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

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  • เผยแพร่เมื่อ 11 ม.ค. 2025

ความคิดเห็น • 846

  • @codygilbert2302
    @codygilbert2302 4 ปีที่แล้ว +661

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

  • @RonaldFinger
    @RonaldFinger 4 ปีที่แล้ว +584

    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 4 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 7 หลายเดือนก่อน

      ronald

  • @Blockmaster987
    @Blockmaster987 4 ปีที่แล้ว +650

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

    • @MidnightWanderer00
      @MidnightWanderer00 4 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 4 ปีที่แล้ว +2

      Thought the exact same thing

    • @svenrawandreloaded
      @svenrawandreloaded 4 ปีที่แล้ว +2

      this so hard

    • @cupcakemcsparklebutt9051
      @cupcakemcsparklebutt9051 4 ปีที่แล้ว +4

      @@MidnightWanderer00 OMFG HE NEEDS TO SEE THIS

    • @Lancerhb2
      @Lancerhb2 4 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.

  • @waporwave5066
    @waporwave5066 4 ปีที่แล้ว +79

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

  • @asbestosfish_
    @asbestosfish_ 4 ปีที่แล้ว +754

    _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 4 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 4 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.

    • @JordanGrant92
      @JordanGrant92 4 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 4 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 4 ปีที่แล้ว +5

      As a Norwegian metalhead i can vouch for this.

  • @catmadethat
    @catmadethat 4 ปีที่แล้ว +194

    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 4 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 4 ปีที่แล้ว +9

      Maybe one would have a ruined city or something?

  • @Duartexis
    @Duartexis 4 ปีที่แล้ว +385

    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.

    • @hrtzz_undrskor
      @hrtzz_undrskor 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 2 ปีที่แล้ว +1

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

  • @capitalex5422
    @capitalex5422 4 ปีที่แล้ว +637

    "Organ durability"
    _Has Breath of the Wild flashback_

    • @Syke1337
      @Syke1337 4 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 4 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 4 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 4 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 4 ปีที่แล้ว +14

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

  • @TheCommanderFluffy
    @TheCommanderFluffy 4 ปีที่แล้ว +304

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

    • @bekcorvus823
      @bekcorvus823 4 ปีที่แล้ว +43

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

    • @n9it
      @n9it 4 ปีที่แล้ว +8

      he has spoken for us.

    • @mellyKIWAMI
      @mellyKIWAMI 4 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

  • @angledcoathanger
    @angledcoathanger 4 ปีที่แล้ว +105

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

    • @alexnoman1498
      @alexnoman1498 4 ปีที่แล้ว +12

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

    • @mikehunt3060
      @mikehunt3060 4 ปีที่แล้ว +2

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

    • @angledcoathanger
      @angledcoathanger 4 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 4 ปีที่แล้ว +1

      Mike Hunt bad day?

    • @angledcoathanger
      @angledcoathanger 4 ปีที่แล้ว +3

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

  • @Czarewich
    @Czarewich 4 ปีที่แล้ว +707

    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 4 ปีที่แล้ว +22

      Thank goodness for the rename.

    • @ZiRR0
      @ZiRR0 4 ปีที่แล้ว +7

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

    • @joaquinvasta971
      @joaquinvasta971 4 ปีที่แล้ว +6

      When does this release ?? I want to buy it

    • @destroyerhu5565
      @destroyerhu5565 4 ปีที่แล้ว +1

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

    • @MrJaaaaake
      @MrJaaaaake 4 ปีที่แล้ว

      tbh BioPunk was better,

  • @atrpntime
    @atrpntime 4 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. 4 ปีที่แล้ว +9

      bump

    • @n9it
      @n9it 4 ปีที่แล้ว +8

      nice.

    • @tochka832
      @tochka832 4 ปีที่แล้ว +18

      absolutely. time limit is very frustrating

    • @pinkcrocodile7746
      @pinkcrocodile7746 4 ปีที่แล้ว +8

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

    • @benmartland704
      @benmartland704 4 ปีที่แล้ว

      seconding this!

