Making a Better Map // Mortal Glory 2 Indie Game Devlog #23

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  • เผยแพร่เมื่อ 19 ต.ค. 2024

ความคิดเห็น • 26

  • @sheebiver
    @sheebiver ปีที่แล้ว +2

    I really loved the map scene Auro. It looks so strategic and awesome!

    • @AuroDev
      @AuroDev  ปีที่แล้ว

      Awesome, great to hear! :)

  • @SuperSertyuio
    @SuperSertyuio ปีที่แล้ว +1

    Hey Auro! Sorry for being late! Nice job on the updates! Here are some ideas i have:
    - let's leave the tooltips to the side, since i have no comment on those! I think the changes you made are great!
    - you can add some design to the edges of the map, because they are looking very empty! that will also allow you to not even bother with the detail on the outside of the map nodes!
    - just like you added the mountains at the end you can add forest at the beginning of the map!
    -I really thing that your map is very long and it will really benefit from converting it from a map to a scroll! So at the beginning of the map and at both ends, you should have some scroll handles! This will also help with the presentation of the map, since you can just zoom out of the scroll and then open it and then make a drawing effect (or even just fade in) that will show all the things on the map
    - the above point gave me a new idea: you can have special maps that have the path looks like a constelation, but there is only one path and that s it! either special map or final map would work!
    - the dark hexagon used as a background for the nodes is a bit too dark compared to the map! Maybe think about having only a drawing of the hexagon shape? it would make it look more cohesive!
    The game starts to look like more and mroe like a finished product! Can't w8 for ti to come out! Keep it up!

    • @AuroDev
      @AuroDev  ปีที่แล้ว +1

      Thanks for the feedback! Those are interesting ideas :)

  • @peterndungu41
    @peterndungu41 ปีที่แล้ว +1

    Amazing work as always. Can't thank you enough for this vids very inspiring to see the progress

    • @AuroDev
      @AuroDev  ปีที่แล้ว

      Thank you! :)

  • @VinciWare
    @VinciWare ปีที่แล้ว +1

    really liking your map system so far!

    • @AuroDev
      @AuroDev  ปีที่แล้ว +1

      That's great to hear! :)

  • @diggerocean2000
    @diggerocean2000 ปีที่แล้ว +1

    Looks amazing. well done.
    It looks like you've fixed the issue with the map pathing so the side routes have ways to get back to the middle. Great...
    I wish I had your diligence and focus to keep working on game development.

    • @AuroDev
      @AuroDev  ปีที่แล้ว

      Thanks! There was indeed some unintended functionality that always prioritized the connectors going in the same direction - should be more random now :)
      It's tough work! Gets more and more boring the closer you get to finishing the game...

    • @diggerocean2000
      @diggerocean2000 ปีที่แล้ว

      @@AuroDev Ya you need to keep some of the fun stuff to do to the end. Can't just leave the boring stuff not done.

  • @SuperDutchrutter
    @SuperDutchrutter ปีที่แล้ว +1

    New map progress is great. I’m glad you settled on 4 and not 5 paths. Five seemed way too much to consider from a player’s perspective.
    I look forward to seeing and hearing (sfx) some of the game play as it comes nearer completion.
    You’re doing great work, stay encouraged, stay motivated!

    • @AuroDev
      @AuroDev  ปีที่แล้ว

      Thanks for the feedback :) I'm hoping to get a trailer out in the near'ish future!

  • @RohanDaDev
    @RohanDaDev ปีที่แล้ว +1

    0:52 Oh dear, 5 columns. One of the things that prevent me from playing slay the spire was the extreme abundance of choice in where to go. But 4 columns is good! Also love the map re-design

    • @AuroDev
      @AuroDev  ปีที่แล้ว

      Great to hear, thanks for feedback :)

  • @Abyssal_Tree
    @Abyssal_Tree ปีที่แล้ว +1

    Hi Auro, I absolutely love the new map, glad to see you increased the number of colums to 4; 5 was definitely to much.
    I can imagine you had to use some mad engineering to fit those images in a spot that doesn't touch a road!!
    Are you going to play Baldur's Gate 3? XD

    • @AuroDev
      @AuroDev  ปีที่แล้ว

      Glad to hear that! :) I'll have to skip on BG3 - I just don't have enough spare hours in a day currently to start a game like that :/

  • @MysticRiverGames
    @MysticRiverGames ปีที่แล้ว +1

    Looks nicer, but one thing you can improve is the color of the paths, I made a similar map for one of my games, and the paths that the player can take are highlighted or red like your case, but the optional ones that can be taken later are faded or can be dashed or not filled lines so it shows easily where the player needs to choose and what would be future paths allowed by taking a decision. When everything is red, it is very hard to know where the player is.

    • @AuroDev
      @AuroDev  ปีที่แล้ว

      That's a good idea for further improvement. I would need to make some bigger changes for that though since the main column lines are actually just singular long continuous linerenderers. Changing the color would recolor the whole column line, unless I mathed it out with the gradient positions. Maybe at some point!

  • @BradleyChick
    @BradleyChick ปีที่แล้ว +1

    I'm no expert but my feedback for the map is this:
    Make the points on the map match the style of the background detail. One main point to this is to add a radius around the 'point' where the path graphic doesn't render so it is less busy on the eyes.
    Not sure how else to describe it but this would make it look like you are going to points on a map rather than graphical plots on a map background. Would be worth testing out and seeing how it looks I think.

    • @AuroDev
      @AuroDev  ปีที่แล้ว +1

      Thanks for the feedback! My initial idea was actually to use the scenery assets as the node graphics, but in practice I couldn't make it look good enough.

  • @ConradProteus
    @ConradProteus ปีที่แล้ว +1

    Good job Auro

    • @AuroDev
      @AuroDev  ปีที่แล้ว

      Thanks! :)

  • @Ghareebz
    @Ghareebz ปีที่แล้ว +1

    the work is amazing , just a note , you're close to the finish of your game, Marketing is needed , the slow base videos won't give you more views than you actually get you need faster base more b roll to the game only , more sound effects more Gameplay videos , to Make the videos more fun and gather new audience

    • @AuroDev
      @AuroDev  ปีที่แล้ว +1

      Thanks! You are correct and I do have a marketing plan already thought up. Still lots of work to do on the game though. Slowly marketing already would probably be beneficial but tbh I don't have much spare energy for that.

  • @Caliums
    @Caliums ปีที่แล้ว

    In my opinion the map looks great right now. Maybe add more vfx/sfx when hovering over places? Not too much though and I don’t feel its a must atm