If i had a nickel for every devlog series about a fast-paced indie FPS series currently on youtube where one of the primary mechanics is reorganizing your fingers to access different weapons, I'd have two nickels
This game is immensely cool, and you're insanely talented to be doing this all on your own with everything made by yourself, it's honestly commendable If I have to say one thing, the infinite scrolling text looks super cool and aesthetic, but I think you really have to limit it to only the most important stuff to convey, because when so many things are infinite scrolling text it just becomes disorienting and you don't really even know what infinite scrolling text to pay attention to, sometimes it bleeds into the background because you think it's just an aesthetic detail, when its actually telling something important
I love the aesthetic of this game, it's so unique! But I would like to ask about accessibility settings? Because even just watching this video is making me motion sick lmao
I absolutely agree, but personally it’s not because of motion sickness. I have autism, and this game seems like it could be a visually cluttered and overstimulating NIGHTMARE! I’ve played and enjoyed Ultrakill and the DOOM games, and their gameplay is awesome. It would be a shame for me and others not to be able to enjoy or play this game because of the style it uses. I know that a lot of this is part of the game’s design, but that shouldn’t be a reason to NOT make *some* optional accessibility options to turn some features down/off. This game looks awesome, and following along with the development videos has been interesting, but I can imagine various different types of people having trouble with some of these design elements… I would love to hear what jhd thinks of these concerns, and what approaches might be considered! Personally, I think the ability to turn off the scrolling text and standard HUD and crosshair options would go a long way! 👍 also never add motion blur to this oh my good please just don’t do it BTW: I understand that not all games are for everyone, but this game is exactly my type of fun. Hell, even the newer DOOM (1993) releases on Steam and consoles have accessibility options appear FROM THE START, such as high-contrast mode, replacing doom’s own font with modern plaintext, and turning off screen effects.
i think you shouldnt be so scared of slower gameplay. On that note, I really dont think the pattern-reload hinders the speed at all anyways - and either way it's really cool and unique and would feel super satisfying once you start getting fast at it, so it should stay in for that alone. I think for like a sniper it should be a super long and stupid path with loop-de-loops. love the fluid sim, thats cool
10:34 - This would make a SICK looking title screen, where the pool is made of blood and the hand is coming out. In addition, you could have the hand's palm facing away and all the different fingers as the buttons, but the start one is the middle finger, so it looks like its pulling the finger at you when you press the start. Another feature you should consider!
Good to see you're still alive. If you're writing C you should consider using __attribute__((overloadable)) for math functions. then you can replace functions like v2_norm() and v3_norm() with just norm(). I'm also very impressed by how you got shadows, lights, and AI pathing to propagate through the portals.
I love the look of the game, but I feel that all of the noise and dithering makes it difficult to focus on anything, since everything on screen is moving. It's just too much. It looks good, but I probably wouldn't be able to play for more than 20~ minutes before getting eye strain. It was difficult to finish this video. You should probably add some settings to tone down the noise and constant moving text a little.
I can't play games that put eye strain on me, for example when it's too dark or when it applies shaders to entire game screen. It looks cool at first but quickly becomes annoying.
I think that is kinda the whole point of the game.. to simulate "sensory overload", as a complimentary thing to the Altered Sensorium name. Honestly, I would welcome even some super chaotic sound effects, so the game would be an utter complete chaos. Something perfect for tryhards, that can filter all of these out and do some insane stuff in the game.
I was on your channel yesterday looking for a new one of these videos! You inspired me to start learning opengl and writing games from scratch. This series is probably my favorite cs/programming series on TH-cam.
woah there's so much visual style to this, always cool to see what can be done from a more programming focused approach to game art. an interesting transition for any of the times the scrolling text is fully on screen is maybe to have the new text start scrolling in from the right
You'll definitely want to consider spending some time on making the visuals clearer for the player. In many of these clips, I had trouble telling walls, floors, and pillars apart from each other. This would especially become an issue during fast-paced combat where you're moving around a lot. It'd feel pretty awful to get stuck on something you couldn't really see and die or take a bunch of damage as a result.
I think the compression definitely doesnt help with the visual noise as clean pixel borders just get mulched into complete slop. It might still be visually busy, but I think that can probably be worked on as he goes
@@thomoski While TH-cam's compression does plays a role in how bad the video looks, there's definitely some other issues as well still. The screen tends to be very visually busy, for example. There's a lot of noise and animated textures wherever you look. The lighting needs more range as well. Other than areas where there's bloom (which is a bit too bright judging by the video), every area is fairly dim. As a result, there's pretty low contrast in those areas which makes things blend together more. Also as someone said in another comment, even if the majority of the issue happened to be TH-cam's awful compression, it'd still leave a bad impression on people who might otherwise be interested in the game but write it off due to how bad the lightning can look in TH-cam videos. He'd be undermining his own efforts by ignoring this issue if he's planning on selling the game.
Yeah, and while I personally can read the text just fine, I can definitely see a future where the game comes out and there's an avalanche of people begging for accessibility options making the text more legible and static.
