steam valves. I would also recommend taking a look at Skyrim's Dwemer ruins for some inspiration they are very similar themed to your clockwork area.
Oh wow, how did I not think of Dwemer ruins as a reference! The Clockwork Sentries and the Dwemer Spheres would be friends 😆
I’m remembering a number of grates, and crystal spheres, and astrolabe type machinery too… all of which could be very interesting
@@LighthoofDryden This actually reminds me about Dagoth Ur from Morrowind, who sought/attained immortality by becoming a god/tapping godly powers/faith. Could be another form of immortality to explore, Immortality through worship/divinity.
Also if you're looking at dwemer ruins, don't forget morrowinds. lots of pipes and stonework if memory serves. The Clockwork City from Tribunal or ESO might also give you some ideas.
@@captainslender12 oh good call! I’m such an Elder Scrolls casual, I only have lots of hours in Skyrim haha
Love your game man the art style is amazing the only thing that bothers me is the attack animation looks slightly stiff could be cool if you added more variety for like multiple attack combos
Agreed! It’s a holdover from the original competition, I’m just thinking about how best to develop the attack system further before investing more time in animation
i dont know if you already have plans for the ending, but maybe after you beat the final boss you have to escape a collapsing catacombs.
Ooooh Metroid/Ori style--I think that could fit quite nicely!
@@LighthoofDryden thanks those are what inspired me, maybe there could even be a choice to save the father or something.
As a long time software engineer, but new game developer, how do you manage all of your modifiers in your game? I could imagine that you'd want some kind of component engine that modifies the state of attacks or something that you pipe everything through? Or is it more on a case by case basis depending on the type of thing it's changing: attacks, light, etc?
I'd be super interested to see how that works as a newbie.
Also, I absolutely love your attention to detail with the naming and lore of things. When a game or story meshes with existing history/lore/folk tales it is so enticing!
At the moment I have something called “ActivePlayerData” that keeps a list of Modifiers that refer to Stats. The Stats are ScriptableObjects in Unity (if you’re familiar?) and I use them like a big enum, basically-they’re used to “tag” and group modifiers. The Modifiers themselves are a serializable class (which gets loaded into the items) that has a Stat tag and also how the modifier should modify (Add, Multiply, or take the highest) as well as the value. The ActivePlayerData has properties for each stat (like BashDamageModifier, MoveSpeed) and when it’s initialized it creates a dictionary with all the stats as keys and an empty list of modifiers as values. Each time a modifier is added or removed, it goes in the dictionary list and the ActivePlayerData updates its current stats using that list and the modification style. Then (and this is sloppy imo but it’s quick for now) the APD is statically available via the game manager, so whatever scripts depend on modifiers can just… get them. We’ll see how this gets refactored down the line!
@@LighthoofDryden Thanks for such a detailed response! I think that does make a lot of sense though. While having things available in the statically (kind of global) APD, I feel like that's got to be a decent approach without some kind of intricate pub/sub type of configuration or something :)
On each frame (or game loop) do you have it add the loop over the dictionary and add values when necessary or do you statically add them and remove them when they're removed from the dictionary? The former is cleaner, but the latter is kind of nice to have a 'true' value to reference easily.
I'm not sure if you like to do tutorials, but I'm sure going over a system like this would be interesting - even at a high level :)
Thanks again! Excited for the eventual release!
i cant wait for this game lowkey, i havent been keeping up a lot as i just saw the video about the competiton, so i wanted to ask about what youre planning for the price?
I'm aimin for $9.99! :D Also hey noxo!
Great!!
Sweet mother of pearl, a weekly upload schedule?? How does he do it?!??
There is pain, but it does keep that momentum rollin!
have you thought about adding a alchemist boss or stage? if so i can try to make concept art if your interested
I’d absolutely love to see that!! For the 100 days I think I’m stuffed for bosses and areas, but after that… who knows??
Waiting 🙂🍿
yuhh i’m a fan.
Heyyy thank you!!
i have an idea for a enemy for the Piret area (sorry for not knowing of the area ) sirens they can scream to stan you and stat singing to lore you in
Sirens!! Oh man, that’s perfect! Great one!
Not sure if you already added this, but maybe an item that would let you store 2 items in hand? Like two bones so you can throw them 1 by 1.
I haven’t added it yet, but there’s something like this in the works!!
🐸
frogue