  • @zacharychristy8928
    @zacharychristy8928 4 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 4 ปีที่แล้ว +9

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

    • @zacharychristy8928
      @zacharychristy8928 4 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 4 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 -

  • @alex197
    @alex197 4 ปีที่แล้ว +227

    You never cease to impress me Miz!

  • @po067typokijtygfdr7
    @po067typokijtygfdr7 4 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!

  • @onedeadsaint
    @onedeadsaint 4 ปีที่แล้ว +158

    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 4 ปีที่แล้ว +1

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

  • @SomeScruffian
    @SomeScruffian 4 ปีที่แล้ว +7

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

  • @Ptaku93
    @Ptaku93 4 ปีที่แล้ว +75

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

    • @mikehunt3060
      @mikehunt3060 4 ปีที่แล้ว

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

    • @MidnightWanderer00
      @MidnightWanderer00 4 ปีที่แล้ว +3

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

  • @grenadine5571
    @grenadine5571 4 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.

  • @LowbrowDeluxe
    @LowbrowDeluxe 4 ปีที่แล้ว +61

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

  • @biggerbrain1823
    @biggerbrain1823 4 ปีที่แล้ว +1

    The idea of debris really fills the map up very well, it would be very nice to possibly even see debris fall in the distance, defiantly would help aesthetically.

  • @testoftetris
    @testoftetris 4 ปีที่แล้ว +60

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

    • @AWOLBones
      @AWOLBones 4 ปีที่แล้ว +3

      yeah i hope he adds a remove camera tilt option

  • @sanjacobs6261
    @sanjacobs6261 4 ปีที่แล้ว +35

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

  • @zydeas
    @zydeas 4 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.

  • @nargames
    @nargames 4 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

  • @comradekirilov3483
    @comradekirilov3483 4 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

  • @terrawest9500
    @terrawest9500 4 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 4 ปีที่แล้ว +2

      ok

    • @br2485
      @br2485 4 ปีที่แล้ว +2

      dew it

  • @redband788
    @redband788 4 ปีที่แล้ว +6

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

  • @SimoneRacca406
    @SimoneRacca406 4 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 ❤

  • @Ezekiel_Allium
    @Ezekiel_Allium 4 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

  • @skiesquiggles7319
    @skiesquiggles7319 4 ปีที่แล้ว +16

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

  • @szepiz
    @szepiz 4 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 4 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 4 ปีที่แล้ว +4

      heart attacks from lots of electric damage 👀

    • @canidaeSynapse
      @canidaeSynapse 4 ปีที่แล้ว +2

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

    • @revimfadli4666
      @revimfadli4666 4 ปีที่แล้ว +2

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

  • @Prich1010
    @Prich1010 4 ปีที่แล้ว +5

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

  • @mothbott9461
    @mothbott9461 4 ปีที่แล้ว +61

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

  • @timothymakesgames
    @timothymakesgames 4 ปีที่แล้ว +2

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

  • @MrXhukari
    @MrXhukari 4 ปีที่แล้ว +10

    Wrought Flesh is an amazing name! Love it!

  • @ezrawallet
    @ezrawallet 4 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

  • @zeke2315
    @zeke2315 4 ปีที่แล้ว +14

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

  • @LincolnChamberlin
    @LincolnChamberlin 4 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

  • @known6607
    @known6607 4 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 4 ปีที่แล้ว

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

  • @ladahieno2382
    @ladahieno2382 4 ปีที่แล้ว +13

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

  • @Goodgis
    @Goodgis 4 ปีที่แล้ว

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

  • @Jesse-jp8bt
    @Jesse-jp8bt 4 ปีที่แล้ว +1

    I love that your doing some world building with the spaceships and enemies, can't wait to buy this game once it releases!