Some things: First of all you are - again - very talented! Watching your videos, explaining things you do in such a simple yet detailed way shows that you know your stuff well. Secondly: the aesthetics have a downside and an opportunity. The downside is that you really don't know what orientation are the enemies, which way are they facing. The opportunity is that you could highlight weak points with the characters that you are showing, even if it is just a minor little bit more red colour point on the enemy it would communicate with the player really well, and it would be a good feedback loop. A personal opinion on the fingers: I loved the guns part more, especially with the custom reload. You didn't address the problem that switching between fingers with a menu really takes you out of the action. All that said it is a project of yours, and we can see that you truly put in the effort both into the game and into the videos, and I want to thank you for that. Have a nice day!
thanks! and thanks for the feedback. I've had it on my to-do list for a while to add enemy weakpoints (which would also indicate orientation, etc.) but I haven't really settled on how I want to do things yet/found a good way to integrate it with the current aesthetic and gameplay
I also thought the reload was a nice touch and the constant action (including quick level transitions) were really important for the game type. Having menu's detracts from it. If weapon upgrades are a thing in the game they should be Crysis style holding the gun up while still letting the player move around. The thing the game has going for it most is the action and constant motion, I really think the menus are a bad idea and the finger thing is kinda meh. But to each their own, of course. Unfortunately I saw this as a step back instead of forward for the gamedesign.
Small criticism, those currency heads definitely look like they are attacking you when you collect them. If I was a new player, I think that would scare the shit out of me, I would probably assume that they are enemies, and avoid shooting them for a while before realizing that I was supposed to collect them. Maybe having a more passive "item-y" animation would be better, like they pop off the wall and become small and hover and spin, or something like that.
text vignette would be cool if it represented the character's thoughts, like having it say "fuck" when you take damage, or become more intense when looking at - say for example - a cigarette or something. building off of that itd be cool if there was some sort of annoying parasite enemy (kinda like the crawler guys) that headcrab onto you, and if you dont get them off somehow in like 5 seconds then it makes the vignette progressively cover more of the screen until it's completely covered (at which point you die). yuh
I found this series during my first year of college studying game development, and now I'm starting my third year. I have learn that i am a little insane when it comes to coding, but I'm not crazy enough to even touch rendering. it is truly insane to me how good your game now looks. keep it up.
Using a markov chain for the text is absolutely genius and a completely unique move. That's super super cool and I don't think I've ever seen anything like it before in a game.
im so jealous rn you are so smart dude. fr this game looks sick af and i wish i could code like you, this shit is insane. loving the art design and seeing the ways you implement your ideas into the engine
Love the series! Can't even imagine how one person could write all that from scratch, crazy. How bout the finger replacing being more in game, and hot-swappable? Just animate the hand to go more to the center, and somehow make it keyboard swappable. This way one could do two hands too, just press a key on which hand one wants to swap. Would be also maybe less immersion breaking? Running around dodging enemies while swapping fingers cause they ran out of idk fingernails sounds like it could lead to lots of intense moments.
Just echoing what others are saying: The game looks good! But i definitely think you should turn down some of the aesthetic (or at least provide toggleable options) cause I had to take breaks while watching this due to motion sickness. Love the effort!
To help with enemy visibility, you could perhaps consider having them be slightly emissive, have them gently pulsing from within, like some weird demonic spawn, maybe emitting a small amount of light (point-light like) too.
I'm actually so curious to know your journey in computer science from the very begining to now. Your videos always inspire and blow my mind with what it seems to be a deep understanding of computers and problem solving in general. I think it would be a interesting video and to show how much time and effort did it take to get you here.
I dont know if its the youtube compression or smthn, but im finding the game has a lot of visual noise atm, making it kind of hard to parse whats going on on-screen. Will the final game have options to turn some of the effects off?
looks like this one just got eaten up by compression :'( I promise that it's much more visually understandable in-game (and that some of the more extreme effects will have toggles!)
@@jdh If you export your video as 4k, even if it's 1080p source footage, TH-cam will use a better bitrate for it. Which is as far as I know the only way to combat this.
I started working on a game in raylib as complete beginner to C and programming in general. Your videos have been a great source of motivation and make me wanna continue even if pretty much everything i want to implement involves a lot of time and frustration figuring out how things work It's great to see that your game is finally starting to look like a game and not just a cool tech demo
Loving the look and design on this! Love the insight into the code, the furthest I've ever gotten with my own engines is those Wolf3D-style ones and rendering a cube in OpenGL. Love the look of your editor too, it gives so many options for basically everything. The editor being unstable is just following in an ancient tradition where that was the expected behaviour of level editors, so that seems fitting.
Hope you do a lot of play testing with the finger picking at the start. Players will probably just keep using the same thing for every level once they find one they kind of like and stop experimenting.
Love the look of this! The colors are super nice and vibrant, and all the text makes for such an interesting look. Super excited about this. For the edge-effect around enemies, maybe something like a chromatic aberration would fit the look of the game better.
thanks! the enemies already have some chromatic aberration (everything that gets bloom gets some chromatic aberration right now), but maybe I could try making it more extreme instead of the edge effect to make things match the look better.
Usually when I come here and watch a video of yours I'm hit with angst to think I should be working harder on my own game (which is also C and made from scratch by the way) seeing all the progress you made in a short time. Watching that you have been just remaking things this time however did not entice that feeling hehehe. I also notice now what things you do better than me (math, shaders, physics) and what things you do worse (modeling, content quantity and game complexity). This gives me a bit of relief knowing I'm justified to take my time with this. That said I have come to the conclusion I should always watch your videos in the morning before I get to work, so I can feel motivated with competitiveness to work hard on my game, not late into the night where I can only lament I should be working harder! lol!
