How I'm Doing Open World Level Design in My Biopunk Rpg - Thouest Thee Devlog 6

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  • เผยแพร่เมื่อ 2 ต.ค. 2024
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ความคิดเห็น • 852

  • @codygilbert2302
    @codygilbert2302 3 ปีที่แล้ว +657

    "You have your mother's eyes. You monster."

  • @Blockmaster987
    @Blockmaster987 3 ปีที่แล้ว +648

    If KillFuck ever needs balancing, consider making it affect the deterioration rate of the player's organs when they use it.

    • @MidnightWanderer00
      @MidnightWanderer00 3 ปีที่แล้ว +80

      It also needs to make the player scream like a monkey when taken too much, Just like how the enemies are screaming like monkeys because they took too much of the drug.
      Edit: One thing to add, When the player starts screaming like the enemies, it attracts the enemies. In a map where there are alot of enemies, this could potentially make the game harder and would force players to use the drug wisely.

    • @nbtwall7287
      @nbtwall7287 3 ปีที่แล้ว +2

      Thought the exact same thing

    • @svenrawandreloaded
      @svenrawandreloaded 3 ปีที่แล้ว +2

      this so hard

    • @cupcakemcsparklebutt9051
      @cupcakemcsparklebutt9051 3 ปีที่แล้ว +4

      @@MidnightWanderer00 OMFG HE NEEDS TO SEE THIS

    • @Lancerhb2
      @Lancerhb2 3 ปีที่แล้ว +10

      It could also deal damage when taken, as stabbing a massive needle of a random substance into yourself is likely not great for your health. Perhaps as a percentage of max health so players with many lungs and 5 hp aren't insta-killed and players who stack fat and have 100+ hp aren't merely tickled by it.

  • @RonaldFinger
    @RonaldFinger 3 ปีที่แล้ว +585

    You know you've made an interesting/enticing game when someone really wants to play it even though they'll want to vomit every single time the inventory is opened.

    • @gentlemancorpse2412
      @gentlemancorpse2412 3 ปีที่แล้ว +21

      Make vomiting in game a weapon or trap ability... 👽

    • @FowksProd
      @FowksProd 3 ปีที่แล้ว +1

      agree

    • @nitrosv4543
      @nitrosv4543 3 ปีที่แล้ว

      @@FowksProd why is the character a nudist?

    • @poopygamer321
      @poopygamer321 3 หลายเดือนก่อน

      ronald

  • @Czarewich
    @Czarewich 3 ปีที่แล้ว +706

    Wrought Flesh is a MUCH better title. Also the diagram you drew of the level structure looks like a cow's stomach. You could call this ruminant game design. Haha since the game is a biopunk game maybe it could literally be about being digested.

    • @adamofblastworks1517
      @adamofblastworks1517 3 ปีที่แล้ว +22

      Thank goodness for the rename.

    • @ZiRR0
      @ZiRR0 3 ปีที่แล้ว +7

      I literally didn't know how to pronounce the old name

    • @joaquinvasta971
      @joaquinvasta971 3 ปีที่แล้ว +6

      When does this release ?? I want to buy it

    • @destroyerhu5565
      @destroyerhu5565 3 ปีที่แล้ว +1

      @@joaquinvasta971 idk, but I want to buy it too.

    • @MrJaaaaake
      @MrJaaaaake 3 ปีที่แล้ว

      tbh BioPunk was better,

  • @Duartexis
    @Duartexis 3 ปีที่แล้ว +384

    Old spacecrafts sometimes fall, right? I want to see that. Either make that an event or put it in the storyline. Make it spectacular :)

    • @kpackama8985
      @kpackama8985 3 ปีที่แล้ว +14

      Was thinking the same thing when he mentioned they fall all the time.

    • @HERTZZBR
      @HERTZZBR 3 ปีที่แล้ว +26

      you could say please

    • @eyezuel5307
      @eyezuel5307 3 ปีที่แล้ว

      I think the only time spacecrafts fall is if it's a botched launch

    • @sentientlemonbattery
      @sentientlemonbattery 2 ปีที่แล้ว

      @@eyezuel5307 nope, even really high up there is enough particles to slow down and decay orbits till they fall

    • @sichacha9718
      @sichacha9718 ปีที่แล้ว +1

      @@eyezuel5307 he did say the spacecrafts fall because the gravitational pull of a nearby gas giant launches it into that planet

  • @asbestosfish_
    @asbestosfish_ 3 ปีที่แล้ว +755

    _Wrought Flesh_ is like, exponentially more metal. It’s two words that I’d expect to see on a Norwegian metalhead’s van. A+ Marketing Decision. The music in this video too, A+, S rank video, good job Miziziziz.

    • @KnoxEmDown
      @KnoxEmDown 3 ปีที่แล้ว +52

      Based on the name alone, this one will actually sell. Nobody would buy "thouest thee" just like they didn't buy "theyest thou". Wrought Flesh, on the other hand...

    • @spudhunter4384
      @spudhunter4384 3 ปีที่แล้ว +30

      @@KnoxEmDown The name is so much better now that it actually gives you an idea of what the game is. The old name made the game sound like it took place in Victorian England or something.

    • @JGrantUK
      @JGrantUK 3 ปีที่แล้ว +14

      I do have a real soft spot for Thouest Thee and Theyest Thou, but Wrought Flesh definitely fits this game so well.
      I think I'd go with Wrought Flesh: Thouest Thee // Thouest Thee: Wrought Flesh if it were me

    • @oscarlove4394
      @oscarlove4394 3 ปีที่แล้ว +12

      I liked thouest thee because it sounds kind of pretentious and i'm into that. but Admittedly its kind of vague and doesn't tell you anything about the game. Wrought Flesh however sounds pretty cool and matches the biopunk aesthetic.

