As someone who lives in California, yeah. Unless it's like a 7.0 or higher, I'm doing a quick check around the house and then back to whatever I was doing.
This was one of the better outcomes from one of these videos. I don’t know how fun the game turned out, but it was nice that everyone built off of each other’s ideas
It has so much Meme potential, I would really love a multiplayer mode, Like just competing for the most Money I also think the possibility of skills as mutiplaying rewards by a factor gives this much potential in an idle kinda Game
Great inclusion the characters requesting you to draw more than themselves and make the game "smart" in tracing it. It extended the game play loop so nicely! Excited for your game disinherited
The money system would be more relevant if the goal was a single dollar and you were paid in coins. It'd highlight the struggles of everyone, and make such a small goal important. Would have also been cool if the artists opening line was, "As best I can" which is what Van Eyck signed all of his paintings with
i binged the playlist recently and this game is the only one so far where the game stayed the same and just enhanced on the starting idea rather than veering off to become something brand new. I hope it gets added to, polished and published somewhere
yeah we had to complain a lot for them to implement a rule that has more or less made devs try to stay on course with the original idea instead of demolishing and rebuilding every turn. since that change was implemented the challenge has become a lot more and the post-dev moments a lot more celebratory rather than awkward lol
@@JD-wv1yi The whole point is that they cant communicate. i also imagine that changing the game entirely is done a lot because these are just little excersises, nothing that serious.
@@Wishbone_Gamesnotoriety/infamy are indeed popularity of a sort lol it seems you've taken it pretty well tho so props to ya in all ya do mate *low poly handshake/wave*
"Left it really open ended" *Makes what is clearly an already functioning mini game with very defined themes and mechanics* Yea I think we have slightly different definitions of open ended
I alway's feel like whenever Blackthornprod starts off as the first developer it is always boring because he makes it almost completed and everybody else just does minor tweaks, prevents lots of creativity from the other devs
@@franktitus3018 And their art style only makes it worse. In isolation, it's cool but when multiple people are working on a project (and can't replicate it) the project is screwed.
The problem with making all the art in the first turn is that with such an unique artstyle as BTP’s, they were limited to only those first assets because no one would be able to replicate it to create new sprites
This is one of the most successful games in this series yet. All the devs understood the assignment, and either fixed or improved with every iteration without changing its core identity.
exactly - basically just depressing passpartout. I feel like anytime Noa starts as the first dev he overdevelops, especially in the art department, and doesn't leave much room for the next devs to be creative. Noa if you're reading this, no hate, I enjoy your series. Just some hopefully constructive criticism.
@@falcon6760 Spoilers for the "6 DEVS Compete to Make the BEST GAME for $10,000" video Dryden's amazing, very on theme, roguelike. Got beaten by what was, quite frankly, a very generic horror game that was further off from the theme. All because they turned it into a popularity contest at the end. No hate to Lixian, but dryden's game was simply better and lixian has a bigger audience because he's *the* "Markiplier's editor".
The idea of texturing the game based on your drawings is so good! Imagine if the sun rises and it is a sun paint someone asked u to do before. Or if you travel to a new zone and a lot of its elements are paintings you did before and the game slowly expands on this!
May I Introduce you to “Drawn to Life” and “Drawn to Life 2”? A little Nintendo game with very similar mechanics, a beautiful sound track, and a touching story. One of my personal favorite games ever.
12:27 This gave me an idea: what if you made it like madlibs but instead of writing words to fill a sentence, you paint objects to fill a world. You only vaguely know what object each drawing corresponds to via the demands of your patrons; "paint me a red fruit" could refer to a tomato or an apple, or "paint a portrait of me" but he's got twin/triplet siblings. Over time all the objects in the world get replaced by your paintings. After every few paintings, you go to the marketplace to buy supplies, but it becomes more and more confusing as all the things get replaced by your own paintings.. :D
That sounds great, and the challenge becomes recognizing the objects based on your own paintings, which themselves were based on vague descriptions. Like a 1 person game of telephone/Chinese whispers.