If I had a penny for every devlog series about a fast-paced indie hack-n-slash currently on TH-cam where one of the primary mechanics is killing enemies to regain blood and therefore health, I'd have 2 cents (love this series btw, keep it up)
Each of the sub-sytems you add to the game are like lifetime projects I could never complete - and there are so many of them I'm so blown away you deserve 10 trillion subscribers.
I have found that I don't get motion sick very easily, and I really love the different sensations and effects going on. that scrolling text diagonally in different layers is pretty awesome. I like it personally.
Great work! New tech and style looks dope! Enemy design feedback: I think the munchers have a really difficult silhouette to make out. I think if you added something bright and glowing in the eyes and mouth, they would look so much cooler and be more readable and would improve readability for gameplay. Would also be neat if the left hand was a buff and the right hand was a weapon. So, the left hand can allow you to slow down time, set a point to teleport back to for safety, move faster, bleed slower, shield from projectiles, homing projectiles, etc. That would be dope! Also, I feel like the finger mechanic is really, really sweet but confusing. I think you could come up with some clever names for the weapon combos and display them above the hand. Side-note: If you did do a two-handed thing, what will you grab the fingers with? IDK? Maybe a mouth? I think it would be kinda funny if the cursor was a pair of teeth, like the toy, that would bite the fingers off, and bite the disconnected fingers to move them around! That would be so sick and totally fit your aesthetic! Your menu could use the teeth and your buttons could be meat or even fingers pointing in from the sides of the screen with tattoos or something crazy like that! Like, on the main menu, you "bite" the settings finger and the hand pulls away from being bitten and drags you into the settings menu where new hands appear with options...? Just a random idea! Like your game!
It's very interesting to see the predictive text system you're using, which is part of the foundation of how things such as autocomplete and large language models work. Nicely done.
I totally like the technical details in the video. They are very very interesting but damn do iget motion sickness by just looking at the video... and this honestly is the first game where i get it.
Dude I love coding to your videos or even just doing mockups, I'm not mentally capable of 3D game design and mostly focus on back end web design (because frontend work is torture..) Anywhoop loving the aesthetics, very exciting! I understand some of the words and concepts just from my personal knowledge pool, but sometimes I catch myself zoned out looking deep into the text effect and I can say it is very mesmerizing :D
Also it would be nice to add some contrast between how things are rendered. I think the enemies would look better, stand out more if they didn't have text rendered inside them, but had more definition/detail. Otherwise everything blends together and it would make them more frightening. It's really impressive how you're able to do all the work yourself (code, creating characters, animation), hope you keep working on it.
This is seriously sick, i'm a part of the 42 network coding schools where we have to code in c and i can't imagine getting anywhere close to this level yet. Also love the artstyle, concept and how the gameplay looks!
this is beatiful, but i must reccomend adding a vfx intensity slider in settings, maybe starting out at 50% because it's making me motion sick just watching this video lol, another option is being able to enable/disable the motion itself of all the effects, or atleast the main ones (the text) that way you can keep the fancy graphics AND the gameplay. besides that it's looking fantastic! can't wait for the next devlog!
As always, your progress is incredible! ... What I'd be interested in is: what design patterns and design philosophies are you generally using (in C)? Your project seems to have gotten quite big, so I'm really interested to hear how you're dealing with its complexity, especially in an imperative non-OO language.
Fully forgot about this project, glad it’s back though. The new hand gun system reminds me of another indie game I can’t quite remember the name of, but I’ll edit this if I remember.
I really like the configurable fingers system but I feel like it would benefit from an equivalent to the shotgun spinning for more of that tactile enjoyment. If you’re even considering an “ammo” system that is, maybe the hand closes into fist and the fingers “charge up” before flashing. Otherwise, the game looks great and I love the name you chose. I also love the generated poems in the portals after each level.
This game certainly looks unique, and I love the ideas! But in general, I think the massive amounts of fast-scrolling text and the UI are very hard to look at! This game does not look very readable, basically meaning it has a lot of visual clutter which can be disorienting or very distracting… 🥹 I would love to see some accessibility settings to control how they appear, where they appear, or to turn them off/replace them with static implementations -w- I could sit here and list the many things that could be tweaked, but no one has asked me to, so I won’t. Just… PLEASE! Keep accessibility in mind for the future of this game’s development!!😭
I was just wondering how this project was doing like yesterday lol. I think your game idea is extremely cool, the aesthetics and visuals feel so extremely surreal and I can already imagine how complex different combinations of fingers can be.
I think you could keep the eyeball and have the constant text that shows on screen or other elements show on it like when you press reload it shows your ammo count. I think it would help reduce some of the visual flair which some people could appreciate a bit.
Finally, the Hand-Gun genre gets another entry. As a bit of crit on one of the enemy designs; due to the way that you're rendering the enemies, their silhouettes are the really important thing compared to a lot of other parts of their design, since it's extremely difficult to see any sort of depth past that filter. You did a good job on most of the enemies, but I think the Big Mouth suffers from this the most, since from the vid it looks like from most angles it's hard to really tell what they are. The hand and mother are probably the best examples of using the silhouettes well.
Finally a new jdh video. Now that I've watched it, I can sit back and relax for the next 17 years while he cooks up another banger. Next time, jdh will rewrite his engine not once, not twice but six times!
