Looking forward to seeing how your color pallet and lighting effects develop! A darker, richer pallet and more low-key lighting dynamics will really accentuate the atmosphere you're trying to build. What are some of the color and lighting references you might draw from?
great video!! i’m a fan of the crow being the player character and i can’t wait to see what abilities it has! an idea for one could be some wind based attack using feathers to blow back enemies. maybe you could control the direction of the wind somehow
One thing that I think is really cool on any game weapon is that you can use the weapon not just to attack but also solve puzzle or traverse the world. Like the Axe from God of war or grapplehook in halo. But dont let yourself get overwhelm with ideas it always best to focus on one and get really good with it.
One of the Devs here! That's exactly what we had in mind with our dash ability (and several others we had planned). We are designing abilities with the intent that they can be used to interact with not only enemies, but the world around as well!
I’m really looking forward to seeing more of this game. Do you have any idea for how the fast travel will work Will it like a teleport or airship or something like that?
We are still brainstorming ideas! Currently we were thinking you would activate some sort of rune or something like that and then the waypoint would be active, but we are also thinking of ideas where you can only travel to certain waypoints that have been most recently visited or that you have set up a camp to be able to travel to a location. I’ll definitely do an in depth video once we start to solidify some of our ideas!😄
I actually find the "walking" with the stick gives the player less control in my experience. Walking feels very weird and unnatural and situations where you're forced to walk it feels absolutely horrible turning directions or even reacting. It gets even worse when you think about how walking needs to be in that space where stick drift happens or make running slower to start as some of the "running" area of the stick needs to be compromised. I've found walking is better as a button/key depending on device or better left out. This is just my experience and what I've noticed in other people playing.
Thank you for your comment! That is a good point! We will definitely continue to iterate on ideas as development continues, and I will keep this in mind as we start getting more into the movement system. Thanks for taking time to leave such helpful feedback!
Thanks for asking! We are a team of two developers! We both graduated college at the same time and both really wanted to make games so we combined our ideas and started development on this game! In the next video I should probably talk about that a bit more!
@@BitByteBit_ awesome man, we'd love to hear more about yourselves, instead of just we. Like what you graduated in, whats motivated you two, how'd you create this studio? Feels exciting to figure that out personally LOL
Hey, the other developer here! I've been trying to be active with responding to comments and engage with the community. We are planning another mini-series; a tutorial series of sorts. I'll be recording videos on how we designed and programmed some of the features in our game. Just a little more deep dive on the development side. You'll get to hear both of us as we plan to keep making content!
Currently our idea is too have a lot of the mechanics cancellable. For example if dashing up a wall trying to get to an outcropping you could perform an action to cancel out of the dash to land on the outcropping you are trying to get to. As we continue to develop the system it may change a bit as we try to make the movement user friendly and not frustrating. Overall though, we are planning on having some form of move cancelling.
Thanks for asking! I use the Pro Pixelizer shader as a base! It Is a great asset that can handle lots of different styles. Keep in mind I still had to do some custom stuff to get the look I was going for.
Hey T wilkey. Glad you made it to the logs! The other dev here (you know who I am), its a long road ahead to have a beta lined up. But we have been making great progress with our systems, and are starting to really work on story progression. Stay tuned, you'll be in line for when there is something to try out!
I’m super stoked to see how this game evolves.
I love that crow idea for the main Character it is so cool
Thank you! Hopefully we can start showing some concept art of the other inhabitants you will come across in the world as well!
That would be amazing
Looking forward to seeing how your color pallet and lighting effects develop! A darker, richer pallet and more low-key lighting dynamics will really accentuate the atmosphere you're trying to build. What are some of the color and lighting references you might draw from?
That intro music tho :o
I know right! Check out @musicmainnet! They are super good! The link to their channel is in the description!
An Amphiptere is a type of winged serpent found in European heraldry. en.m.wikipedia.org/wiki/Amphiptere
A wyvern-like creature could be an interesting enemy for this game, though he did say all the characters are anthropomorphic.
great video!! i’m a fan of the crow being the player character and i can’t wait to see what abilities it has! an idea for one could be some wind based attack using feathers to blow back enemies. maybe you could control the direction of the wind somehow
That would be super cool! Eventually the dash animation will have some feather animation stuff like that as well! Thanks for the suggestion!
Cant wait till this game comes out! It looks great!
