We need more of these devlogs where all the gamedevs get a say in it. It's super cool to see different people's responsibilities and workflows, amazing video!
for preston: I recomend following blender gurus most recent donut tutorial for learning blender, ik it has nothing to do with the low poly stuff you have to do, but it helps A LOT to get used to the program, and know what you are doing well enough to get started modeling your own stuff.
Love the work you guys ❤️ The quality and work that goes into your games is amazing, especially for how small the community is, very excited for this new game
hi, you should change the color of the worm to green (for example) because it looks too much like the deity you worship. and it’s not clear why part of your boss is crawling through the forest and trying to kill you
For the spider. I think it'd be really cool if it was more a hazard zone than an enemy. It's large, tall, you dont notice it until you either look up or you see it's legs not quite looking like the trees around it. If you get stepped on, youre dead. Not too bad, easy enough to avoid. But if you find yourself underneath the spider's body, it's hidden mouth at the center will eat you.
An example in the beginning Elijah doesn't like bones so a dissecting bones mini game maybe like bully 1 made by rockstar i don't remember which class but u can search bully all classes and get the general idea
For low poly 3D modeling try blockbench! It's free and way easier than blender since its a more focused tool. Use the generic model type and it can export to Godot. You can also pixel art paint directly on the models. Theres a video called Poltergeist Pizza by Violet made in blockbench if you want an example of how far it can go.
I saw this video and was like "hey im also making a detective/cop horror game, i wonder how similar they are going to be?" Then after like 45 seconds i'm like "oh shit, that was not what i was expecting, and it is not even close to what im making, other than the fact that the player is looking for aomething in both games
Love the idea! Might I suggest some pros/cons for day-night cycle? Like make it in such a manner were players won't just wait out till day to play. Maybe like day has better visibility however you have to be weary of forest rangers for example. Maybe some items (pocket watch hidden in a bush?) that would shine during the day from being hit by sunlight, but be very hard to find at night, etc. Basically I suggest making it a manner were a player is incentivized to play both during day and night with each cycle's respective pros and cons. Best of luck!
@@SKULLVR12345 Character silhouettes are very important and make sure you have fun and unique gameplay mechanics. And of course, have fun! We have a discord as well if you'd like to talk to us or our community more! -Preston
Eyo! Awesome game idea, I love the idea of looking at an object and trying to find a clue within it to figure out whoever it belongs to. I thought that it would be cool that instead of a dot animation the player can actually look at the object, rotate it in 3d space and trying to find the label, signiture and stuff like that. Just an idea! I love the visual so far, I just dont really like the models of the targets and pit chanters, not because they are bad on its own, just the proportions are so different that it looks out of place. Will be looking forward to new dev vlogs!
The concept for this game is remarkably close to a Puppet Combo game called "Feed Me, Billy". Considering that game was incredibly short and basic, however, this has lots of potential to improve on it.
Very unique idea, it would be cool if there were levels with more populated areas so you have to plan out when to take out your target and stalk them as to not be seen by other people
you are my enemy(I'm joking ) I like your approach to the idea, I'm working in horror game too with Detective elements but I'm playing with architecture instead of tress and it's just a short and simple game . the game named "Milk Carte " btw .
quick tip for the visuals. i dont know if the game has been released already but for future reference, what helps make the graphics feel more authentically retro is a lack of lighting. PS1 hardware limitations didnt allow for dynamic lighting, so the scenes were all unlit textures. instead, the shadows were drawn on like ambient occlusion, in most cases done dynamically scene to scene to reuse image textures by using vertex colours multiplied onto the original texture. this way you can tile textures or reuse a texture but its light level varries based on its surroundings, and its prebaked within the system. at the time doing this dynamically for procedural generation wouldnt have existed, but since we have the technology to do so and more, its entirely viable.
Did you guys go through different game ideas before deciding on this one? I'm having a HUGE problem of working on one idea, switching to another one, getting bored, switching to another one, etc x 1000
My name is Brennan. Many people call me a worm. So maybe I’m the worm. Maybe the worm’s name is Brennan.
If they actually name the worm Brennan that would be funny
Real
We need more of these devlogs where all the gamedevs get a say in it. It's super cool to see different people's responsibilities and workflows, amazing video!