I was inspired by your first 3d devlog to make my own doom-like engine, and while it isn't as far along as what you have made, it was a great learning experience
You should make the arm, hand, and fingers deform and squash as you run, jump, turn, and shoot. Like it's an inflated plastic bag full of blood. That, combined with the fluid simulation would be brutal.
if he actually finishes the game this time, its gonna get indie game of the year reward or some shit, i feel like ive never seen a more original and innovative game, graphics wise
A cool idea I had while watching is what if blood can resurrect you right after dying, so if you kill an enemy right as it kills you then you'd get resurrected right after the consumed screen pops up. I mainly think this'd be cool cuz you could have a section in a level that's basically an unavoidable death trap but after dying you get deposited in a pool of blood that revives you to full health, metal gear solid 3 fake death pill style. Could be a flesh factory where a piece of meat machinery carries your corpse into a vat of blood or an Indiana Jones style boulder trap that pushes your corpse into a blood puddle from the previous victims for example.
I got the vibe immediately that your health/blood should also be the ammo, encouraging accuracy and adding more pressure to the gameplay. Blood for the blood god!
You're incredible at programming this stuff, well done man. Although, if I'm honest, I think the concept you had last time was a lot more compelling, especially with the seamless teleporters and level transitions. Mainly, I think the decision to make everything hand and psych themed was interesting, but I myself couldn't play this kind of game after the changes you made because I find it kinda horrifying, personally, mainly cuz of some trauma I went through. I definitely think the gun and reload and eye features from the last video were really good and probably shouldn't have been removed, but that's all just my opinion. Regardless, well done man, and good luck 👍
One big thought I have is exaggerating the enemy animations will probably make their motions and intent communicate a whole lot better - and make them more visually grabbing during gameplay in the process, so win-win there. Looking hella good, though!
having more than one dictionary could let you have some control over the theming of the random text in different parts of the game. might be cool. the aesthetic of this is absolutely killer. love it! I wonder if, instead of staggering updates across frames, if your game logic would get any performance benefit from doing more of an "SOA" layout, and looping over all the entities to update them instead of doing them each separately (maybe just some parts of, like your green cubes)? I'm personally curious if that's useful and important for gameplay logic. (please don't reply with conventional wisdom other randos! I care about concrete results in specific games, not generalizations or experiments)
jdh is evolving, he's not rewriting it from scratch this time
And he’s not going more lower level!
Next video:
I didn’t like the look and feel , so I started all over in Assembly
@@grafdersteinchen135 to be fair there is not a lot lower he could go
@filiflo the video following that: I didn't like how it looked so I rewrote everything in raw binary
@@gustavoshigueo I guess from there he could hardware program it into its own machine.
@@grafdersteinchen135 next video: making transistors from silicon
New jdh video woooooooo!
Now i can finally be obsessed with game dev again(i have never even rendered a 3d cube)
(yet)
me
Render the cube! Do it!
Most relatable comment I've ever read
Just have to quickly learn c and setup and learn neovim to start
If i had a nickel for every devlog series about a fast-paced indie FPS series currently on youtube where one of the primary mechanics is reorganizing your fingers to access different weapons,
I'd have two nickels
what is the second one?
@@eineatombombe Void Collector by Seth Newlin
which isnt a lot but its weird that it happened twice
huh, the finger toggling mechanism Void Collector has looks super cool! i think I'll keep my method of finger-reconfiguration though :)
i thought the EXACT same thing
maybe when the player gets low on blood, you could reduce the amount of color pallete (8/16/32/../256 etc), as a way of "loosing conciousness"?
This was the first thing that popped into my head when he was talking about the color palettes lol. Would be super cool
This would get trippy really fast, especially if the health value changes sharply.
This game is immensely cool, and you're insanely talented to be doing this all on your own with everything made by yourself, it's honestly commendable
If I have to say one thing, the infinite scrolling text looks super cool and aesthetic, but I think you really have to limit it to only the most important stuff to convey, because when so many things are infinite scrolling text it just becomes disorienting and you don't really even know what infinite scrolling text to pay attention to, sometimes it bleeds into the background because you think it's just an aesthetic detail, when its actually telling something important
I love the aesthetic of this game, it's so unique! But I would like to ask about accessibility settings? Because even just watching this video is making me motion sick lmao
incidental visual damage is part of the experience
A lot of the noise-based effects he's using don't play well with TH-cam compression. I suspect it'll be better in game.
youtube compression does horrific things to visuals like this unfortunately
I believe it's the scrolling textures and text, this kind of thing is known to cause motion sickness in some people.
I absolutely agree, but personally it’s not because of motion sickness.
I have autism, and this game seems like it could be a visually cluttered and overstimulating NIGHTMARE! I’ve played and enjoyed Ultrakill and the DOOM games, and their gameplay is awesome. It would be a shame for me and others not to be able to enjoy or play this game because of the style it uses.
I know that a lot of this is part of the game’s design, but that shouldn’t be a reason to NOT make *some* optional accessibility options to turn some features down/off.
