Great devlog man! I love that you're making this with your daughter. Seeing the progression was great. I'm in the same boat of starting a devlog a bit late into my game's development. I barely have any footage of the stuff I've already made though. Nothing posted yet, but I will in the coming week or so.
These textures are totally crazy, I love it😍I'm working on the game myself and I'm going to post the first devlog soon. Good luck. The game looks great
Hey man! Your game's looking really good so far! I would love to get in touch to discuss how I can contribute to its growth and success of it as well as improve your online presence. Keep up the good work! Cheers.
Hey, this is wonderful! I've always wanted to do a game with my kids. I'm just looking for the time and motivation, so this is very inspiring! Just thought I'd mention, I absolutely loved the art style in the clip that starts around 3:52. The hand drawn style, destructive terrain, the bright lighting, and especially the dragon are all wonderful. Add a little more color and detail to the environment and I think it would look amazing. In fact, I really preferred it to the later clips. The later clips lost a lot of that charming hand drawn style. The textures were a little more bland and low detail, and the lighting was a little dark and uneven, especially on the dragon itself. I felt like you went a bit from something really special and unique with a great magical/fantasy/storybook feel to a more generic look. I'd love to see a fully animated dragon with the original texture. I'd personally recommend you lean heavy into that hand drawn style because I think it's beautiful and quite alluring. Anyway, I subscribed and I'm looking forward to your updates no matter what direction you take the game!
I am so glad you took the time to give your feedback. In fact the lighting is still very experimental, we haven’t really spent time on it. The difference you spot is just the way the dragon is lightened. Thank you for expressing your preference, we will take care of keeping the brighter version as I think it is closer to the childish world we want the game to be in.
I think that I'll buy this when it comes out. If you make a vr option or version, I'll buy that. I can also use praydog's vr mod. I just think it would be so fun to play in vr since it's a world imagined that has come to life.
It’s funny because that’s the part were we did nothing regarding the lightning. We are targeting a version a bit more spooky, taking place at night probably
I'm a professional developer and I too am looking for a way to entice my girls into making a game with me. I think they'd enjoy it so perhaps I can show them this series :) Thank you for making this as I love seeing what people can do :)
This is a really great devlog. I think your gameplay already looks engaging. I especially like you included the market analysis. I made the mistake of not doing that on my first game and learned the hard way, developing a game for two years no one wanted. Only thing I wonder is if mixing this 'childish world/artstyle' as you call it with shoot em up gameplay would hurt the game in any way, as the target audience would see it as not for them? I have no idea, just thinking out loud since you used Returnal as a comparison example. Anyways I look forward to seeing more!
Thank you for your feedback! I feel you, now that I realize how much work it requires to build a game. What you said about the art style is actually a very good point, and it is not the first time I hear it. We are actively working on this part. To me, the artistic direction emphasis the relationship with your inner child, that's the thematic of the project. We are thinking about a narrative part that comes with the game to make it relevant to the player. I believe we are building a hybrid experience, let's say, an emotional shooter. It's a risky bet and there is a lot of work to be done for it to work. If you have a suggestion, don't hesitate to share :)
If you want to split your game into phases, you should do this: The player first fights the dragon and it's minions which are spawning from some portal or something like that, and make the dragon weaker. When the dragon has 0 hp it wont die, but it will fly to it's nest somewhere where the player can't reach it so it can heal, and while the dragon is healing the player needs to destroy a portal. For example you would have 3 portals and each time the dragon retreats there would be enough time for the player to destroy a portal, if the player manages to destroy a portal in this time period the dragon would instantly come back with full hp. If the player fails he would then need to fight the dragon longer since to defeat it all portals need to be destroyed. Each time the player destroy a portal the dragon would use new attacks, or it's attacks would increase in damage or speed. When all the portals are destroyed the dragon would return one final time when the player would be able to slay it once and for all. It's basically a big boss battle, fun concept, hope you finish this.
Thank you for taking the time to give us ideas. It's actually a very nice way to picture the dragon fight indeed. For now, we've taken the position to create a “nightmare” mode when you have to escape a survival map. More info coming soon on the next video, but your idea is very charming to organize the final fight with Daisy! I keep that in mind and will talk about that with my daughter 😂
Hello! You linked your retool tool but apparently I need an invite to use it. Is it something you're planning to make accessible for other devs? Also, did you do an analysis other than revenue on your competitor games? For example I was robo recall, but robo recall has some veyr unique mechanics in how you can defeat enemies that would be a major draw and selling point that I don't see in your game, so it can tap into a market that your game likely won't appeal to.
