for the companion, you should put a little bulb on his head that changes colour based on how much ammo he has, because i think it will be quite hard to see the liquid when it is moving around.
That's a really nice idea! yes you're right. Currently there's also some UI to show the ammo, but it'd definitely be nice to see it a bit more clear on the robot aswell
I dont care how many years it will take to me to play this , i will wait and will look for every devlog! DUDE ITS BECOME COOLER AND COOLER IN EVERY DEVBLOG!
@@Codeer I have a mini gun idea, you can find it on a new robot corpse and just rip it out, It doesn't even NEED ammo, it has its own ammo supply, Problem is, you can't refill it. The only way to get ammo is just to find a new mini gun.
A cool idea: maybe add an area which has merged with the robots, with hybrid biotech enemies, like an abandoned area that has slowly been taken over by nature, with vines creeping through cracks in the walls and robotic plants etc
Holy crap this is beautiful, this game has such nice graphics and such a nice vibe. The colors are so contrasting and it looks so artistic and cartoony. I love this so much.
Your dev logs are helping me understand solo dev a lot better, thanks m8, I like hearing you talk through your thought process and how you develop and iterate on the fly
Call the ammunition snail elephant bile or flying ray droppings to tie everything to the wildlife, this would allow you to have ammo drops from a snail elephant after you kill it, milk it, or feed it and wait for it to pass.
@@Codeer All of it also can be neatly tied to how this world is working, like, toxic for us water and the fact that we can use life byproducts of those animals may be explained as life here arosed from water as well, but their water is actually a mixture of useful for us materials and its further transformation while used by plants and wildlife condenses the materials and even fortunately removes unwanted components
I liked the morphium names, because the idea that the ammo is a similar material to the player seems quite cool, given they both shapeshift into whatever is needed. Rather than just focusing on the fact it's used for ammo. Also the suggestion I saw about it being animal dung, it could also be eaten by animals, kinda like how some animals eat rocks for digestion. It would still tie it to the nature without being organic
You could go with what Deep Rock Galactic did and call the ammo material "Nitrite" or some other variant? Maybe "Nitratium"? Idea being that one of the main components of gunpowder is potassium nitrate. Also, it'd be best to also establish that the toxic water somehow disables your climbing arms from being able to be deployed properly, allowing you to then scale up cliffs present on the other side of this water so the player can't just find some way to tank through the damage and get to the other side.
maybe mushing it together into "Potatrate" could be kinda cool? also, i think that the best way to notify the player is with some UI notification from the suit like "WARNING: TOXICITY LEVELS CRITICAL. CLIMBING ARM USAGE DISABLED"
Suggestions You could have the companion go into a backpack on the back of the player model it could act as a little rider such as having a cord to the weapon your using and storing your ammo this could also give way to some cute companion animations such as riding the player in creature mode like a turret and so forth. This could show that he's your buddy and "helper", you could also add a rescue mission in a new "tutorial" where the player relies solely on the controls acting like a stealth mission to show where the robot came from. the player could also have a weapon progression system in where he could find, buy or trade weapons with some npc´s that could inhabit the world. The weapons could also have some customization options such as damage, rate of fire, sticky bomb damage in where the player could throw an ammo blob at a robot that eats away at the robot's hp a high-cost strategy.
Mate. Amazing work as always. So many unique and fun ideas in this game already and the style is so charming. The quality of your videos is fantastic as well.
I genuinely want to see some small spider bots added, maybe they could serve as some type of defense for the really large robot you're working on. Or they can be enemies found in interior locations. Can't wait to see more devlogs.
For the jumping you should add a jetpack that boosts the player up. When hold the player jumps higher so he charges the jump basically. Great devlog btw!
Awesome idea! haha tbh that's pretty much how it works currently, where you can hold down to activate the little boosters on the backpack to jump higher :)
You could properly clip the stairs on the teleporters to be smooth, I noticed they were a little jank. Basically, turn off collisions for the stairs, then make an invisible ramp where the stairs are.
I am loving the way everything is coming together. If extra funds makes for even better quality gameplay don't be afraid to add a go fund me. I don't have much but would love to support in any way I can.