  • @MrRemorseless
    @MrRemorseless 3 ปีที่แล้ว

    Tbh i honestly loved the Thouest Thee title, even if it might be marketably confusing. The idea of losing thyself and all sense of who thou truly art, and staying true to thineself all the while, maketh perfect sense within a biopunk world. Bless thee!

  • @LOLjerel
    @LOLjerel 3 ปีที่แล้ว +1

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

  • @Hobby_Technology
    @Hobby_Technology 4 ปีที่แล้ว

    I really appreciate your channel's existence as a place to find meaningful thoughts about game design including systematic ways and in-depth explanations for decisions and how they feel to the player. Thank you.

  • @squids24
    @squids24 4 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

  • @Redlegion.
    @Redlegion. 4 ปีที่แล้ว +2

    Words cannot express how much love I hold for this channel

  • @lcy13vv
    @lcy13vv 4 ปีที่แล้ว +2

    I like the idea of having every enemy being a serious threat, especially when you say you had fun with it. A difficult setting which affects the enemy's accuracy, or their "reaction time" (the time it takes for the enemy to become fully accurate when attacking a predictable player) would be nice.

  • @bitbraindev
    @bitbraindev 4 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!

  • @bellrick2803
    @bellrick2803 4 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 4 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.

  • @phamtmacmucho1006
    @phamtmacmucho1006 4 ปีที่แล้ว +4

    This game looks fire as hell dawg. Keep up the good work!

  • @MiLK-oj3cj
    @MiLK-oj3cj 3 ปีที่แล้ว +1

    Seriously love these videos. Always wanted to see the thought process behind making an indie game!

  • @johndoe2790
    @johndoe2790 4 ปีที่แล้ว

    the speed at which this project is growing is stunning

  • @amuro9624
    @amuro9624 4 ปีที่แล้ว

    Every time I see your dev logs it encourages me to keep working on my own project. Keep it up.

  • @Vulganot
    @Vulganot 4 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 4 ปีที่แล้ว

      Same :)

  • @bnardus
    @bnardus 4 ปีที่แล้ว +2

    Loving the new name. Thanks for all the inspiration!
    (also I'm probably going to steal your level structure for a game I'm building)

  • @LupusPepe
    @LupusPepe 4 ปีที่แล้ว +1

    I am going to play this game so much when you release it. The gameplay loop seems so enticing, I could see myself playing this game a whole lot.

  • @chansnake965
    @chansnake965 4 ปีที่แล้ว +1

    Absolutely love your videos, this game looks amazing btw 👍

  • @sikic996
    @sikic996 4 ปีที่แล้ว +1

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

  • @westingtyler1
    @westingtyler1 4 ปีที่แล้ว

    3:48 YES. i was thinking the same thing for my game. a seed based setup for ALL random things, so speed runners can choose a seed to use and get consistent drops. enemy spawn locations, patrols, etc. are governed the same way. I'd like to do it also for enemy action choices, any time they make a weighted decision like which attack to use. this will add an extra design challenge.
    be sure to also make what armor and weapons enemies spawn with, based on that seed, too.

  • @YourBestFriendreally
    @YourBestFriendreally 4 ปีที่แล้ว

    Every time I see this, it looks better and better. The idea of harvesting organs to Frankenstein yourself into an overpowered combat legend is such a cool idea, and your improvements are really noticeable. I'll definitely give Wrought Flesh a try when it's available publicly.

  • @curly6206
    @curly6206 4 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

  • @zactron1997
    @zactron1997 4 ปีที่แล้ว

    This might be tedious to add but it's a feature of the battlefield series I highly recommend:
    For weapon reloads, at key points in the animation sequence store that said stage has been reached. Then, if you switch back/forth weapons, resume the animation from the last competed stage. For example, with the double barrel shotgun the stages could be breaking the action, removing the shells, loading in new shells and closing the breach. So if you switch too early and then come back, you only play the remainder of the animation.
    The nice thing with a system like that is you can get away with longer reload animations without killing the pacing of combat. The bug launcher gun you have could require multiple reloads to reach full capacity, and a system like that could allow you to interrupt the reload to keep shooting, or switch weapons mid feed

  • @fluresent
    @fluresent 4 ปีที่แล้ว

    The art design and especially the fly weapon design is really awesome. I'm keen to see your next progression update! Keep up the good work.