This game looks awesome, and following along with the development videos has been interesting, but I can imagine various different types of people having trouble with some of these design elements…
I would love to hear what jhd thinks of these concerns, and what approaches might be considered! Personally, I think the ability to turn off the scrolling text and standard HUD and crosshair options would go a long way! 👍 also never add motion blur to this oh my good please just don’t do it
BTW: I understand that not all games are for everyone, but this game is exactly my type of fun. Hell, even the newer DOOM (1993) releases on Steam and consoles have accessibility options appear FROM THE START, such as high-contrast mode, replacing doom’s own font with modern plaintext, and turning off screen effects.
i think you shouldnt be so scared of slower gameplay. On that note, I really dont think the pattern-reload hinders the speed at all anyways - and either way it's really cool and unique and would feel super satisfying once you start getting fast at it, so it should stay in for that alone. I think for like a sniper it should be a super long and stupid path with loop-de-loops. love the fluid sim, thats cool
10:34 - This would make a SICK looking title screen, where the pool is made of blood and the hand is coming out. In addition, you could have the hand's palm facing away and all the different fingers as the buttons, but the start one is the middle finger, so it looks like its pulling the finger at you when you press the start. Another feature you should consider!
11:00 if you make a soundtrack for the game it would be so cool to have it synced up to like a drum or any lower frequency
Good to see you're still alive. If you're writing C you should consider using __attribute__((overloadable)) for math functions. then you can replace functions like v2_norm() and v3_norm() with just norm(). I'm also very impressed by how you got shadows, lights, and AI pathing to propagate through the portals.
I love the look of the game, but I feel that all of the noise and dithering makes it difficult to focus on anything, since everything on screen is moving.
It's just too much. It looks good, but I probably wouldn't be able to play for more than 20~ minutes before getting eye strain. It was difficult to finish this video. You should probably add some settings to tone down the noise and constant moving text a little.
I can't play games that put eye strain on me, for example when it's too dark or when it applies shaders to entire game screen. It looks cool at first but quickly becomes annoying.
TH-cam compression is definitely messing with the graphics, but I have to agree, this kinda looks overloaded with effects
Weak
I think that is kinda the whole point of the game.. to simulate "sensory overload", as a complimentary thing to the Altered Sensorium name. Honestly, I would welcome even some super chaotic sound effects, so the game would be an utter complete chaos. Something perfect for tryhards, that can filter all of these out and do some insane stuff in the game.
I enjoy the moving textures personally, but I agree that there’s nothing to lose by providing a setting to tune the intensity of the effects
I was on your channel yesterday looking for a new one of these videos! You inspired me to start learning opengl and writing games from scratch. This series is probably my favorite cs/programming series on TH-cam.
woah there's so much visual style to this, always cool to see what can be done from a more programming focused approach to game art. an interesting transition for any of the times the scrolling text is fully on screen is maybe to have the new text start scrolling in from the right
this is incredibly impressive. you clearly have had a lot of fun with this project and it shows. can't wait to play this some day
You'll definitely want to consider spending some time on making the visuals clearer for the player. In many of these clips, I had trouble telling walls, floors, and pillars apart from each other. This would especially become an issue during fast-paced combat where you're moving around a lot. It'd feel pretty awful to get stuck on something you couldn't really see and die or take a bunch of damage as a result.
I think the compression definitely doesnt help with the visual noise as clean pixel borders just get mulched into complete slop. It might still be visually busy, but I think that can probably be worked on as he goes
@@thomoski While TH-cam's compression does plays a role in how bad the video looks, there's definitely some other issues as well still. The screen tends to be very visually busy, for example. There's a lot of noise and animated textures wherever you look. The lighting needs more range as well. Other than areas where there's bloom (which is a bit too bright judging by the video), every area is fairly dim. As a result, there's pretty low contrast in those areas which makes things blend together more.
Also as someone said in another comment, even if the majority of the issue happened to be TH-cam's awful compression, it'd still leave a bad impression on people who might otherwise be interested in the game but write it off due to how bad the lightning can look in TH-cam videos. He'd be undermining his own efforts by ignoring this issue if he's planning on selling the game.
Yeah, and while I personally can read the text just fine, I can definitely see a future where the game comes out and there's an avalanche of people begging for accessibility options making the text more legible and static.
This is crazy! Keep it up, holding on to a project over that long time is extremely hard and challenging. Thank you so much for this detailed update!
Some things:
First of all you are - again - very talented! Watching your videos, explaining things you do in such a simple yet detailed way shows that you know your stuff well.
Secondly: the aesthetics have a downside and an opportunity. The downside is that you really don't know what orientation are the enemies, which way are they facing. The opportunity is that you could highlight weak points with the characters that you are showing, even if it is just a minor little bit more red colour point on the enemy it would communicate with the player really well, and it would be a good feedback loop.
A personal opinion on the fingers: I loved the guns part more, especially with the custom reload. You didn't address the problem that switching between fingers with a menu really takes you out of the action.
All that said it is a project of yours, and we can see that you truly put in the effort both into the game and into the videos, and I want to thank you for that. Have a nice day!
thanks! and thanks for the feedback. I've had it on my to-do list for a while to add enemy weakpoints (which would also indicate orientation, etc.) but I haven't really settled on how I want to do things yet/found a good way to integrate it with the current aesthetic and gameplay
I also thought the reload was a nice touch and the constant action (including quick level transitions) were really important for the game type. Having menu's detracts from it. If weapon upgrades are a thing in the game they should be Crysis style holding the gun up while still letting the player move around. The thing the game has going for it most is the action and constant motion, I really think the menus are a bad idea and the finger thing is kinda meh.
But to each their own, of course. Unfortunately I saw this as a step back instead of forward for the gamedesign.