Great video as always! The acid water is a great alternative to having random world borders. The Witcher does something similar by making it be too hard out of a certain area (if I remember correctly) so kind of making the borders part of the game! Also for the companion, I don't know why, I really liked the blue blob creature it was before being a robot 😅 I feel like the more of the ammo substance is absorbs the more opaque it could be
Thanks Saul! Yeah exactly, haha hopefully the natural borders will make it a bit more immersive. perhaps I should reconsider the companion, maybe some sort of cyborg combination between the two lol
@@Codeer Definitely more immersive imo. You could even add large robots which kill you very quickly if you get out of bounds. Like robot watchers. And I think that could work, I mean your character is an alien life form (I think anyways x) ) So maybe something from its own planet?
This is the most well presented and concise devlog I've ever seen. Plus the game looks fantastic. You're very talented, keep doing exactly what you're doing 👍
I just had a cool idea for enemies, though it could be hard to implement: How about making for all enemies (Or maybe just the bigger ones) two ways of defeating them. One would be the brute force way, where you just shoot it down and two would be some kind of way, that warries, where you have to analyze the enemy. For example like you did with the one robot, where you have to remove the batteries.
Awesome idea, yeah I was thinking something similar for the tripod robot where you could also use guns, however currently I'm not sure how I'd make it so climbing is incentivised. Because I feel like most people would just use the guns and not put in any effort to climb anything.
@@Codeer Maybe you could have limited amount of armor piercing rounds, so you need to do the climbing most of the time, but you can take breaks from it by just using AP-rounds? Or maybe you can eventually aquire blueprints for the enemies that reveal additional weakspots you can just shoot after you have defeated the same type enough of times?
@@Codeer You could make it an essential mechanic, by making Ammo Blobs more rare and by defeating Enemies efficiently. Like this, you encourage the player to really investigate each enemy. And it doesn't always have to be the "climbing" way. For example shooting certain weakspots or shooting multiple ones in a certain sequence. And by making enemies more bulky, so the "Brute force" way would really take a bite out of your Ammo. Like this it could be a kind of mix. Defeat the one with little ammo to brute force the other one.
just binge watched all the dev blogs, this is dope!!! I really love the style and i really love the wackyness and sci fi bits! im loving this and if you ever put your game in steam ill definitely be playing it.
This is really cool, I am so happy to see that you have progressed so much. I sometimes get bored after developing for a week, but seeing this keeps me motivated 😁.
I have a small idea for a facility(that's what I'm calling the indoor places) there could be one inside a mountain with only one entrance at the side of the mountain, this entrance would be open but there would be a shield keeping the player out. The only way in would be to destroy all the robots the carrier robot carries, then go inside the robot and wait for it to go back to the facility to refill itself with the other robots and that's how the player would get in. This might not work at all depending on what kind of gameplay you do(as in rogue-like, RPG and whatnot I'm not sure what the word is) but I'm more so commenting to support you
That's an awesome idea! so I'd almost be like a stealth mission! not sure it currently fits in the game's scope but I'll definitely write that down haha. And thank you for the support comment :)
I’ve been following this game like a hawk man, looks extremely interesting, is there any way I could support this project? I think I couldn’t live with myself not seeing this game to completion the idea is just so creative and good
Taking down big robot things gives me halo 3 scarab memories! The feeling of one tiny person creatively plotting out how to beat a robot mid-battle it one of the coolest things I can think of. Looking good!
good work man! really cool progress i will totally buy the game when it comes out i wish i had your skills in building games and modeling in blender because i gave up on my game a lot time ago. i'm glad to see you keep working on yours 😃
This is the second Dev Log ive seen now and I just cant get it out of my head how awesome a battle royale would be with these mechanics. Please tell me I'm not the only one...
I think the coolest part about this game aside from the disturbing main character and how he moves, is the contrast of mystical and technological. There's a lot of contrasting themes in all mediums but one I don't often see is robots and fantasy. The glowing creatures in the sky, the various alien life, aside from more of that, all that's missing is some fauna. I think it'd be really cool to see some robot and alien symbiosis or combinations. Anyways, amazing devlog. Beautiful work. Inspiring Oh and one thing I wanted to mention as well. I think some more variety in robot types would be cool to see. They all look pretty similar at the moment. Different enough, but without outliers they fit in too well. Some cool ideas would be perhaps a robot that is stationed and moves only when it seems safe to do so. A swarm robot that is defended by many miniature robots hiding it's core, perhaps even some more passive robots that make up the scenery depending on whatever the story/atmosphere is. Just some ideas
Great job again, I love your DevLogs! I think the alien-fishes jump to frequently. It kinda looks like they aren't even swimming and jumping up before they dived in deep enough.