    • @psychopathicfish97
      @psychopathicfish97 3 ปีที่แล้ว +5

      As a Norwegian metalhead i can vouch for this.

  • @TheCommanderFluffy
    @TheCommanderFluffy 3 ปีที่แล้ว +305

    Please do a prologue and a secret final act. I love that shit.

    • @bekcorvus823
      @bekcorvus823 3 ปีที่แล้ว +43

      Like a (pair of) special ending(s) depending on if you never use, or overuse KillFuck.

    • @n9it
      @n9it 3 ปีที่แล้ว +8

      he has spoken for us.

    • @mellyKIWAMI
      @mellyKIWAMI 3 ปีที่แล้ว +5

      I love this idea. COD WW2 zombies did this really well with 2 alternate prologues that weren't forced on players and it was super fun

  • @alex197
    @alex197 3 ปีที่แล้ว +227

    You never cease to impress me Miz!

  • @waporwave5066
    @waporwave5066 3 ปีที่แล้ว +78

    Maybe if the organs lose all durability, they just work at 25-50% efficiency, so you're never completely screwed

  • @atrpntime
    @atrpntime 3 ปีที่แล้ว +610

    perhaps the durability of enemy organs deteriorates based on how much damage and what type you did to the torso encouraging head shots and skillful play

    • @drenn.
      @drenn. 3 ปีที่แล้ว +9

      bump

    • @n9it
      @n9it 3 ปีที่แล้ว +8

      nice.

    • @tochka832
      @tochka832 3 ปีที่แล้ว +18

      absolutely. time limit is very frustrating

    • @pinkcrocodile7746
      @pinkcrocodile7746 3 ปีที่แล้ว +8

      wouldnt stuff like grenade launchers and the tick gun be rendered useless?

    • @benmartland704
      @benmartland704 3 ปีที่แล้ว

      seconding this!

  • @capitalex5422
    @capitalex5422 3 ปีที่แล้ว +639

    "Organ durability"
    _Has Breath of the Wild flashback_

    • @Syke1337
      @Syke1337 3 ปีที่แล้ว +69

      Literally the most annoying part of BotW. Oh nice, got a story specific weapon/shield!.....time to store them in my house so I can actually keep them.

    • @nonymouswisp8176
      @nonymouswisp8176 3 ปีที่แล้ว +44

      I actually like weapon durability, gives me a reason to use the weaker weapons and save the stronger ones for more difficult enemys

    • @catmadethat
      @catmadethat 3 ปีที่แล้ว +31

      People hated that aspect of BOTW but I dug it, really motivated me to try out different weapons and think creativily on the spot if one broke
      Just stop being a wuss and use all your strongest weapons now, you'll always get another great one in a bit anyway

    • @Killicon93
      @Killicon93 3 ปีที่แล้ว +19

      @@catmadethat Same with people hating Far Cry 2's weapon durability. Even though it was a really integral part of the games flow and atmosphere.
      Also playing in the two adage's from Murphy's Laws of War:
      - There is no such thing as a perfect plan.
      - No plan survives initial contact.

    • @nonymouswisp8176
      @nonymouswisp8176 3 ปีที่แล้ว +14

      @@catmadethat plus it gives you a reason to raid more camps

  • @catmadethat
    @catmadethat 3 ปีที่แล้ว +193

    Can each new open area have different desert aesthetics?
    Maybe one region is a crater with a giant crashed spaceship to explore where it's still functioning life support systems are creating an oasis,
    another one is the canyon nesting grounds of some hideous creatures where it's overpopulation is poisoning the very ground and air,
    another has constant hurricane winds and dust storms that have unearthed colossal ancient bones and dangerous cenotes
    Dang, now I want to do concept art for all of these

    • @JadenGoter
      @JadenGoter 3 ปีที่แล้ว +31

      I think thats a good idea and not just because it would be cool, but because it would be easier for the player to tell that they will start having more difficult encounters instead of accidentally dying at them because they wandered too far

    • @loafe6156
      @loafe6156 3 ปีที่แล้ว +9

      Maybe one would have a ruined city or something?

  • @angledcoathanger
    @angledcoathanger 3 ปีที่แล้ว +104

    having the NPC improve aim as you move in the same direction is pretty cool

    • @alexnoman1498
      @alexnoman1498 3 ปีที่แล้ว +12

      And the "how long until it reaches 1" number is the difficulty slider.

    • @mikehunt3060
      @mikehunt3060 3 ปีที่แล้ว +2

      *Having...
      Start your sentence with an uppercase letter next time.

    • @angledcoathanger
      @angledcoathanger 3 ปีที่แล้ว +4

      @@mikehunt3060 Also, I didn't put a full stop at the end. Go on, take me to the grammar prison camp, you'll never break me.

    • @jimothyminkus1543
      @jimothyminkus1543 3 ปีที่แล้ว +1

      Mike Hunt bad day?

    • @angledcoathanger
      @angledcoathanger 3 ปีที่แล้ว +3

      ​@@isaacgejames Yeah, and also if you say his name quickly...

  • @zacharychristy8928
    @zacharychristy8928 3 ปีที่แล้ว +189

    It's looking great! The name "Wrought Flesh" was a good choice. I'm excited to play this!
    Being able to expect loot from certain enemies is perfect. It reminds me of System Shock 2. The organ durability thing is a good idea, the only downside is that it kind of turns equippable items into consumable ones, which might feel less satisfying. If you had the ability to restore durability (maybe by cannibalizing other common organs) it wouldn't feel like you're using up your best organs permanently on easy fights or something.
    Or maybe if there was incentive to use as many different organ types as possible, like if you use 'Body Fat' for a certain period of time, the next 'Lungs' you equip get boost to efficiency, that way the 'optimal' build IS one that constantly mixes and matches.