It's my bad, I thought that retool would have worked publicly, but apparently, I need to pay to make the app available for everyone (and it's pretty expensive). I removed the broken link from the description, but you can always use the GSheet template, which does exactly the same, scrapping data from steamDB and Steam. The analysis is up to you, you have to choose games that are close to your gameplay, so it makes sense. Typically using the GSheet you can put as many games as you want in it, and it'll bring interesting data, but you need to carefully decide the game you want to compare to. You can also use: gamalytic.com which is helpful to see how genre and type of game usually perform on the market. If you compare city-builder to shooting game, you'll see that city-builder performs much better in general. These are interesting figures to know before going deeper on a concept, but you also need to make this living with your ambition, it's also a matter of passion.
It’s to let you aim, otherwise I would need to plan a right click aiming action, or something similar. For now I’ll keep it simple but will see if I can improve it.
Congrats for documenting all of this and can’t wait to play this game ❤
Thank you, it’s very encouraging 😊
Great Idea,great story! Keep it up!
A devlog that actually has market analysis.. great!
This is too cute and it inspires me. It causes me to think more creatively.
Thank you for your support
Great devlog man! I love that you're making this with your daughter. Seeing the progression was great. I'm in the same boat of starting a devlog a bit late into my game's development. I barely have any footage of the stuff I've already made though. Nothing posted yet, but I will in the coming week or so.
Thanks for sharing!! ❤
It was recommended to me just now, very impressive work. Can't wait to play this game. All the best!🐉
Thank you for your kind words, that is very encouraging 😁
Hey ! Merci d'avoir documenté votre progression jusque là. Hâte de suivre vos prochains devlogs ;)
These textures are totally crazy, I love it😍I'm working on the game myself and I'm going to post the first devlog soon. Good luck. The game looks great
As someone whos planning to start his game dev Journey i wish you GOOD LUCK!!!! its looking awesome!!
Thank you so much!
That's some impressive work. I truly like the design of the mobs !
good luck guys!
such an impressive developing curve ! keep it up 👌
french !!! the artstyle is so cool i love it
How can you tell I’m French ?! 😂
@@Goodnight_Princess L'accent te trahit sur certains mots ! x)
Looks great! and nicely crafted devlog
Hey man! Your game's looking really good so far! I would love to get in touch to discuss how I can contribute to its growth and success of it as well as improve your online presence.
Keep up the good work! Cheers.
Thank you for your nice words! There is an email in the channel description ;)
@@Goodnight_Princess Sure thank you! I sent an e-mail. :)
Hey, this is wonderful! I've always wanted to do a game with my kids. I'm just looking for the time and motivation, so this is very inspiring!
Just thought I'd mention, I absolutely loved the art style in the clip that starts around 3:52. The hand drawn style, destructive terrain, the bright lighting, and especially the dragon are all wonderful. Add a little more color and detail to the environment and I think it would look amazing. In fact, I really preferred it to the later clips. The later clips lost a lot of that charming hand drawn style. The textures were a little more bland and low detail, and the lighting was a little dark and uneven, especially on the dragon itself. I felt like you went a bit from something really special and unique with a great magical/fantasy/storybook feel to a more generic look. I'd love to see a fully animated dragon with the original texture. I'd personally recommend you lean heavy into that hand drawn style because I think it's beautiful and quite alluring.
Anyway, I subscribed and I'm looking forward to your updates no matter what direction you take the game!
I am so glad you took the time to give your feedback. In fact the lighting is still very experimental, we haven’t really spent time on it. The difference you spot is just the way the dragon is lightened. Thank you for expressing your preference, we will take care of keeping the brighter version as I think it is closer to the childish world we want the game to be in.
I think that I'll buy this when it comes out. If you make a vr option or version, I'll buy that. I can also use praydog's vr mod. I just think it would be so fun to play in vr since it's a world imagined that has come to life.
Super
really love the art around 4:00
It’s funny because that’s the part were we did nothing regarding the lightning. We are targeting a version a bit more spooky, taking place at night probably
really unique look though right!! Quite fascinating. Maybe for a side project :)@@Goodnight_Princess
I'm a professional developer and I too am looking for a way to entice my girls into making a game with me. I think they'd enjoy it so perhaps I can show them this series :) Thank you for making this as I love seeing what people can do :)
So encouraging reading you 🙌
Really nice ! Will keep a eye on this :)
Thank you, don't hesitate to share your thoughts on the concept also. We will post more content soon!