Maybe the companion robot could help the main character in different situations, for example using a stun system, a way to help the player up (like a grapple system) and allowing for more dynamic maneuverability in combat. It could also fire grenades or something, anyway, I love how the game is coming along so far!
I like moldium the most out of the names. It makes sense because the blob molds into different types of ammo more or less. And it sounds nice, because it mostly has soft consonants (eg. m, f, l, b, w, as opposed to hard consonants, which make words sound rigid, eg. t, s, k, p). And it still sounds scientific because of the -ium ending
I think morpheum would be a good name as it would suggest it can morph into a anything ( like any kind of ammo ) and would give future development opportunities with the already existing subtance seeing its capabilities. Also, the name is pretty clear in what it means unlike other names and also sound good.
I have an idea> Personally I think the game could benefit from some more foliage like small flowers or add some little minerals that stick out of the rock and some moss growing on it. you could also add some ambient lighting/effects. love your vids and the game is looking super. keep up the good work
I love the robot companion idea! I feel it be neat if it was a small spider bot, that way you feel like a closer unity between it and the player, it would also be cuter!
flowers, bushes, and little butterflies or dots flying around in one area would look nice. The bushes can have some helpful fruit on them for healing or something like that.
Omnium jelly sounds cool to me. Also, just as an idea you could possibly implement later on; you can scan creatures like the snail-elephant to save it digitally to a catalog. There you can read up things on the creatures you’ve scanned, such as name and a description. (I got the idea from games like “Star Wars Jedi: Fallen Order” and “Subnautica”)
for the ammo maybe something like a mineral name, so you have the possibility of adding ways to extract it from rocks or random rare mineral deposits in the rock, which corrode at the air, which is why they get stored in these jelly or rigid oil blobs when outside of the rock. maybe even have them glow when corroding to make the ore more easily detectable, and match the glow with the light, so the gun firing glowing shots makes more "sense"
I think defeating the giant robot from inside sounds really cool! Having different tiers as well maybe? As personally that one was a bit small but you could have bigger ones with interesting ways of taking them down, maybe like pulling out plugs or redirecting them or something? Just sounds awesome!
Personally i would like it if you could hijack it and there would be places that only those robots could get to (Like slippery stuff so you cant just climb up onto a hill, you have to use the giant robot mech)
Tiny suggestion, I don’t know if you’ll see this, but for the cargo robot it might be neat if the door to get in starts off locked and you have to do something on the exterior of the robot to open the door or something. Like pressing a button or maybe pulling some wires somewhere. Good work so far and keep it up!
I think an addition you can add instead of jumping to a rock thats floating 4m away or so, which is the one showed in the first clip of the video. The thing I would think would be a great addition to this is by adding a reach animation / jump, where the character stretches out and then attaches to the wall, that way its smoother? So the human legs the back legs for the character, would be on its original location then the arms/ frontal legs would be on the wall. So like a spider reaching from wall to wall.
Ideas: 1. Think about the weight of creatures, such as adding some jiggle for heavier animals. 2. Call the ammo "Plasma" I think it's simple and works! 3. Add a suction effect to the "Plasma" when the companion sucks it up, like when you remove a suction cup (It comes off slowly at first but then quickly snaps off).
Idea: the big robot can be defeated in two ways. 1) What you said, defeat it from the inside. 2) break 2 of its legs (front, front and back, back for it to actually break), but the player can be punished by drones that fly out from external damage, but the drones can give more loot. I hope this was helpful and gave you some kind of idea.
I think the companion animation while collecting the ammo could be a pipe or tube instead of his tiny hands. And how about needing to process the blob into real ammo and this would take some time (3 seconds = 10 ammo) Great video, I can't wait to see more or, even better, play your game :)
The master trick with limited assets is to rotate the asset this way you will get the variation in surface and the terrain does not look like made out of the same assets. 4:15 morpherium Or just play with words 5:40 look into Worlds Adrift Island creator they got the grass nailed there. you can adjust the length of the grass blade, with and intensity. Loved workshopping there. 7:45 try to make it random like the components you need to break or the control panel puzzle. Brainstorm the ideas that pop out of your head on specific topics and you will get the drive to go on. Best regards, TERAS.