    • @omarfejzic2981
      @omarfejzic2981 3 ปีที่แล้ว +9

      Yep the best way to encourage changing organs is to make it worth it.

    • @zacharychristy8928
      @zacharychristy8928 3 ปีที่แล้ว +19

      @@omarfejzic2981 Agreed. The more I think on it, it would be cool if burning through the organs gave you the best reward overall. Call it "metabolizing" them or something, then it gives you a small permanent boost to other organ types.
      You could make it an asymptotic boost too, so that you don't have to worry about infinite power creep. Then burning through organs feels like applying an upgrade, not using a consumable. Plus you still have to actually USE the other organs to get the benefit of that permanent upgrade. Kind of a win-win!

    • @Turboviikinki
      @Turboviikinki 3 ปีที่แล้ว +11

      Maybe like the Jury Rig perk from Fallout New Vegas where you can repair a weapon or piece of apparel if you have a similar one. So if you had a shotgun thats about to get broken you can repair it with other shotguns, no matter how shit their stats are. Might work here with organs. That would also make combat a lot more engaging because you would have to seek enemies more often -

  • @po067typokijtygfdr7
    @po067typokijtygfdr7 3 ปีที่แล้ว +63

    Wow... this is the biggest jump in progression from a devlog I've ever seen. If this was another youtuber, this would take three episodes to complete. And Wrought Fresh sounds way closer to what this game is like. Good job, I'm quite excited for this game!

  • @szepiz
    @szepiz 3 ปีที่แล้ว +68

    What about making the organs lose durability only when you receive a specific type of damage? Like damage from bullets, explosives, melee and (if you add) electricity, poison etc... would damage different organs?
    Then the player wouldn't feel like they're on the clock but would still be challenging.
    Looking really neat tho!

    • @canidaeSynapse
      @canidaeSynapse 3 ปีที่แล้ว +9

      Really like that idea! I think it would mix well with a system that lets you keep degraded organs. Say, they'll get specific debuffs like a lung that is still speedy but increases weapon spread at random short intervals, almost like coughing. It's neat to switch out organs and get tons of weird builds, but it'd be nice to have an option to keep your build at the cost of penalties that doesn't interfere with their own function. Retain some player agency and not feel like an organ is a powerup on a timer.

    • @szepiz
      @szepiz 3 ปีที่แล้ว +4

      heart attacks from lots of electric damage 👀

    • @canidaeSynapse
      @canidaeSynapse 3 ปีที่แล้ว +2

      @@szepiz internal bleeding from explosive damage (slow bleeding when you have over 50% HP)

    • @revimfadli4666
      @revimfadli4666 3 ปีที่แล้ว +2

      @@canidaeSynapse so a bit like monster hunter's weapon durability/sharpness?

  • @Ezekiel_Allium
    @Ezekiel_Allium 3 ปีที่แล้ว +2

    "I did a bunch of bug fixes" tickler appears on screen. I hope that was intentionally lmao.
    God am I excited for this honestly, the setting and gameplay are so cool looking

  • @sanjacobs6261
    @sanjacobs6261 3 ปีที่แล้ว +35

    Please make the stafe leaning an amount slider instead of a hard toggle

  • @onedeadsaint
    @onedeadsaint 3 ปีที่แล้ว +157

    useless idea: when reloading hand, squeeze blood into the hand starting at the wrist then go to palm and stop at first knuckles. have hand change color as the blood drains
    best of luck and great work so far!

    • @mikehunt3060
      @mikehunt3060 3 ปีที่แล้ว +1

      *Useless...
      Start your sentence with an uppercase letter next time.

  • @Ptaku93
    @Ptaku93 3 ปีที่แล้ว +75

    ranking enemy encounters' difficulty by 1 number sounds like something taken out of pen and paper rpgs, nice work

    • @mikehunt3060
      @mikehunt3060 3 ปีที่แล้ว

      *Ranking...
      Start your sentence with an uppercase letter next time.

    • @MidnightWanderer00
      @MidnightWanderer00 3 ปีที่แล้ว +3

      @@mikehunt3060 Does it really that matter much in small comments like these? It's not like they misspelled the word.

  • @testoftetris
    @testoftetris 3 ปีที่แล้ว +60

    Wouldn't have thought camera tilt would be the most nauseating feature of this game, lol.

    • @AWOLBones
      @AWOLBones 3 ปีที่แล้ว +3

      yeah i hope he adds a remove camera tilt option

  • @LowbrowDeluxe
    @LowbrowDeluxe 3 ปีที่แล้ว +61

    I like the name change. Looking forward to seeing more.

  • @mothbott9461
    @mothbott9461 3 ปีที่แล้ว +61

    "I only have one enemy type but sometimes they have different models and weapons"
    Dunno man, Valve would disagree-

  • @known6607
    @known6607 3 ปีที่แล้ว +21

    Dude I love this so far it’s like gory ps2 doom/fallout love child.
    I don’t know about you but I love playing the tank and I love melee combat. Do you think you’ll add some heavy melee weapons? Like maybe a shield and hammer where you charge and hear the patter of gunfire as you close the distance between you and your foe.
    It sounds to me like it could be really satisfying to smack people around and absolutely obliterated people with a big blunt object

    • @garyadamos
      @garyadamos 3 ปีที่แล้ว

      Holy fuck swinging around a huge hammer and making the monkeys explode would be so awesome

  • @therealgunny
    @therealgunny 3 ปีที่แล้ว +124

    pro tip, dont change the art style xd

    • @ZedAmadeus
      @ZedAmadeus 3 ปีที่แล้ว +1

      From what it is now, or what it was? Personally, I really like the new style.