Small criticism, those currency heads definitely look like they are attacking you when you collect them. If I was a new player, I think that would scare the shit out of me, I would probably assume that they are enemies, and avoid shooting them for a while before realizing that I was supposed to collect them. Maybe having a more passive "item-y" animation would be better, like they pop off the wall and become small and hover and spin, or something like that.
text vignette would be cool if it represented the character's thoughts, like having it say "fuck" when you take damage, or become more intense when looking at - say for example - a cigarette or something. building off of that itd be cool if there was some sort of annoying parasite enemy (kinda like the crawler guys) that headcrab onto you, and if you dont get them off somehow in like 5 seconds then it makes the vignette progressively cover more of the screen until it's completely covered (at which point you die). yuh
seconding this, that would be an amazing subtle way to drop lore on the player character
yuh
@@octtburr yuh. dap ✋🤝
yuuuuh
Brother, I admire your skills as a programmer, you are my inspiration, greetings.
I found this series during my first year of college studying game development, and now I'm starting my third year. I have learn that i am a little insane when it comes to coding, but I'm not crazy enough to even touch rendering. it is truly insane to me how good your game now looks. keep it up.
Using a markov chain for the text is absolutely genius and a completely unique move. That's super super cool and I don't think I've ever seen anything like it before in a game.
check out dwarf fortress for more mindblowing procedural generation. and also the pcg wiki :D
im so jealous rn you are so smart dude. fr this game looks sick af and i wish i could code like you, this shit is insane. loving the art design and seeing the ways you implement your ideas into the engine
Love the series! Can't even imagine how one person could write all that from scratch, crazy.
How bout the finger replacing being more in game, and hot-swappable?
Just animate the hand to go more to the center, and somehow make it keyboard swappable. This way one could do two hands too, just press a key on which hand one wants to swap. Would be also maybe less immersion breaking? Running around dodging enemies while swapping fingers cause they ran out of idk fingernails sounds like it could lead to lots of intense moments.
Just echoing what others are saying: The game looks good! But i definitely think you should turn down some of the aesthetic (or at least provide toggleable options) cause I had to take breaks while watching this due to motion sickness. Love the effort!
Your game has inspired me to start making my own sector engine. Love your aesthetic.
Oh, good, you're not dead. (Thought since you had no vids for 8 months.)
That’s just his upload schedule :)
@@ph0eniix02 true
I don't think it was something to worry tho
@@ph0eniix02Yeah, you right, he just randomly goes off screen for about half a year and then comes out with a masterpiece out of nowhere.
I didn’t even notice! I thought it was just a couple months. (I have a lot of people I follow with sparse upload schedules)
To help with enemy visibility, you could perhaps consider having them be slightly emissive, have them gently pulsing from within, like some weird demonic spawn, maybe emitting a small amount of light (point-light like) too.
I'm actually so curious to know your journey in computer science from the very begining to now. Your videos always inspire and blow my mind with what it seems to be a deep understanding of computers and problem solving in general. I think it would be a interesting video and to show how much time and effort did it take to get you here.
I dont know if its the youtube compression or smthn, but im finding the game has a lot of visual noise atm, making it kind of hard to parse whats going on on-screen. Will the final game have options to turn some of the effects off?
To add to this, anyone else getting queazy looking at it in fullscreen?
The dithering and intense bloom on hit markers kinda give me a headache
The compression definitely doesn't help. It is really nauseating indeed
looks like this one just got eaten up by compression :'(
I promise that it's much more visually understandable in-game (and that some of the more extreme effects will have toggles!)
@@jdh If you export your video as 4k, even if it's 1080p source footage, TH-cam will use a better bitrate for it. Which is as far as I know the only way to combat this.
@@7Mirinoyeah, I’m getting a headache
I love the lengths that you go to just to avoid having to draw sprites on the screen
I started working on a game in raylib as complete beginner to C and programming in general. Your videos have been a great source of motivation and make me wanna continue even if pretty much everything i want to implement involves a lot of time and frustration figuring out how things work
It's great to see that your game is finally starting to look like a game and not just a cool tech demo
Loving the look and design on this! Love the insight into the code, the furthest I've ever gotten with my own engines is those Wolf3D-style ones and rendering a cube in OpenGL. Love the look of your editor too, it gives so many options for basically everything. The editor being unstable is just following in an ancient tradition where that was the expected behaviour of level editors, so that seems fitting.
OMG IT FINALLY HAPPENED
I have been rewatching the last 10 videos for 7 months
FINALLY 🎉🎉🎉
Looks like Devil Daggers!!
Devil Daggers and Hyper Demon enjoyer ❤
It looks awesome!!
I love how this is shaping up to be a superhot with a dark twist :) Awesome progression with the game, love the aesthetic!
Hope you do a lot of play testing with the finger picking at the start. Players will probably just keep using the same thing for every level once they find one they kind of like and stop experimenting.
Dude, you art direction is bonkers, in a great way. Can't wait to try out the game
Love the look of this! The colors are super nice and vibrant, and all the text makes for such an interesting look. Super excited about this.
For the edge-effect around enemies, maybe something like a chromatic aberration would fit the look of the game better.
thanks! the enemies already have some chromatic aberration (everything that gets bloom gets some chromatic aberration right now), but maybe I could try making it more extreme instead of the edge effect to make things match the look better.
Amazing to see all the work you've put into this. The idea of switching fingers out on your hand is really interesting!