If you're interested in more advanced camera techniques, I think you might like the GDC presentation about cameras with the guy that worked on Journey.
It'd be cool if the companion robot was equipped with an insane attack that would instantly use all the ammo it's holding. A hail mary effort to avoid dying or defeat the last few renaming enemies, but would use all of your ammo. Plus it's always fun to see a cute little robot go crazy god-mode.
This game has a lot and I do mean a lot of potential! I would love to climb around these otherworldly terrains. My little idea is to have the player have a automatic weapon from their backpack when climbing that automatically shoots enemies. But the weapon would only work for 5-10 seconds every time you climb something to prevent exploiting. Just my idea. I would love to play this!
That sounds really good, I was thinking something similar, where you can build or collect backpack upgrades including a small turret that fires automatically.
Hey guys! Let me know if you have any feedback on the game or on this devlog, and subscribe to see the future devlogs :)
Attachments for guns
@@prashil20076 true
Will the game have a story to tell
Playable demo😇
btw im not like demanding just asking
for the companion, you should put a little bulb on his head that changes colour based on how much ammo he has, because i think it will be quite hard to see the liquid when it is moving around.
That's a really nice idea! yes you're right. Currently there's also some UI to show the ammo, but it'd definitely be nice to see it a bit more clear on the robot aswell
@@Codeer you could make the ammo hard and spongy and call it "reloadstone"
Additionally you could make it so that your buddy drills it
@@Codeer Or you could make the liquid glow inside the companion.
@@bacongaming3659 this ^^^
I dont care how many years it will take to me to play this , i will wait and will look for every devlog! DUDE ITS BECOME COOLER AND COOLER IN EVERY DEVBLOG!
Thank you!
good patiance is one thing i find rare but when i do have it its a LONG ASS TIME for it like this little game
@@Codeer I have a mini gun idea, you can find it on a new robot corpse and just rip it out,
It doesn't even NEED ammo, it has its own ammo supply, Problem is, you can't refill it.
The only way to get ammo is just to find a new mini gun.
@@buggy730 but what does it do 💀
@@defnotfuntîme do i have to tell you the things in 1st grade agan?
I think Ammonium Blobia would be a cool name for the ammo blobs. Or without the Blobia.
Ammonium sounds cool.
Sounds cool, but Ammonium being a real world chemical might not fit the game. Idk
@@boosaft1622 that makes it even better
by far the best name!
Ammo-ite? Energium, Blastium, Blob of blast-ium
A cool idea: maybe add an area which has merged with the robots, with hybrid biotech enemies, like an abandoned area that has slowly been taken over by nature, with vines creeping through cracks in the walls and robotic plants etc
he hearted it. i hope that gets put in
@@godofportal5905 me too
Holy crap this is beautiful, this game has such nice graphics and such a nice vibe. The colors are so contrasting and it looks so artistic and cartoony. I love this so much.
I want to be like you one day Codeer!
Something like "Omnium" or "Omnium Jelly" might fit it since it can transform to other types of ammo :>
Yeah Jelly is cool. Make it a bit transparant and glowing, that would be cool
Yea that would fit real good
Not as good as "Boom Boom Goo".
Yeah it also sorta sounds like it has multiple purposes so it sounds perfect
How about PewTronium Jelly
The menu look very crisp and it really fits the game. The ammo robot looks great! The game is really taking shape!
I love that intro song, i keep repeating 00:13 ❤️❤️
Your dev logs are helping me understand solo dev a lot better, thanks m8, I like hearing you talk through your thought process and how you develop and iterate on the fly
Call the ammunition snail elephant bile or flying ray droppings to tie everything to the wildlife, this would allow you to have ammo drops from a snail elephant after you kill it, milk it, or feed it and wait for it to pass.
Hey Mom! Im gonna milk the ammo snail cow elephant for some more ammo! Want any?
Get me enough for my .50 plasma sniper!
Oh that's a really cool idea. Tying the ammo to the creatures somehow would definitely bring it all together nicely
@@Codeer You could have snail elephant milk be a universal resource. A little bit like whale oil from dishonered
@@Codeer All of it also can be neatly tied to how this world is working, like, toxic for us water and the fact that we can use life byproducts of those animals may be explained as life here arosed from water as well, but their water is actually a mixture of useful for us materials and its further transformation while used by plants and wildlife condenses the materials and even fortunately removes unwanted components
Could also tie it into the robots a bit! Moreso for the bigger ones, prolly.