    • @therealgunny
      @therealgunny 3 ปีที่แล้ว +8

      @@ZedAmadeus yes i mean the new art style, we did the same with our game and it threw us back almost a year and failed to publish it

    • @ZedAmadeus
      @ZedAmadeus 3 ปีที่แล้ว +1

      @@therealgunny Oh, I'm so sorry that happened, I get what you mean now.

    • @matthewbrase1231
      @matthewbrase1231 3 ปีที่แล้ว

      Sexy keyboard

    • @mikehunt3060
      @mikehunt3060 3 ปีที่แล้ว

      *pro-tip

  • @bellrick2803
    @bellrick2803 3 ปีที่แล้ว +27

    Add diffrent difeculty modes, each mode chnges the speed and acuracy of the bulets but also the ammount of enemys, why not make it so that some enemys are not lootabel for organs like a fast attacking worm/snake that the enemys can use as a mount

    • @adamofblastworks1517
      @adamofblastworks1517 3 ปีที่แล้ว +9

      Reminds me of how Synthetik Legion Rising, a roguelike has different "modes."
      Tactical slows everyone down, makes recoil harder, makes a slower start, etc. to make the run more "tactical."
      Hyper Adrenaline gives everyone a speed boost, drops damage absorption/resistance to -30 (from 100, so you take extra damage), and increases damage output to something like 150 to 300 (from 100). Everything dies fast, including the player.
      Madness starts the run with high "terror level" which is like an in run dynamic difficulty setting that increases based on how well you are performing (some unknown vague factors, but usually something to do with hitting shots and dealing a certain amount of damage over a period of time), so all the enemies are a lot more aggressive and harder to take down, but all stat increases you get are bigger.
      So each mode has significantly different styles to them, emphasizing different parts of the playground and mechanics, and different skills like planning, landing shots, reloading, ammo management, movement, proper move-> stop-aim-fire->move repeat, etc.
      So yeah, different "modes" can be a really cool thing, and *greatly* increase replay value.
      Like for this, maybe a "Tactical" mode similar to Synthetik's, where movement is slower, combat isn't as fast, but any hit is more significant, organs degrade much slower, and maybe even shooting enemies in the torso degrades their organs when you find them during scavenging, so headshots are encouraged, etc. It would be very distinct from the existing experience, but still use most of the same core mechanics, with some tweaks.

  • @ladahieno2382
    @ladahieno2382 3 ปีที่แล้ว +13

    I see, the game is coming nicely... I need more lore, I.Need.Iiiiiiiit!!!

  • @SomeScruffian
    @SomeScruffian 3 ปีที่แล้ว +7

    Fallout: _inhales Jet_
    Wrought Flesh: *_30cc OF KILLFUCK_*

  • @zydeas
    @zydeas 3 ปีที่แล้ว +35

    I really like it! One thing I'd suggest is playing around with the distribution of encounter difficulties. Having a smooth gradient like you show in the image is fine for the first one, but I'd personally make it so difficulty distribution isn't as uniform for future areas. Mainly because each area might feel the same.

  • @grenadine5571
    @grenadine5571 3 ปีที่แล้ว +13

    I really like the name change and like the idea of certain enemies having expected organs. I would expect the bandit enemies to have damaged livers but fantastic lungs from all that 'talking' they do lol.
    Suppose you had a personal freezer or a flesh doctor where you could drop off your low durability (dying) or rare organs , where they would repair over time. The next time you run into a personal freezer your stored organs would be fixed up. This would allow you to keep favored organs and keep organs that you'd be interested in the future, allowing you to try different builds. My fear would be Breath of the Wild type weapon hording, players in countless games already hoard healing and buff items even if they're drowning in them.

  • @loumacland
    @loumacland 3 ปีที่แล้ว +1

    looks sick, possibly have a story arc where you gather space ship parts to eventually build your own space ship to go to harder plannets?

  • @nargames
    @nargames 3 ปีที่แล้ว +9

    You know what, fuck it. I’ve been wanting to make a shooter like this for a while, I going to do it! Thanks for the inspiration I needed to get me started! This is the first vid of yours I’ve seen and impressed. Can’t wait to see the game! Good luck

  • @SimoneRacca406
    @SimoneRacca406 3 ปีที่แล้ว +5

    I suggest you to put some key locations visible even from really far away, like fallout new vegas structures which helps you to have a general idea of your current position in the map
    Something like a massive crashed ship you may explore, or some big crater with strange stuff inside, even just some towers around!
    Btw I'm loving your work!! Thank you for sharing it ❤

  • @sikic996
    @sikic996 3 ปีที่แล้ว +1

    supremely ambitious project, hope it works out for you
    i know i will be playing it for sure!

  • @sjoerdev
    @sjoerdev 3 ปีที่แล้ว +8

    What is the song at the end called?

  • @danielmazzotti7528
    @danielmazzotti7528 3 ปีที่แล้ว

    I've subbed after this particular upload, absolutely love your design methods and strategies! It all makes a lot of sense from a developer's POV and you explain everything very well. I'm currently in my final year of studying Games Art & Design and I'm aiming to specialise in open-world level design! Will definitely be following your progress with this game and taking as much inspiration from it as possible. Keep up the good work :)

  • @terrawest9500
    @terrawest9500 3 ปีที่แล้ว +13

    I'm so near to subscribe to your patreon, and you're the first person I would subscribe on that platform.