Loving the detective gameplay loop, i'm super interested to see how that plays out :)
This is looking awesome so far! Excited to see how it shapes up in all the future devlogs
for preston: I recomend following blender gurus most recent donut tutorial for learning blender, ik it has nothing to do with the low poly stuff you have to do, but it helps A LOT to get used to the program, and know what you are doing well enough to get started modeling your own stuff.
I’ll make sure I give that a look, thank you! -Preston
@@CuriousFoxSox np
Name the worm Jimothy or Squimble and I will love this game forever
Love the work you guys ❤️
The quality and work that goes into your games is amazing, especially for how small the community is, very excited for this new game
hi, you should change the color of the worm to green (for example) because it looks too much like the deity you worship. and it’s not clear why part of your boss is crawling through the forest and trying to kill you
For the spider. I think it'd be really cool if it was more a hazard zone than an enemy. It's large, tall, you dont notice it until you either look up or you see it's legs not quite looking like the trees around it. If you get stepped on, youre dead. Not too bad, easy enough to avoid. But if you find yourself underneath the spider's body, it's hidden mouth at the center will eat you.
This is such a fun way to do a devlog!!
This is super cool!!
ostia el profecias,me encanta tu canal!
Here’s a name suggestion for that worm: Vermon, the forest scourge
It's similar to Feed Me Billy from Puppet Combo. It's cool to see a sort of spiritual successor to the Puppet Combo game.
Thought about that game when he was describing the concept
This looks very promising!! I can't wait to play it!!! And i love the fact that you guys are planning to make more devlogs for us to watch!!
Love how this is looking!
I also have a few name ideas for the worm.
Henry The Worm, Oscar Thy Worm, & just Felix.
Dafuq u mean u were the director of poppy playtime???
Yep, he is credited as the director for r poppy playtime!
ill def play this, love the artstyle
Always love to see new devlogs on TH-cam. Very excited to see how this game turns out
this looks great i love when devs do devlogs so i can see in there mind
This game seems so fun cant wait for the next devlog
Elijah and the worm monster look alike, so perhaps the worm monsters are offsprings of Elijah!!
Yall. I love backpack mechanics. So excited to back then pack.
This game looks awesome!
definitely mini games to do in the cult hideout maybe u can make add dark theme mini games or fun both is fine is a nice balance
An example in the beginning Elijah doesn't like bones so a dissecting bones mini game maybe like bully 1 made by rockstar i don't remember which class but u can search bully all classes and get the general idea
13:41 mr mc wiggles
13:39 The Titan Worm
The name Elijah is very weird name for a demonic monster when it has quite the opposite meaning
The vid "Reinventing Minecraft world generation by Henrik Kniberg"
might help for terrain generation code if you are still looking to improve it.
For low poly 3D modeling try blockbench! It's free and way easier than blender since its a more focused tool. Use the generic model type and it can export to Godot. You can also pixel art paint directly on the models.
Theres a video called Poltergeist Pizza by Violet made in blockbench if you want an example of how far it can go.
😅 I see the games been announced lol I got recommended this video a lil late. Hopefully it interests someone else trying to get into it.
This looks like a lot of fun! Can't wait to check it out.
Wormy is also a good name. Or Jim.
How strange that your hypothetical at the beginning described my weekend with 98% accuracy
i think u should add leaf moving on tree wind physics and some leafs falling
unironically the programmer's devtips may be the best development tips ive ever heard in 4 years of game developing
Best game dev intro I have seen so far ☉Ô☉ !!
I saw this video and was like "hey im also making a detective/cop horror game, i wonder how similar they are going to be?" Then after like 45 seconds i'm like "oh shit, that was not what i was expecting, and it is not even close to what im making, other than the fact that the player is looking for aomething in both games
Love the idea! Might I suggest some pros/cons for day-night cycle? Like make it in such a manner were players won't just wait out till day to play. Maybe like day has better visibility however you have to be weary of forest rangers for example. Maybe some items (pocket watch hidden in a bush?) that would shine during the day from being hit by sunlight, but be very hard to find at night, etc. Basically I suggest making it a manner were a player is incentivized to play both during day and night with each cycle's respective pros and cons. Best of luck!
You should add a super cool guy with 0 flaws in the game named Joseph. Just a random thought.
6:02 ah yes, I love spawing objects
this game would go so hard in multiplayer
This videos was so entertaining! Can't wait to see more videos from you guys!
this looks epic! good job :D
A devlog from a whole team, whose had experience launching games before. What is this sorcery!!