I liked the morphium names, because the idea that the ammo is a similar material to the player seems quite cool, given they both shapeshift into whatever is needed. Rather than just focusing on the fact it's used for ammo. Also the suggestion I saw about it being animal dung, it could also be eaten by animals, kinda like how some animals eat rocks for digestion. It would still tie it to the nature without being organic
yeah but i also like alterium because it kinda alters between ammo types
-morphine-
You could go with what Deep Rock Galactic did and call the ammo material "Nitrite" or some other variant? Maybe "Nitratium"? Idea being that one of the main components of gunpowder is potassium nitrate.
Also, it'd be best to also establish that the toxic water somehow disables your climbing arms from being able to be deployed properly, allowing you to then scale up cliffs present on the other side of this water so the player can't just find some way to tank through the damage and get to the other side.
maybe mushing it together into "Potatrate" could be kinda cool? also, i think that the best way to notify the player is with some UI notification from the suit like "WARNING: TOXICITY LEVELS CRITICAL. CLIMBING ARM USAGE DISABLED"
The issue is that nitrite is a not-too-interesting real world compound.
Nitrox would be a good one
Suggestions
You could have the companion go into a backpack on the back of the player model it could act as a little rider such as having a cord to the weapon your using and storing your ammo this could also give way to some cute companion animations such as riding the player in creature mode like a turret and so forth.
This could show that he's your buddy and "helper", you could also add a rescue mission in a new "tutorial" where the player relies solely on the controls acting like a stealth mission to show where the robot came from. the player could also have a weapon progression system in where he could find, buy or trade weapons with some npc´s that could inhabit the world.
The weapons could also have some customization options such as damage, rate of fire, sticky bomb damage in where the player could throw an ammo blob at a robot that eats away at the robot's hp a high-cost strategy.
Man, Ive watched the intro four times, and I still can’t get over how epic it is.
Well done man (:
name/link to intro music?
@@tejaswanve9051 dansez - fasion
@@hjorthall thanks bro
Another great devlog, I'm so stoked for this game!
hello color game man
Thank you Kyle!
"My weird shooter game" actually sounds like a good title imo.
I have followed your game’s journey from the start and love how it has evolved keep up the amazing work 🙂
This is amazing. Beautiful art style. Love how the camera follows the player so well.
Mate. Amazing work as always. So many unique and fun ideas in this game already and the style is so charming. The quality of your videos is fantastic as well.
I genuinely want to see some small spider bots added, maybe they could serve as some type of defense for the really large robot you're working on. Or they can be enemies found in interior locations.
Can't wait to see more devlogs.
how about a carrier-type robot that spawned droves of these smol spiderbot things? afterall when theres a smol theres usually a *lar ge*
tribal camps that look destroyed would be cool, as if the robots have decimated a population of alien people
Something like in Enders Game?
@@owenwaters2413 so something like Horizon Zero Dawn?
For the jumping you should add a jetpack that boosts the player up. When hold the player jumps higher so he charges the jump basically. Great devlog btw!
So kinda like a double jump and a normale jump with the jetpack ? Ok
Awesome idea! haha tbh that's pretty much how it works currently, where you can hold down to activate the little boosters on the backpack to jump higher :)
Yes kinda like in destiny 2 or splitgate
@@Codeer maybe instead of a jet pack, holding down before hitting jump while in creature mode could allow a high launche?
The ammo blobs should be called "Ammo-nium" :D
GENIUS!
we think alike brother.
Noicd
Noice*
Hmm, I was thinking that or Ammode
You could properly clip the stairs on the teleporters to be smooth, I noticed they were a little jank. Basically, turn off collisions for the stairs, then make an invisible ramp where the stairs are.
First devlog of yours that I'm watching and I'm sold. Super interesting! Subscribed :)
I am loving the way everything is coming together. If extra funds makes for even better quality gameplay don't be afraid to add a go fund me. I don't have much but would love to support in any way I can.
Dude, this game looks awesome, can't wait to see how cool it is in its later stages
Great video as always! The acid water is a great alternative to having random world borders. The Witcher does something similar by making it be too hard out of a certain area (if I remember correctly) so kind of making the borders part of the game!