Just amazing, been following the series since day 1, just keep going! I'm learning C++ rn and your videos really inspire me C:
Usually when I come here and watch a video of yours I'm hit with angst to think I should be working harder on my own game (which is also C and made from scratch by the way) seeing all the progress you made in a short time. Watching that you have been just remaking things this time however did not entice that feeling hehehe. I also notice now what things you do better than me (math, shaders, physics) and what things you do worse (modeling, content quantity and game complexity). This gives me a bit of relief knowing I'm justified to take my time with this. That said I have come to the conclusion I should always watch your videos in the morning before I get to work, so I can feel motivated with competitiveness to work hard on my game, not late into the night where I can only lament I should be working harder! lol!
If I had a penny for every devlog series about a fast-paced indie hack-n-slash currently on TH-cam where one of the primary mechanics is killing enemies to regain blood and therefore health,
I'd have 2 cents
(love this series btw, keep it up)
Each of the sub-sytems you add to the game are like lifetime projects I could never complete - and there are so many of them I'm so blown away you deserve 10 trillion subscribers.
I have found that I don't get motion sick very easily, and I really love the different sensations and effects going on. that scrolling text diagonally in different layers is pretty awesome. I like it personally.
eyyyy was just thinkin about ya yesterday. good to see you're still around!
Great work! New tech and style looks dope!
Enemy design feedback: I think the munchers have a really difficult silhouette to make out. I think if you added something bright and glowing in the eyes and mouth, they would look so much cooler and be more readable and would improve readability for gameplay.
Would also be neat if the left hand was a buff and the right hand was a weapon. So, the left hand can allow you to slow down time, set a point to teleport back to for safety, move faster, bleed slower, shield from projectiles, homing projectiles, etc. That would be dope!
Also, I feel like the finger mechanic is really, really sweet but confusing. I think you could come up with some clever names for the weapon combos and display them above the hand.
Side-note: If you did do a two-handed thing, what will you grab the fingers with? IDK? Maybe a mouth? I think it would be kinda funny if the cursor was a pair of teeth, like the toy, that would bite the fingers off, and bite the disconnected fingers to move them around! That would be so sick and totally fit your aesthetic!
Your menu could use the teeth and your buttons could be meat or even fingers pointing in from the sides of the screen with tattoos or something crazy like that! Like, on the main menu, you "bite" the settings finger and the hand pulls away from being bitten and drags you into the settings menu where new hands appear with options...? Just a random idea! Like your game!
It's very interesting to see the predictive text system you're using, which is part of the foundation of how things such as autocomplete and large language models work. Nicely done.
i love your games art style so much, it's very psychedelic.
Keep doing the good work man :)
I totally like the technical details in the video. They are very very interesting but damn do iget motion sickness by just looking at the video... and this honestly is the first game where i get it.
Damn it! Not again! Remember what I told you last time?
i'm keeping my promise!
@@jdh Force of habit, with a title like that, it sent me into a shock.
@@Plexxl understandable you are forgiven
@@jdh Wait, just saw the end of the video. That half counts.
The watermarking is really neat looking
Dude I love coding to your videos or even just doing mockups, I'm not mentally capable of 3D game design and mostly focus on back end web design (because frontend work is torture..) Anywhoop loving the aesthetics, very exciting! I understand some of the words and concepts just from my personal knowledge pool, but sometimes I catch myself zoned out looking deep into the text effect and I can say it is very mesmerizing :D
This looks so cool, love the style. Amazing work
Bro found his password
shut up
Yeah he had pay me to get that darn virus off of his computer 💻
@@TheRealFoodCat RansomWare Moment
This is the first time I'm seeing this dude, game looks like Ultrakill + Violent company or whatever it was called
@@БогданКрименюк lethal company?
Hoooly shit jdh! This is amazing! Well done! Looks amazing
Also it would be nice to add some contrast between how things are rendered. I think the enemies would look better, stand out more if they didn't have text rendered inside them, but had more definition/detail. Otherwise everything blends together and it would make them more frightening. It's really impressive how you're able to do all the work yourself (code, creating characters, animation), hope you keep working on it.
This is seriously sick, i'm a part of the 42 network coding schools where we have to code in c and i can't imagine getting anywhere close to this level yet. Also love the artstyle, concept and how the gameplay looks!
bro's fighting a war against the youtube compression
this is beatiful, but i must reccomend adding a vfx intensity slider in settings, maybe starting out at 50% because it's making me motion sick just watching this video lol, another option is being able to enable/disable the motion itself of all the effects, or atleast the main ones (the text) that way you can keep the fancy graphics AND the gameplay. besides that it's looking fantastic! can't wait for the next devlog!
You are basically making a devil dagger style game
As always, your progress is incredible! ... What I'd be interested in is: what design patterns and design philosophies are you generally using (in C)? Your project seems to have gotten quite big, so I'm really interested to hear how you're dealing with its complexity, especially in an imperative non-OO language.
Fully forgot about this project, glad it’s back though. The new hand gun system reminds me of another indie game I can’t quite remember the name of, but I’ll edit this if I remember.
I really like the configurable fingers system but I feel like it would benefit from an equivalent to the shotgun spinning for more of that tactile enjoyment. If you’re even considering an “ammo” system that is, maybe the hand closes into fist and the fingers “charge up” before flashing. Otherwise, the game looks great and I love the name you chose. I also love the generated poems in the portals after each level.