    • @_a.k_4093
      @_a.k_4093 3 ปีที่แล้ว +2

      ok

    • @br2485
      @br2485 3 ปีที่แล้ว +2

      dew it

  • @mrpauling2507
    @mrpauling2507 3 ปีที่แล้ว +15

    "Find it boring to loot random corpses for random loot" -> CDPR, I hope you are listening. =D

  • @curly6206
    @curly6206 3 ปีที่แล้ว

    I'm in the middle of trying to create an open world for my game as well, so I'm glad this popped up. You're a real inspiration

  • @MadisonRamanamabangbang
    @MadisonRamanamabangbang 3 ปีที่แล้ว

    Aww, I really liked the sort of mystical and mysterious vibe that "Thouest Thee" had. Wrought Flesh makes me more feel like the grimy flesh taking part of it is the focus of the world's systems, rather than the flesh crusader type's just being a **part** of the world. From a marketing perspective it makes more sense though, it definitely still looks fun either way.

  • @zeke2315
    @zeke2315 3 ปีที่แล้ว +14

    looks great, id suggest a darker red for the blood decals though, but otherwise im super excited to play this

  • @Char7es96
    @Char7es96 3 ปีที่แล้ว

    Love this so far! One thing to consider with regards to organ degradation over time is that speed focused builds will probably have a far easier time accumulating and replacing organs. It seems to me at least that the slower tankier builds will be able to make it to fewer total encounters before their organs degrade.

  • @LincolnChamberlin
    @LincolnChamberlin 3 ปีที่แล้ว +1

    Concerning the saves, I have played a game with saves attached dependents on something in game before, it is one of my least favorite game mechanics of all time. The issue is that it is very valuable to be able to drop a safe and leave whenever you want, the issue with saving on some condition is that you feel the need to complete an area at a time you really don't want to be playing the game. As an alternative, implement a save mechanic, with an autosave every 5 minutes or so, keep the past 3 to 5 auto-saves. Depending on how much feature creep you want, you can also have the autosave wait a minute and detect if you are behind cover/ make the enemy not shoot at you within a second of a save loading
    Consignment Oregon durability, either an inventory and auto replace system, or using a second organ to add its durability to another of the same type (with a max) would avoid an organ braking mid battle

  • @redband788
    @redband788 3 ปีที่แล้ว +6

    Consider the idea of adding "womb" organs able to spawn allied homunculus creatures at the cost of the player's health.

  • @Fopull
    @Fopull 3 ปีที่แล้ว +1

    This game is literally so awesome I can’t wait for the release

  • @skiesquiggles7319
    @skiesquiggles7319 3 ปีที่แล้ว +16

    This game seems like such a blast to play, super excited for release!

  • @DukeoftheAges
    @DukeoftheAges 3 ปีที่แล้ว

    This game looks and sounds awesome. I really want to play this.

  • @yannickappes
    @yannickappes 3 ปีที่แล้ว

    Looks super awesome and promising! One suggestion: Some people (like me) find big(-ish) crosshairs really irritating, perhaps include an option for a really small and simple crosshair and/or disable it completely.

  • @ju3s838
    @ju3s838 3 ปีที่แล้ว +17

    this might be stupid but what if the game had a roguelike mode for when you die you have to restart

    • @pastellexists
      @pastellexists 3 ปีที่แล้ว +1

      That’s permadeath, not a roguelike. Permadeath is an element of roguelikes, but roguelikes also include things like exclusively randomly generated levels. Even then, that’d be better described as a roguelite. A “true” roguelike has permadeath, randomly generated levels, turn-based and grid based gameplay, and no carry-over progression.

    • @ju3s838
      @ju3s838 3 ปีที่แล้ว

      @@pastellexists ohh gotcha yea maybe different enemy spawns maybe still wont be true perma death but still close

  • @SorchaSublime
    @SorchaSublime 3 ปีที่แล้ว

    I like the new name.
    in regards to the open world design, I personally think its better to let the player do the end point of the area whenever they want but make it a challenge. So like, instead of having a big gate that prevents them from challenging the boss, you just have a gate which opens whenever the player finds it, and make finding it a part of the challenge. That way, the player can rush through if they want, or take their sweet time in an area before proceeding.
    Also, rather than placing a hard lock on the chest so that you HAVE TO kill all the enemies, make it take 15 seconds to "break" open. That way if they try to get it without somehow dealing with the enemies first, they will get shot a lo
    Also also, I think organ degradation wis a great idea. Im one of the people who REALLY like the weapon degradation in BOTW. Same principle being applied here makes me happy. Youre a cyborg jamming random bloody bits into your body, the stress will likely wear them out real quick. If you wanted you could make this a bit dynamic by having it be where if you get hit in the torso it damages the organ nearest to where you got hit.

  • @mch43856
    @mch43856 3 ปีที่แล้ว

    I love your artstyle and the character design dude, it's amazing :D keep up the good work

  • @comradekirilov3483
    @comradekirilov3483 3 ปีที่แล้ว +6

    Miz if you’re ever down on motivation, remember you’re doing gods work man. The fact someone is making these kinds of knowledge drops means the world. This makes me ITCH to really do what I’ve always dreamed about

  • @theDemong0d
    @theDemong0d 3 ปีที่แล้ว

    Metroid Prime's gameplay is somewhat linear but still a great example of the sort of story arc you described in the beginning.

  • @HubbardiumKing
    @HubbardiumKing 3 ปีที่แล้ว

    Cant wait for this to finish

  • @MaeveWumbo
    @MaeveWumbo 3 ปีที่แล้ว

    You should add some random spread to enemy shots, so that even when their accuracy is 0 there is a chance one or two shots can still hit when firing a volley.
    That would make it so even when the player figures out the perfect cheese to deal with aim patterns, there is still the RNG that will let them get hit with one or two stray bullets.
    Also a suggestion, because your game looks to be similar in feel to the quake/doom era, I would look to Quake live or similar games to design good "weapon feel" which includes fire rate, animations, and a big part sound design.