Also for the companion, I don't know why, I really liked the blue blob creature it was before being a robot 😅 I feel like the more of the ammo substance is absorbs the more opaque it could be
Also alterium is a great name, very fun to say!
Thanks Saul! Yeah exactly, haha hopefully the natural borders will make it a bit more immersive. perhaps I should reconsider the companion, maybe some sort of cyborg combination between the two lol
@@Codeer Definitely more immersive imo.
You could even add large robots which kill you very quickly if you get out of bounds. Like robot watchers.
And I think that could work, I mean your character is an alien life form (I think anyways x) ) So maybe something from its own planet?
This is the most well presented and concise devlog I've ever seen. Plus the game looks fantastic. You're very talented, keep doing exactly what you're doing 👍
you are a great inspiration, i always watch your devlog when i try to motivate myself for my project :)
I just had a cool idea for enemies, though it could be hard to implement:
How about making for all enemies (Or maybe just the bigger ones) two ways of defeating them. One would be the brute force way, where you just shoot it down and two would be some kind of way, that warries, where you have to analyze the enemy. For example like you did with the one robot, where you have to remove the batteries.
Awesome idea, yeah I was thinking something similar for the tripod robot where you could also use guns, however currently I'm not sure how I'd make it so climbing is incentivised. Because I feel like most people would just use the guns and not put in any effort to climb anything.
@@Codeer Maybe you could have limited amount of armor piercing rounds, so you need to do the climbing most of the time, but you can take breaks from it by just using AP-rounds? Or maybe you can eventually aquire blueprints for the enemies that reveal additional weakspots you can just shoot after you have defeated the same type enough of times?
@@Codeer You could make it an essential mechanic, by making Ammo Blobs more rare and by defeating Enemies efficiently. Like this, you encourage the player to really investigate each enemy. And it doesn't always have to be the "climbing" way. For example shooting certain weakspots or shooting multiple ones in a certain sequence. And by making enemies more bulky, so the "Brute force" way would really take a bite out of your Ammo. Like this it could be a kind of mix. Defeat the one with little ammo to brute force the other one.
Oooo this could lead to different endings like an ‘Analyse’ route and ‘Genocide’ route.
so basically weakpoints lol.
just binge watched all the dev blogs, this is dope!!! I really love the style and i really love the wackyness and sci fi bits! im loving this and if you ever put your game in steam ill definitely be playing it.
I love the idea of climbable robots! Going for a Shadow of the Colossus thing where you have to defeat larger enemies this way would be super cool!
Lovely aesthetic. Especially love the designs of the creatures and robots.
This is really cool, I am so happy to see that you have progressed so much. I sometimes get bored after developing for a week, but seeing this keeps me motivated 😁.
I loooove the artstyle and the design of the animals! Some sheep-like or hog-like animals that appear in groups would be nice.
great idea
This is some of the coolest stuff I’ve ever seen
Thanks!
It's really cool to see the creation of something great right in front of you
Your devblogs are so inspiring! Great job
Thank you :)
Theese dev logs are so well made. I hope one day i can do such beautifull work, great job as usual :).
I have a small idea for a facility(that's what I'm calling the indoor places) there could be one inside a mountain with only one entrance at the side of the mountain, this entrance would be open but there would be a shield keeping the player out. The only way in would be to destroy all the robots the carrier robot carries, then go inside the robot and wait for it to go back to the facility to refill itself with the other robots and that's how the player would get in. This might not work at all depending on what kind of gameplay you do(as in rogue-like, RPG and whatnot I'm not sure what the word is) but I'm more so commenting to support you
That's an awesome idea! so I'd almost be like a stealth mission! not sure it currently fits in the game's scope but I'll definitely write that down haha. And thank you for the support comment :)
@@Codeer A stealth mission would be great!
The wobbly eyes are the best thing i’ve ever seen!
I’ve been following this game like a hawk man, looks extremely interesting, is there any way I could support this project? I think I couldn’t live with myself not seeing this game to completion the idea is just so creative and good
Support us too !!! 🙏🙏 but I agree this guy has a creative game ! V cool 👍
@Arcane Worlds begging people is a great way to kill your project, it generally annoys people
Taking down big robot things gives me halo 3 scarab memories! The feeling of one tiny person creatively plotting out how to beat a robot mid-battle it one of the coolest things I can think of. Looking good!