  • @RyeBreadGangster
    @RyeBreadGangster 3 ปีที่แล้ว

    I'm not sure how I stumbled upon this channel but I'm glad I did! This game is looking fantastic.

  • @no-lifenoah7861
    @no-lifenoah7861 3 ปีที่แล้ว

    The decal thing where it paints over the weapon is actually pretty charming. Its like you've dipped the weapon in the blood puddle and the game is using older techniques to render that.

  • @poobertop
    @poobertop 4 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.

  • @bwifpunish
    @bwifpunish 4 ปีที่แล้ว

    The whole thing about the spaceships crashing because of the gravity well is a cool bit of lore. It would be awesome to have that be an animation before a boss fight that comes from the ship like an old wartime killer robot, or something that can randomly happen in certain areas as a way to demonstrate how that happens. I'm impressed with how much the game has moved along since the last video dude and happy new year!

  • @redsharktooth22
    @redsharktooth22 4 ปีที่แล้ว

    It's so funny to follow your channel and randy's 3. (297) Randy - TH-cam channel at the same time. It's amazing to see how fast you develop your game in godot!

  • @ataz1522
    @ataz1522 4 ปีที่แล้ว +2

    I waited for this video so long, the game's going pretty exciting

  • @Skeffles
    @Skeffles 4 ปีที่แล้ว

    That name change is really great, it really suits the game.
    As for all these changes, it's amazing! I think you've really got to grips with how the game is going to be played.

  • @JordanGrant92
    @JordanGrant92 4 ปีที่แล้ว

    I'm falling more and more in love with this game with every dev log!

  • @definarte
    @definarte 4 ปีที่แล้ว

    When I see your videos it really encourages me to start a games college and it's something that I really want to live doing. Thank you Miziziziz!!!

  • @commanderkeef
    @commanderkeef 4 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 :)

  • @4gillman
    @4gillman 4 ปีที่แล้ว

    I would say, in a addition to the gradual increase in difficulty in the map, you also include special things like a weird statue, a special mini boss in a weird area, or a quirky npc. Usually when people are part of a Fandom of a game, they cling onto the small unique elements of the game that stand out from the rest of it (like the arrow in the knee thing from Skyrim). It makes the experience of playing the game more rewarding and less boring, and helps with worldbuilding.
    Sidenote: if you include flying enemies, I would love it if they were heads carrying around a bunch of organs. Like in the horror film "Mystics in Bali". I dont know how you'd balance them, but it would be memorable as hell, and I think it would fit into this world youre creating.
    Cant wait to play the finished product !

  • @sketchy14
    @sketchy14 3 ปีที่แล้ว +1

    I love this... Maybe you should give enems reloading.

  • @melchiorina
    @melchiorina 4 ปีที่แล้ว

    one of those spacecraft crashing in front of you would make for a really cool cutscene quest thing and making the enemies spawn far away and all pathfind towards it (maybe even some looting while others fight, maybe a battle in waves) when you go near to investigate (smoke coming out so you know it's newly crashed and to draw your attention) would be a pretty effective way of bringing the lore of them looting the crashed spacecraft into the game

  • @cavangriffin1514
    @cavangriffin1514 4 ปีที่แล้ว

    I've been playing a lot of dusk recently and it's made me fall in love with this art style. Really looking forward to seeing where this goes.

  • @ashleykettle343
    @ashleykettle343 4 ปีที่แล้ว

    This game is looking so incredibly unique! I love everything about the style. Definitely looking forward to learning more about the world your in.

  • @koofe0
    @koofe0 4 ปีที่แล้ว

    I rewatched this over and over again because its so interesting!