A game like this benefits a lot from bullets locking onto enemies if fired close enough to them.
You have talent my dude
Thank you for your nice words
Grass broo
Would be super interested in the process you did to make that skeleton enemy.
I'll see with Gabriele if he can detail the process 🙂
That username is peak bruh🤣🤣
Genshin impact can act as an inspiration
I think so
This is a really great devlog. I think your gameplay already looks engaging. I especially like you included the market analysis. I made the mistake of not doing that on my first game and learned the hard way, developing a game for two years no one wanted. Only thing I wonder is if mixing this 'childish world/artstyle' as you call it with shoot em up gameplay would hurt the game in any way, as the target audience would see it as not for them? I have no idea, just thinking out loud since you used Returnal as a comparison example. Anyways I look forward to seeing more!
Thank you for your feedback! I feel you, now that I realize how much work it requires to build a game. What you said about the art style is actually a very good point, and it is not the first time I hear it. We are actively working on this part. To me, the artistic direction emphasis the relationship with your inner child, that's the thematic of the project. We are thinking about a narrative part that comes with the game to make it relevant to the player. I believe we are building a hybrid experience, let's say, an emotional shooter. It's a risky bet and there is a lot of work to be done for it to work. If you have a suggestion, don't hesitate to share :)
If you want to split your game into phases, you should do this: The player first fights the dragon and it's minions which are spawning from some portal or something like that, and make the dragon weaker. When the dragon has 0 hp it wont die, but it will fly to it's nest somewhere where the player can't reach it so it can heal, and while the dragon is healing the player needs to destroy a portal. For example you would have 3 portals and each time the dragon retreats there would be enough time for the player to destroy a portal, if the player manages to destroy a portal in this time period the dragon would instantly come back with full hp. If the player fails he would then need to fight the dragon longer since to defeat it all portals need to be destroyed. Each time the player destroy a portal the dragon would use new attacks, or it's attacks would increase in damage or speed. When all the portals are destroyed the dragon would return one final time when the player would be able to slay it once and for all. It's basically a big boss battle, fun concept, hope you finish this.
Thank you for taking the time to give us ideas. It's actually a very nice way to picture the dragon fight indeed. For now, we've taken the position to create a “nightmare” mode when you have to escape a survival map. More info coming soon on the next video, but your idea is very charming to organize the final fight with Daisy! I keep that in mind and will talk about that with my daughter 😂
Hello! You linked your retool tool but apparently I need an invite to use it. Is it something you're planning to make accessible for other devs?
Also, did you do an analysis other than revenue on your competitor games? For example I was robo recall, but robo recall has some veyr unique mechanics in how you can defeat enemies that would be a major draw and selling point that I don't see in your game, so it can tap into a market that your game likely won't appeal to.
It's my bad, I thought that retool would have worked publicly, but apparently, I need to pay to make the app available for everyone (and it's pretty expensive). I removed the broken link from the description, but you can always use the GSheet template, which does exactly the same, scrapping data from steamDB and Steam. The analysis is up to you, you have to choose games that are close to your gameplay, so it makes sense. Typically using the GSheet you can put as many games as you want in it, and it'll bring interesting data, but you need to carefully decide the game you want to compare to. You can also use: gamalytic.com which is helpful to see how genre and type of game usually perform on the market. If you compare city-builder to shooting game, you'll see that city-builder performs much better in general. These are interesting figures to know before going deeper on a concept, but you also need to make this living with your ambition, it's also a matter of passion.
12:40 Once again it's proven that higher price = better product and better client results by filtering out bad clients.
Toi, je sens que t'es Français en tout cas sympa
Je ne vois vraiment pas ce qui te fait dire ça…
Can you please tell me what is your pc specs?
I run on a i7 + a 2080 super
Just don't make too many or detailed assets before gameplay is refined. You'll regret later.
I feel it already :)
Can't stand it when 3rd person character is not in the center of the screen X)
It’s to let you aim, otherwise I would need to plan a right click aiming action, or something similar. For now I’ll keep it simple but will see if I can improve it.
1st of january 1934 🤣👌
I did my best but not convinced I understood 🤨