Dude this game looks awesome I really hope u make it big cause u really deserve that
Bulletium
good work man! really cool progress i will totally buy the game when it comes out
i wish i had your skills in building games and modeling in blender because i gave up on my game a lot time ago.
i'm glad to see you keep working on yours 😃
Got to say I really enjoy your devlogs. And it gives me a good idea how to start my dev log too..
Wonderful videos, simply wonderful.
This is the second Dev Log ive seen now and I just cant get it out of my head how awesome a battle royale would be with these mechanics. Please tell me I'm not the only one...
I think the coolest part about this game aside from the disturbing main character and how he moves, is the contrast of mystical and technological. There's a lot of contrasting themes in all mediums but one I don't often see is robots and fantasy. The glowing creatures in the sky, the various alien life, aside from more of that, all that's missing is some fauna.
I think it'd be really cool to see some robot and alien symbiosis or combinations. Anyways, amazing devlog. Beautiful work. Inspiring
Oh and one thing I wanted to mention as well. I think some more variety in robot types would be cool to see. They all look pretty similar at the moment. Different enough, but without outliers they fit in too well.
Some cool ideas would be perhaps a robot that is stationed and moves only when it seems safe to do so. A swarm robot that is defended by many miniature robots hiding it's core, perhaps even some more passive robots that make up the scenery depending on whatever the story/atmosphere is.
Just some ideas
I really like the concept of the game an what you've done so far. I will definitely check it out once you release it!
I love this series.
100% buying the game when it comes out!
Great job again, I love your DevLogs!
I think the alien-fishes jump to frequently. It kinda looks like they aren't even swimming and jumping up before they dived in deep enough.
Thanks for the feedback!
Maybe the companion robot could help the main character in different situations, for example using a stun system, a way to help the player up (like a grapple system) and allowing for more dynamic maneuverability in combat. It could also fire grenades or something, anyway, I love how the game is coming along so far!
Looks like a joy to explore this world! Looking forward to what you come up with next
Thank you Eendhoorn! really appreciate it :)
Damn, this video is so pretty and well made great job!
0:55
"i gathered a toxic waterfall"
the animal walking on toxic water : *i am a toxic elephant god*
I like moldium the most out of the names. It makes sense because the blob molds into different types of ammo more or less. And it sounds nice, because it mostly has soft consonants (eg. m, f, l, b, w, as opposed to hard consonants, which make words sound rigid, eg. t, s, k, p). And it still sounds scientific because of the -ium ending
I think morpheum would be a good name as it would suggest it can morph into a anything ( like any kind of ammo ) and would give future development opportunities with the already existing subtance seeing its capabilities. Also, the name is pretty clear in what it means unlike other names and also sound good.
Been here since 1k subscribers..
Your glow up is insane talent wise and editing wise.
It's not often you just stumble onto content as high quality as this on TH-cam! new here and this channel looks awesome.
Your devlogs are amazing! Can't wait to see more and play the game once I have some time :)
Can't wait to the final version! keep up the good work
Taking a cube and cutting it up into pieces is extremely good advice for stylized rocks
I have an idea> Personally I think the game could benefit from some more foliage like small flowers or add some little minerals that stick out of the rock and some moss growing on it. you could also add some ambient lighting/effects. love your vids and the game is looking super. keep up the good work
I love the robot companion idea! I feel it be neat if it was a small spider bot, that way you feel like a closer unity between it and the player, it would also be cuter!
I looooove the Dutch pronunciation of English “v”s. “Full control Ofer the qamera” - its so satisfying.
This game is epic, the devlog is epic and you are epic :)
absolutely sick devlog, love to see it
His looks awesome!!! I know it's not even done, but I would love to see the sequel to this.
flowers, bushes, and little butterflies or dots flying around in one area would look nice. The bushes can have some helpful fruit on them for healing or something like that.
Omnium jelly sounds cool to me.
Also, just as an idea you could possibly implement later on; you can scan creatures like the snail-elephant to save it digitally to a catalog. There you can read up things on the creatures you’ve scanned, such as name and a description.