  • @fredluetkemeier247
    @fredluetkemeier247 3 ปีที่แล้ว

    Really excited to buy this game

  • @olliecook1982
    @olliecook1982 3 ปีที่แล้ว

    Just some random ideas
    With the organs slowly diminishing instead what you could do is try implement a feature where if an organ receives damage it might be come less effective or stop working entirely. This could lead to other interesting stuff like player health being based on the combind health of their organs. So a tankier organ will take more shots before becoming disabled and a lighter organ say that makes u move faster will have less hit points. It might be harder but I just think this is a more interesting way instead of just degrading.
    Another thing i noticed is that the tick gun thing is reloaded with fleshy stuff. But where does the endless supply come from? Instead you could make it so reloading it will remove a slight bit of the player health as if the player was using their own body to reload it. This will make it more of a special use weapon and could balance it as it looks quite powerful. Im not sure if im correct but the ticks seem to home in on a target? Corret me if im wrong though.
    Just some ideas keep up the awesome work!
    Also let me know if these are good ideas.

  • @Rssks
    @Rssks 3 ปีที่แล้ว

    Lore about sattelite crashes (Y) maybe try to squish in some cut scenes about them crashing alongside "dynamic" level design :)

  • @shenmansson9615
    @shenmansson9615 3 ปีที่แล้ว +3

    The spiked enemies seems pretty high up. What if you had to shoot the pole down or had the option to drag the body off of the spike?

  • @PixelThorn
    @PixelThorn 3 ปีที่แล้ว

    Great, that's actually a sensible name

  • @bitbraindev
    @bitbraindev 3 ปีที่แล้ว +2

    Love this! The 3 act structure is kinda neat.
    When players have to enter a seed it can be annoying when the input only allows numbers. Instead, let them enter a String and then simply do seed_string.hash() to get the seed number!

  • @MrXhukari
    @MrXhukari 3 ปีที่แล้ว +10

    Wrought Flesh is an amazing name! Love it!

  • @timothymakesgames
    @timothymakesgames 3 ปีที่แล้ว +2

    this is the only game I'm excited for at the moment, love your work, really appreciate how concise your videos are

  • @grunchchristmas
    @grunchchristmas 3 ปีที่แล้ว

    Idea: Some type of endless area, where the difficulty doesn’t cap.

  • @Grimgool
    @Grimgool 3 ปีที่แล้ว

    Very nice progress

  • @mangoalias608
    @mangoalias608 3 ปีที่แล้ว

    Love the music in this video

    • @mangoalias608
      @mangoalias608 3 ปีที่แล้ว

      also I would love to see you struggle to make a sensored version of this game

  • @SnakeLee1
    @SnakeLee1 3 ปีที่แล้ว

    King, you continue

  • @Prich1010
    @Prich1010 3 ปีที่แล้ว +5

    The whole uniqueness, style and honesty of the development of this game gives me so much inspiration you have no idea lmao

  • @EpicTyphlosionTV
    @EpicTyphlosionTV 3 ปีที่แล้ว

    This Quake mod looks dope

  • @achillesgaming8569
    @achillesgaming8569 3 ปีที่แล้ว

    I use godot and because you are making this game I have more motivation

  • @anindyaroythetechmaster
    @anindyaroythetechmaster 3 ปีที่แล้ว +1

    7:53 Man Godot desperately needs a tutorial for this

  • @KirbyComicsVids
    @KirbyComicsVids 3 ปีที่แล้ว +2

    I wonder if you could make the accuracy start at a random value between 0 and 1, in addition maybe something dependent on how much an enemy as to spin to begin firing at a target. so if an enemy spots the player directly in front of them, they will start out with a higher accuracy than if they spotted the player at 45° from them or in their peripherals. maybe an amount of spray on top of that and you might have an interesting system

  • @riverwaters6770
    @riverwaters6770 3 ปีที่แล้ว +4

    I can't wait for the twisted lore and disgusting creatures that inhabit this wasteland

  • @CyberlifeFan12934
    @CyberlifeFan12934 3 ปีที่แล้ว

    An idea based off of a comment: a new body, which gives more health and space for organs, at the cost of decreasing movement speed: the body of Borg the Gluttonous
    Edit: fixed grammar

  • @pointynoodle
    @pointynoodle 3 ปีที่แล้ว +2

    Could you make it so organ chests are filled with ice? That would be a cool visual, I think, just a little extra visual flair.

  • @razd5198
    @razd5198 3 ปีที่แล้ว +2

    make more living guns, maybe you can put your organs into guns, shields, or even create your own wingmen using organs...
    gl

  • @frydfish4934
    @frydfish4934 3 ปีที่แล้ว

    I know you're going for a more gritty punk wasteland look, but maybe try a more appealing colour pallet. It really helps simple or old graphics. See old WoW or some rpg maker games. Could make it more profitable and appealing

  • @alexanderkimmel7019
    @alexanderkimmel7019 3 ปีที่แล้ว

    Hey in the very last part you mentiont that you had a problem with the reloding in you Game and I had a few editional solutions to make it even better than it now is. It's multiple stage reloding, I don't know if it's accually called that but the name fits. This reloding technique is jused in games like Apex legends, Titanfall 2 and some other games as well. Basecally it splits reloding in to mutliple stages: 1. pulling out the magasin or poping out the chells of an Shotgun 2. putting a new magasin or chells in and 3. clocking the gun, if needed or closing the Shotgun. This is pretty normal to a relode but if you now swich between weapons while say in stage 2, this than gets saved and if you swich back the relode begins in stage 2 in stead of 1. This maked the reload seem more realistic but also way faster and fluend. This can be made with set times in the animation or if you want splitting the animations up into parts. I hope this helps and you may considder this!
    PS.: this should be used with your solution of finishing the relod befor the animation is done to make it more convinient