I love these graphics, I was just dabbling in my own game with this sort of look
congrats on 500 subscribers! remember me when you're famous
Thank you so much! I will always remember you kibi! 😆 You have a new sub!
I can idea what if the main character live in a world that dragon amphithere god create it
@@BitByteBit_ thanks! your content is great! keep working hard!
wow this amazing
Wow, this is so good. I love it!!
Thank you!
One thing that I think is really cool on any game weapon is that you can use the weapon not just to attack but also solve puzzle or traverse the world. Like the Axe from God of war or grapplehook in halo. But dont let yourself get overwhelm with ideas it always best to focus on one and get really good with it.
One of the Devs here!
That's exactly what we had in mind with our dash ability (and several others we had planned). We are designing abilities with the intent that they can be used to interact with not only enemies, but the world around as well!
I’m really impressed, i’ll follow the series
Great video as always.
I like this format of devlogs
Awesome!
May Al Gorithm bless you. 🙏
Awesome character concept art!
I know right! @kichoafk is super good!
Good content - it's fun to hear the thought process that people put into what they're working on.
Thank you! It was a fun video to make!
Looking sick!!!!!
Story is nice and mechanics are well done and fun
I’m really looking forward to seeing more of this game. Do you have any idea for how the fast travel will work
Will it like a teleport or airship or something like that?
We are still brainstorming ideas! Currently we were thinking you would activate some sort of rune or something like that and then the waypoint would be active, but we are also thinking of ideas where you can only travel to certain waypoints that have been most recently visited or that you have set up a camp to be able to travel to a location. I’ll definitely do an in depth video once we start to solidify some of our ideas!😄
I actually find the "walking" with the stick gives the player less control in my experience. Walking feels very weird and unnatural and situations where you're forced to walk it feels absolutely horrible turning directions or even reacting.
It gets even worse when you think about how walking needs to be in that space where stick drift happens or make running slower to start as some of the "running" area of the stick needs to be compromised.
I've found walking is better as a button/key depending on device or better left out.
This is just my experience and what I've noticed in other people playing.
Thank you for your comment! That is a good point! We will definitely continue to iterate on ideas as development continues, and I will keep this in mind as we start getting more into the movement system. Thanks for taking time to leave such helpful feedback!
Have you tested a CRT shader on you’re build? I’m curious how it would look on the style you’re developing
We haven’t yet, but it could look really cool! We might have to try that at some point. Thanks for the suggestion!
I can idea what if the main character live in a world that dragon amphithere god create it
Thats a cool idea! I'll have to look into that more! Thanks for sharing!
Whos we? Is this the like channel for a studio?
Thanks for asking! We are a team of two developers! We both graduated college at the same time and both really wanted to make games so we combined our ideas and started development on this game! In the next video I should probably talk about that a bit more!
@@BitByteBit_ awesome man, we'd love to hear more about yourselves, instead of just we. Like what you graduated in, whats motivated you two, how'd you create this studio? Feels exciting to figure that out personally LOL
That’s awesome! I’m glad you figured it out! 😄
Hey, the other developer here!
I've been trying to be active with responding to comments and engage with the community.
We are planning another mini-series; a tutorial series of sorts. I'll be recording videos on how we designed and programmed some of the features in our game. Just a little more deep dive on the development side. You'll get to hear both of us as we plan to keep making content!
The way you describe these mechanics... Move canceling is possible?
Currently our idea is too have a lot of the mechanics cancellable. For example if dashing up a wall trying to get to an outcropping you could perform an action to cancel out of the dash to land on the outcropping you are trying to get to. As we continue to develop the system it may change a bit as we try to make the movement user friendly and not frustrating. Overall though, we are planning on having some form of move cancelling.
Hello if i may ask how did u make the pixel art effect
Thanks for asking! I use the Pro Pixelizer shader as a base! It Is a great asset that can handle lots of different styles. Keep in mind I still had to do some custom stuff to get the look I was going for.
@@BitByteBit_ OK thanks
Any chance you could explain how you achieved the pixel art effect in unity?
More info is in the description 😊
Do you have a time line for a beta?
We are currently working on our timeline, but should be giving updates as we continue development! Thanks for asking 😄
Hey T wilkey. Glad you made it to the logs!
The other dev here (you know who I am), its a long road ahead to have a beta lined up. But we have been making great progress with our systems, and are starting to really work on story progression. Stay tuned, you'll be in line for when there is something to try out!