(I got the idea from games like “Star Wars Jedi: Fallen Order” and “Subnautica”)
for the ammo maybe something like a mineral name, so you have the possibility of adding ways to extract it from rocks or random rare mineral deposits in the rock, which corrode at the air, which is why they get stored in these jelly or rigid oil blobs when outside of the rock. maybe even have them glow when corroding to make the ore more easily detectable, and match the glow with the light, so the gun firing glowing shots makes more "sense"
I think defeating the giant robot from inside sounds really cool! Having different tiers as well maybe? As personally that one was a bit small but you could have bigger ones with interesting ways of taking them down, maybe like pulling out plugs or redirecting them or something? Just sounds awesome!
Personally i would like it if you could hijack it and there would be places that only those robots could get to (Like slippery stuff so you cant just climb up onto a hill, you have to use the giant robot mech)
You are really talented the ai of this game seems super good
Yea, finally an update from none other than Mr. Codeer
Tiny suggestion, I don’t know if you’ll see this, but for the cargo robot it might be neat if the door to get in starts off locked and you have to do something on the exterior of the robot to open the door or something. Like pressing a button or maybe pulling some wires somewhere. Good work so far and keep it up!
Its like you took risk of rain 2 and slowed it down. With the unique movement added. Very nice man!
This game looks so ood, I like the shaders and graphics but the movement also looks really fun
6:13 that's a neat little transition.👍
I think an addition you can add instead of jumping to a rock thats floating 4m away or so, which is the one showed in the first clip of the video. The thing I would think would be a great addition to this is by adding a reach animation / jump, where the character stretches out and then attaches to the wall, that way its smoother? So the human legs the back legs for the character, would be on its original location then the arms/ frontal legs would be on the wall. So like a spider reaching from wall to wall.
Ideas:
1. Think about the weight of creatures, such as adding some jiggle for heavier animals.
2. Call the ammo "Plasma" I think it's simple and works!
3. Add a suction effect to the "Plasma" when the companion sucks it up, like when you remove a suction cup (It comes off slowly at first but then quickly snaps off).
This is an interesting game excited to see how far it goes
Idea: the big robot can be defeated in two ways. 1) What you said, defeat it from the inside. 2) break 2 of its legs (front, front and back, back for it to actually break), but the player can be punished by drones that fly out from external damage, but the drones can give more loot. I hope this was helpful and gave you some kind of idea.
I think the companion animation while collecting the ammo could be a pipe or tube instead of his tiny hands.
And how about needing to process the blob into real ammo and this would take some time (3 seconds = 10 ammo)
Great video, I can't wait to see more or, even better, play your game :)
I’m excited for this game. Looks sick
im really loving your vids keep up the good work
This looks so cool. Looking forward to it
The master trick with limited assets is to rotate the asset this way you will get the variation in surface and the terrain does not look like made out of the same assets.
4:15 morpherium
Or just play with words
5:40 look into Worlds Adrift Island creator they got the grass nailed there. you can adjust the length of the grass blade, with and intensity.
Loved workshopping there.
7:45 try to make it random like the components you need to break or the control panel puzzle.
Brainstorm the ideas that pop out of your head on specific topics and you will get the drive to go on.
Best regards, TERAS.
This seems cool bro keep it up!!
As soon as i click this dani is the top vid on the side of my youtube video list
If you're interested in more advanced camera techniques, I think you might like the GDC presentation about cameras with the guy that worked on Journey.
Great devlog. i love to see these. Would call the ammo blob "Amlo"
It'd be cool if the companion robot was equipped with an insane attack that would instantly use all the ammo it's holding. A hail mary effort to avoid dying or defeat the last few renaming enemies, but would use all of your ammo.
Plus it's always fun to see a cute little robot go crazy god-mode.
Man love ur content man ur definitely going to be big u definitely have a new sub
wow i remember when you started with this it looks fricking amazing 🔥
This game has a lot and I do mean a lot of potential! I would love to climb around these otherworldly terrains. My little idea is to have the player have a automatic weapon from their backpack when climbing that automatically shoots enemies. But the weapon would only work for 5-10 seconds every time you climb something to prevent exploiting. Just my idea. I would love to play this!
That sounds really good, I was thinking something similar, where you can build or collect backpack upgrades including a small turret that fires automatically.
0:02 Me: that looks like a cool game
0:03 me: wtf is that spider dude doing?
I can't wait for the next bit this game is turning out very good
Wow amazing bro, so much work.