  • @rikdegraaff891
    @rikdegraaff891 3 ปีที่แล้ว +2

    I feel like the enemy accuracy should definitely not only have the enemies shoot behind you but also add a random offset that varies over time. You could use perlin noise to make the offset smooth. You could possibly vary the maximum magnitude of the offset acording to some formula as well. Maybe the speed at which the enemy is moving themselves influences the magnitude of their random offset and they will tend to slow down a bit if they haven't hit the player in a while. I think this will add another dimesion to the fights.
    Additionally, I would also tweak the system that you have now such that they initially shoot exactly where you are when you change direction but they then over compensate a bit. I think that would make it feel a bit more realistic. You could use a dampened sine wave to achieve this.
    Finally, you could maybe make it so that, if the shot the enem wants to take is blocked by an obstacle, they have a chance to adjust their shot so that it probably misses te target and acts sort of as suppresive fire. (Definitely do this beforee adding the random offset.)

  • @Goodgis
    @Goodgis 3 ปีที่แล้ว

    The visuals reminds me of Star Wars: Dark Forces. It looks fantastic!

  • @noel3054
    @noel3054 3 ปีที่แล้ว

    make engaging sidequests that blend in with the main one like in fallout new vegas and maybe add so you can combine organs to repair and make the better

  • @pchris
    @pchris 3 ปีที่แล้ว +9

    9:21 as far as you've explained, you would be subject to the same problem that AAA games like Control have. Having the character shoot at whatever a raycast from the center of your screen going forward hit will result in your character shooting at things behind it if it's behind the character but infront of the camera.

    • @xantishayde-walker4593
      @xantishayde-walker4593 3 ปีที่แล้ว +3

      I'm no expert, but I'm thinking that it would probably alleviate that problem if you did the Raycast using the Camera's Forward Vector, but Multiply it by a length that puts it's Start Point near the Player Character or even near the end of the Weapons' "Barrel".
      If he's doing something like that, he's probably good.

    • @pchris
      @pchris 3 ปีที่แล้ว

      @@xantishayde-walker4593 That's what I was thinking but he didn't mention it so I assume he's not.

  • @ezrawallet
    @ezrawallet 3 ปีที่แล้ว +3

    I HIGHLY recommend taking Miz's FPS course. Just finished making the weapons and I'm very excited to be learning Godot in a way where I can actually see the results right away

  • @Fredomato
    @Fredomato 3 ปีที่แล้ว +1

    Love following your devlogs. Really inspiring for an amateur developer.
    By the way, is the loot chest an organ transport box? If not, it really should be.
    Keep it up!

  • @Vulganot
    @Vulganot 3 ปีที่แล้ว +2

    Thanks for sharing the process and your knowledge im feeling very inspired to get back into game developement after seeing this game evolve. Growing up on quake arena im really feeling this about to sign up on patreon

    • @Rssks
      @Rssks 3 ปีที่แล้ว

      Same :)

  • @ZedAmadeus
    @ZedAmadeus 3 ปีที่แล้ว +1

    Are there any plans to add sandstorms/dust storms into the game some point later down the line that limit visibility? I'm not sure if Godot would let you do that, but if it worked, I reckon it could transform combat encounters into a really intense, hide and seek-like experience. :D ... I'm not sure if that would be fun at all, but it sounds interesting to me on paper at least haha

  • @jordanmatthews5860
    @jordanmatthews5860 3 ปีที่แล้ว

    One concern I’d have is that later in the game you wouldn’t have opertinities to use cover.
    So I hope that as the game progresses, that there are still opportunities to shoot barrels, use cover.
    All I’m saying is that you should make sure that mathematical difficulty doesn’t make features less relevant as the game progresses.
    My fear is that all level one levels have cover and barrels.
    And all level 12 levels have no cover and no barrels
    You are smarter than me. Just thought I’d raise the concern as it’s something I feel proud of for thinking about. And makes me more attached to your game.

  • @timrobins98
    @timrobins98 3 ปีที่แล้ว +1

    The organ durability might become annoying for some players, I've seen the BOTW comparison a couple times already.
    What do you think about changing it from a short timer (5-10 minutes) to a longer timer that will exponentially increase if you: A. Don't consume chunks at given rate, and B. get hit by bullets, like a bleed function.
    This should encourage players to enter encounters to eat chunks of flesh while also rewarding more skilled players who avoid damage.
    Just a thought, keep up the devlogs, can't wait for 1.0