This game certainly looks unique, and I love the ideas! But in general, I think the massive amounts of fast-scrolling text and the UI are very hard to look at! This game does not look very readable, basically meaning it has a lot of visual clutter which can be disorienting or very distracting… 🥹
I would love to see some accessibility settings to control how they appear, where they appear, or to turn them off/replace them with static implementations -w-
I could sit here and list the many things that could be tweaked, but no one has asked me to, so I won’t. Just… PLEASE! Keep accessibility in mind for the future of this game’s development!!😭
I love it, looking forward to seeing the next redesign
I was just wondering how this project was doing like yesterday lol. I think your game idea is extremely cool, the aesthetics and visuals feel so extremely surreal and I can already imagine how complex different combinations of fingers can be.
i absolutely love the art direction, cant wait to see more :3
Instead of Gaussian blur you can look into box blur, very similar effect with a lot less processing needed
I think you could keep the eyeball and have the constant text that shows on screen or other elements show on it like when you press reload it shows your ammo count. I think it would help reduce some of the visual flair which some people could appreciate a bit.
just adore the art style you've created, actually in awe bro. come a long way, thanks for sharing!
this is one of the coolest twists on the "low poly retro" art style i have ever seen, this looks amazing
Love how the vibe of the channel evolved from vaguely "10x dudebro" to "I took 40 benadryl and entered the Hatman Dimension"
I was watching your videos last month, and forgot about your channel. Now, I'm going to rewatch your every video again, because they are amazing!!
This is absolutely stunning
Popcorn, beer, let’s go! This is top tier nerd entertainment! ❤
Been feeling burnt out on programming but this reignited my passion. Thank you Mr. Danish man.
Finally, the Hand-Gun genre gets another entry.
As a bit of crit on one of the enemy designs; due to the way that you're rendering the enemies, their silhouettes are the really important thing compared to a lot of other parts of their design, since it's extremely difficult to see any sort of depth past that filter. You did a good job on most of the enemies, but I think the Big Mouth suffers from this the most, since from the vid it looks like from most angles it's hard to really tell what they are. The hand and mother are probably the best examples of using the silhouettes well.
Finally a new jdh video. Now that I've watched it, I can sit back and relax for the next 17 years while he cooks up another banger. Next time, jdh will rewrite his engine not once, not twice but six times!
Bro please don't leave us again😭 u are a motivation to me
This can be turned into a fully fledged 30 $ steam game, just add a vague story and a few more levels and features.
not talking about the gameplay at all but i low key liked the asthetic from the previous vid more
This is an amazing piece of programming. I really like the look and the feel of what you’ve created.
i genuinely love watching these videos, this is the most uniquely stylized game i have ever seen
I was inspired by your first 3d devlog to make my own doom-like engine, and while it isn't as far along as what you have made, it was a great learning experience
You should make the arm, hand, and fingers deform and squash as you run, jump, turn, and shoot. Like it's an inflated plastic bag full of blood. That, combined with the fluid simulation would be brutal.
if he actually finishes the game this time, its gonna get indie game of the year reward or some shit, i feel like ive never seen a more original and innovative game, graphics wise
Visualized migrane. neat!
Being able to witness the evolution of this and the creativity has been awesome. Your channel is a gem.
A cool idea I had while watching is what if blood can resurrect you right after dying, so if you kill an enemy right as it kills you then you'd get resurrected right after the consumed screen pops up. I mainly think this'd be cool cuz you could have a section in a level that's basically an unavoidable death trap but after dying you get deposited in a pool of blood that revives you to full health, metal gear solid 3 fake death pill style. Could be a flesh factory where a piece of meat machinery carries your corpse into a vat of blood or an Indiana Jones style boulder trap that pushes your corpse into a blood puddle from the previous victims for example.
I got the vibe immediately that your health/blood should also be the ammo, encouraging accuracy and adding more pressure to the gameplay. Blood for the blood god!
You're incredible at programming this stuff, well done man. Although, if I'm honest, I think the concept you had last time was a lot more compelling, especially with the seamless teleporters and level transitions. Mainly, I think the decision to make everything hand and psych themed was interesting, but I myself couldn't play this kind of game after the changes you made because I find it kinda horrifying, personally, mainly cuz of some trauma I went through.
I definitely think the gun and reload and eye features from the last video were really good and probably shouldn't have been removed, but that's all just my opinion. Regardless, well done man, and good luck 👍
One big thought I have is exaggerating the enemy animations will probably make their motions and intent communicate a whole lot better - and make them more visually grabbing during gameplay in the process, so win-win there. Looking hella good, though!
so this is what JDH they do after filming lololoshka
ive been waiting for MONTHS for you to upload since i loved the previous ones, thank god youre alive.
Aw yeah, another video from one of my favorite insane game devs!
incredibly sick graphics
I love the non-standard "text-as-background" ui
having more than one dictionary could let you have some control over the theming of the random text in different parts of the game. might be cool.
the aesthetic of this is absolutely killer. love it!
I wonder if, instead of staggering updates across frames, if your game logic would get any performance benefit from doing more of an "SOA" layout, and looping over all the entities to update them instead of doing them each separately (maybe just some parts of, like your green cubes)? I'm personally curious if that's useful and important for gameplay logic. (please don't reply with conventional wisdom other randos! I care about concrete results in specific games, not generalizations or experiments)
Im at a loss of words. The programming of the game, the concept, visuals... Truly such an inspiration
It looks even cooler!
I'm really looking forward to being able to play it!