Love the style and idea for the game, love the partnership to😊
Detective side reminds me of the boardgame 'Guess Who?' a bit.
please make a lake and add a monster like the loch ness monster
I SKIPPED TO 10:51 AND MY EARS DIED
My bad -Preston
@@CuriousFoxSox omg u replied thanks and its alr but ive never got attention from big dev but do u have any advice for my mascot horror im makin
@@SKULLVR12345 Character silhouettes are very important and make sure you have fun and unique gameplay mechanics. And of course, have fun! We have a discord as well if you'd like to talk to us or our community more! -Preston
this sounds like a cool looking game looking forward to more devlogs
Eyo! Awesome game idea, I love the idea of looking at an object and trying to find a clue within it to figure out whoever it belongs to. I thought that it would be cool that instead of a dot animation the player can actually look at the object, rotate it in 3d space and trying to find the label, signiture and stuff like that. Just an idea! I love the visual so far, I just dont really like the models of the targets and pit chanters, not because they are bad on its own, just the proportions are so different that it looks out of place. Will be looking forward to new dev vlogs!
This devlog was so cool
👀👀👀
The concept for this game is remarkably close to a Puppet Combo game called "Feed Me, Billy".
Considering that game was incredibly short and basic, however, this has lots of potential to improve on it.
This is literaly Feed Me Billy by Puppet Combo
Looks really cool,cant wait to play it!
I love the gameplay and art style please finish it
Very unique idea, it would be cool if there were levels with more populated areas so you have to plan out when to take out your target and stalk them as to not be seen by other people
COOL GAME MAN LOVE TO SEE WHERE IT GOES!!
yes
name him "wahwahweewoo" 13:40
This sounds very interesting... Good Luck!
you are my enemy(I'm joking ) I like your approach to the idea, I'm working in horror game too with Detective elements but I'm playing with architecture instead of tress and it's just a short and simple game . the game named "Milk Carte " btw .
i love the intro and this game
quick tip for the visuals. i dont know if the game has been released already but for future reference, what helps make the graphics feel more authentically retro is a lack of lighting. PS1 hardware limitations didnt allow for dynamic lighting, so the scenes were all unlit textures. instead, the shadows were drawn on like ambient occlusion, in most cases done dynamically scene to scene to reuse image textures by using vertex colours multiplied onto the original texture. this way you can tile textures or reuse a texture but its light level varries based on its surroundings, and its prebaked within the system. at the time doing this dynamically for procedural generation wouldnt have existed, but since we have the technology to do so and more, its entirely viable.
just 30 secs into and im already sold (and subscribed)
this is very similar to “feed me billy”
13:48 The Endless Worm
The worm reminds me of Dune. The pit also reminds me of Star Wars.
There's already a fully 3D detective roguelike that may be of interest to you:
*_Shadows of Doubt_*
I love that Ben Shapiro appears at every "hypothetically" XD I'm excited to binge this devlog, the game concept is really intriguing and unique :P
15:32 Wait. Are you guys game developers?
Worm should be named “Wompy”
Its kinda like that one puppet combo game but cool concept!
Maybe the worm is a segment of the pit youre feeding
subnautica ps4 theme music? i havent seen anyone use that for background music before. 13:30
Sooo... this game is the plot of episode 130 of The Magnus Archives, got it.
She made for the pit
Now THIS is awesome sauce!
this looks good but i think you might want more things than a forest like a small town
I’m fucking sold.
I love the name for the hole
13:41 The Vacuum
Worm gives feeling that it is related to Elijah, maybe you can work around this idea
Looking forward to more!
aint this just puppet combos feed me billy
10:32 what song is this (also name worm grugnif)
The worm should be named "Luke" in reference to the Indie game dev "Luke DaWorm"
Name the worm Gluk Gluk (because it has 3000 Teeth)
I shall call him wormy boi
looks interesting
The duct tape worm
Cool video, but where was the background sound from? I'm sure I've heard this sound before, but I don't remember where.
Did you guys go through different game ideas before deciding on this one? I'm having a HUGE problem of working on one idea, switching to another one, getting bored, switching to another one, etc x 1000
bro being literally isacc
I’m very interested in the development of this game!!!
4 DA PIT!! 😩😩
Very similar to the game "feed me billy"
13:40 Greg
Wait why am I invested
My names Elijah, and I ain’t no durn pit in the ground what did I do lol bro 😭
cool idea
I think it’s more like feed me Billy 😂