  • @nicholasjonas2505
    @nicholasjonas2505 3 ปีที่แล้ว +1

    ok here are some ideas. feel free to use them if you want. Remember these are just ideas and it's YOUR game, so you don't have to use them if you don't want to. i hope you see these and have a wonderful day!
    1: create some lore for why the world is a giant desert, or make other biomes (like a forest/jungle or underwater places)
    2: create some lore for why the world ended. solar flares? nuclear/resource war? plagues that mutated creatures? aliens? the choice is yours. if you're not the best at doing that, let the community/patreon's make some stuff and choose what you like.
    3: can you make some giant mutant animals and humans that spice up combat with melee or abilities that you'll receive from using their body parts?
    4: can you make a limb upgrade systems? ill explain. if i kill a giant mutated frog, can i rip off it's legs and use them to jump higher, but at a speed reduction)? or rip off a mutated bear's arm to get a giant claw, but you can't use rifles, only pistols. or a mutated turtle's shell to use as a shield for bullets. how bout a giant sand worm's tail to use as a whip? or a fish's gills to breath underwater? here's a good one, a giant spider's legs to climb walls, and it's spinner to trap enemies with webs. a mutated plant's leaves could grow on your back and heal you over time, while a mutated birds wings could let you fly. a mutant puffer-fish's/porcupine's spikes could let you do an AoE attack. mutant armadillo/isotope skin could let you become a ball and run people over. a sharks's mouth could let you eat faster, while lizard scales could camouflage you. hell some whale vocal cords could let you do a scream attack. the possibilities are honestly endless with nature and mutation.
    5: following the limb upgrade system, we got eyes. a prey animal's eyes could let you see in a wider FoV while a bird of prey's eyes could let you zoom in and scout your surroundings. you could implement a puzzle level that's invisible to the human eye, but an snake eye could see it because they see in infrared. introduce a day/night cycle and bam you got night-vision or echolocation.
    6: some weapon ideas are in two groups. man-made, and bio.
    6-1: a man-made sniper rifle, and a natural harpoon/quill/spike rifle thingy
    6-2: a powerful, man-made sidearm. preferably a revolver.
    6-3 a man-made flamethrower, and a bio flamethrower (it could be a mutant bombardier beetle for example, or a vomit gun)
    6-4 a man-made crossbow, and a bio longbow made of bone and sinew/tendons.
    6-5 a bio shotgun that shoots teeth
    6-6 a bio smg that shoots plant seeds or nuts
    6-7 a bio grenade launcher that shoots eggs or fetuses lol
    6-8 man-made melee weapons like swords, clubs, spears, etc. bio versions are made of bone
    7: a backpack tumor that stores extra organs and limbs at the cost of some health
    8: man-made vehicles and rideable animals
    9: extra lives could be extra nervous systems
    10: a flesh glider or parachute made of skin
    11: boss ideas.
    11-1 giant human with lots of arms and no legs. throws rocks and swings from wall to wall. arena is a cave or dome
    11-2 giant human with lots of legs and no arms. charges at you and belly flops. arena is an open field
    11-3 giant human with lots of wings. dive-bombs you from the air and picks you up. arena is a long narrow canyon where you take cover in holes in the walls. if he catches you, you're dead, but you can't stay in the holes for too long.
    11-4 giant human with no limbs and long neck/body. burrows underground and pops up from beneath, vomits on you from time to time. arena is a bunch of pillars you have to stand on to avoid him.
    11-5 giant human with lots of tentacles. tries to slam his tentacles onto your boat, shoot them off before they reach you. arena is a whirlpool with him in the center.
    11-6 giant human with extra long limbs. uses hit and run tactics. arena is a forest where he blends in with the trees.
    11-7 mutant queen bee that shoots stingers like a sniper. arena is a hive hallway with cover spots
    11-8 pack of dogs that damage your vehicle/animal. arena is a car chase
    hopefully this inspires you.

  • @wheelchair1410
    @wheelchair1410 3 ปีที่แล้ว

    Civvie should make a vid on this game.

  • @poobertop
    @poobertop 3 ปีที่แล้ว +1

    What a dope fucking game dude, I haven't been the most diligent subscriber and am happy that I have 5 more development videos to froth over. This game has huge potential, would love to see a robot level where you can stick a gyroscope in your gut for aim bot (just spit balling). I think some wind effects would really sell the desert scene, maybe sand blowing across the floor or random dust devils that can pick you up with the appropriate sounds.

  • @ExKiwi-yw8er
    @ExKiwi-yw8er 3 ปีที่แล้ว +1

    Love the new name!
    Not sure about the organ degradation mechanic though... Seems like you're replacing a mild annoyance with one of the most hated game mechanics like, ever.

    • @yookee13
      @yookee13 3 ปีที่แล้ว

      I was thinking this the entire time lmao

  • @longhorneagle99
    @longhorneagle99 3 ปีที่แล้ว +1

    I'm not a game designer, but you could solve the enemy aiming problem by scaling it based on the area you are in, i.e. the first areas take longer for the enemies accuracy to got to 1and the last areas to go to 1 very quickly, making the difficulty curve you were talking about at the beginning. Anyway your game looks sick and I'm excited to play it.

  • @minecraftermad
    @minecraftermad 3 ปีที่แล้ว +1

    1. igorrr's music would probably fit this very very well.
    2. 9:50 suggestion start the raycast from a plane that is oriented the same way as the player otherwise if there's something behind the character the character is going to aim towards the camera.
    3. shouldn't organ condition affect HP too?

  • @knight_lautrec_of_carim
    @knight_lautrec_of_carim 3 ปีที่แล้ว

    make sure you don't unlock the gates to new levels by "points" but by something world/story related or make the points into something from the world

  • @squids24
    @squids24 3 ปีที่แล้ว +1

    idea: if you put someone elses organ in your own body, your body will destroy it because the organ's DNA is different to your own. you can use this to explain the durability system

  • @SupTwoWater
    @SupTwoWater 2 ปีที่แล้ว +1

    I have an idea for a pistol or handgun when you collect meat and feed it to the pistol (or the organism) through the muzzle (its mouth). After eating the meat it will be ready to shoot out the piece of bone in the meat. It will be like a one shot pistol. Hope you read this comment!
    Edit: The feeding of the meat should be a part of shooting and after that the gun will shoot.

  • @LOLjerel
    @LOLjerel 3 ปีที่แล้ว +1

    I love watching your system of creating. It's really inspiring!

  • @neontomo
    @neontomo 3 ปีที่แล้ว +1

    This guy is thinking about the player experience first. Nice.

  • @prototype8137
    @prototype8137 ปีที่แล้ว +1

    Sup with all these gay developers with popular youtube channels. It almost seems systematic at this point.
    Shits weird.