  • @haydennorris2913
    @haydennorris2913 4 ปีที่แล้ว +1

    Some of my favorite games I've played with "simple" level design are roguelikes. I feel like this style of game would be perfect for that FTL/binding of isaac/ hades kind of game where you go through randomized rooms with randomized loot that you pick and choose to make your preferred build. I think what makes these games great is extremely tough bosses that make fine tuning your build absolutely necessary to progress. Loot that drastically changes play style is also very important. Maybe you could also choose your preferred path where which levels you choose to get to the end has different type of loot or enemies. Also some friendly rooms where you can purchase health or ammo would be a nice addition.

  • @therealgunny
    @therealgunny 4 ปีที่แล้ว +123

    pro tip, dont change the art style xd

    • @ZedAmadeus
      @ZedAmadeus 4 ปีที่แล้ว +1

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

    • @therealgunny
      @therealgunny 4 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 4 ปีที่แล้ว +1

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

    • @matthewbrase1231
      @matthewbrase1231 4 ปีที่แล้ว

      Sexy keyboard

    • @mikehunt3060
      @mikehunt3060 4 ปีที่แล้ว

      *pro-tip

  • @jeremybarrett3616
    @jeremybarrett3616 4 ปีที่แล้ว

    This game looks fantastic. :D I'm very excited following the development. Also Wrought Flesh sounds badass as the new title. Really fits the theme that you're taking the meat and organs from others for yourself then working them to the breaking point in pursuit of your goals.

  • @018FLP
    @018FLP 3 ปีที่แล้ว

    Really interesting ideas! And i love that you are focusing in functionality over conventions

  • @cookies23z
    @cookies23z 4 ปีที่แล้ว

    Huh... interesting way to find you, game looks interesting, and “better then triple A” is a hilarious line. Very glad to have found you, even late

  • @jpkan3873
    @jpkan3873 4 ปีที่แล้ว +1

    Your work its just awesome, and i love how calm do u talk about something you did that for others may be difficult as hell... if it will be multiplayer on steam... you can count on my purchase

  • @brandonluck159
    @brandonluck159 4 ปีที่แล้ว

    I never looked into coding but this is amazing. I love learning through the math of coding.

  • @bog_trotter_
    @bog_trotter_ 4 ปีที่แล้ว

    This is so neat! I love your design philosophy and I'm excited to see such an interesting game!

  • @GoblinDepartment
    @GoblinDepartment 4 ปีที่แล้ว

    This game is lookin cool as hell. Big fan of your modular approach to level design.

  • @swlz
    @swlz 4 ปีที่แล้ว

    Great work. Would be nice to see acid lakes from the top-down version.

  • @KirbyComicsVids
    @KirbyComicsVids 4 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

  • @Fopull
    @Fopull 4 ปีที่แล้ว +1

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

  • @RPGMadnessVX
    @RPGMadnessVX 4 ปีที่แล้ว

    The game keeps looking better and better, 100% going to buy once released!

  • @tinp8028
    @tinp8028 4 ปีที่แล้ว

    Game is starting to look super epic Miz! Looking forward to it!

  • @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.

  • @ExTess
    @ExTess 4 ปีที่แล้ว

    One thing you might want to add to the firing patterns of the enemies is some slight bullet deviation.
    Don't change anything else, just add a maximum deviation of barely a few degrees when enemies are first firing that becomes smaller/more accurate the longer the player is doing the same movement, just like what you did with their aim. For one, it'll look slightly more realistic, and for two, it'll be more mechanically interesting to be occasionally hit by a stray bullet when enemies are firing away in your direction -- because, you know, they're firing bullets at you.
    Otherwise, can't wait to try the game when it's finished! Keep up the good work.

  • @Incognitus30
    @Incognitus30 4 ปีที่แล้ว

    I actually cant wait for this game to release, keep up these devlogs and the great development on the game.

  • @rikdegraaff891
    @rikdegraaff891 4 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.)

  • @Char7es96
    @Char7es96 4 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.