Cool but insane railroading on this one lol. Feels more like you just couldn't be bothered to finish the game you started so just handed it off to others and called it challenge. The other Devs did their best but there was close to no space for personal creativity and the project to really grow in this one which is a real shame.
I see where you’re coming from but there was definitely space for creativity. The thing is that it’s personal how creative they are about it. First thing i thought about would to make the game like a travelling painter type of game. Maybe you travel from city to city to fulfill requests and gain reputation and money. Maybe you could have the choice to open up your own store if you earn enough and different stores could cost different amounts based on the luxury of it. Perhaps you could get robbed by bandits while you’re travelling between cities. The bandits end up stealing your art and reselling it and it ends up in the hands of some rich folks. They admire the painting and do everything to find the original creator and by some miracle manage to find you. You get a big tip , major exp and an invitation to their upcoming party. You get the idea. I just feel like the devs could have been more creative with it.
First off - Lighthoof Drydens Devlog is a blast. You shoud watch it. Second: Joe Sullivan with his textures was clearly the mvp this time :D Lastly, this game would profit immensly from a "Creative mode" for just painting without the time/money-pressure, where one also has the option to paint paint bigger pictures and have access to a color wheel as well.
@@JD-wv1yi I think his art style is awesome! But you have to be a team player on these kinds of challenges, and picking an art style that isn't easy to add to is kinda selfish
@@JD-wv1yi So do I, but he hijacks these challenges when he's in them regardless of where he's at in the lineup. This just felt like a ripoff of an already great game called Pastpartout: Starving Artist, but in his style -- and it did feel like he made a buggy game and used the other devs to bug fix and add some working mechanics. He's really not a team player, and it shows in any of these challenges he participates in.
We don't want him to end them either since he likes to delete other devs work, and then recreate everything in his style -- he's the reason they have a rule about how much can be redone/deleted. He's talented, so, it would be awesome to see him truly be one of the devs in these challenges, and see him go outside his comfort box, and you know, actual be a team player.
Would have loved to see a UI that matched. Like the size the a row of bigger and bigger brushes, the colors can be paint blobs on a pallet. Finally the transparency be a series of paint globs going from white to clear
I loved this one. Noa's starting idea was really interesting and allowed for a lot of creativity and exploration by the subsequent devs. And then each dev just built on the previous dev's ideas and style and made the game more complete and meaningful after every round.
I just wanted to say how stunning the game background is! The atmosphere you’ve created is incredible-the dark street, the church, the cathedral in the background, and those moody clouds all come together so organically. It really captures a unique, immersive vibe. Would you consider doing a tutorial on how to create a scene like that in Unity? I'd love to learn more about your process and how you bring everything together!
You always rock for me !! Such high quality videos and you really do bring so much to the community here !! Thank you and I loved this art theme and so great to glimpse your stunning art work at the beginning. This was great fun 🤩 Cheers to blackthorn prod 😉
Having the world around you slowly get replaced by your paintings is a really cool idea as well. Your making the world a brighter place with your art and influencing the world around you, making each painting you do more important
I feel at this point you're just having them work. This is too organized and structured, I don't feel their individual creativities and imaginations are allowed. While I still prefer having this the way it is now over nothing, I feel I lost what it once was: unfiltered, unfettered, unchained creativity and imagination, going on a wild ride no one knows where it will lead. Now, it feels like a project. Which is nice and fun, don't get me wrong. But there's a billion projects everywhere. The unchained creativity was unique, nothing else like it anywhere.
Lighthoof and Rye did a great job really bringing it all together at the end, this was a really cool one to watch! Also was fun to see my first person pig commanding game shown during the intro lol
I have noticed that very open projects where the direction of the game is not set up from the start often leads to a worse result, compared to when the game loop and goal is set up from the start.
I feel like you guys need to have a "not literally" challenge where each dev is handed a word and they must implement it but not in any literal way. BUT you then give them only code words from previous episode snafus such as "a giant centipede boss", or "a low poly hand", etc. And as an added bonus bring back the people involved in those snafus snd have them either work together at the same time or maybe make it a branching dev team one luke those you've done before where its like a Y shaped path resulting in 2 versions of the same game. So either a linear I of devs taking turns but 2 people are on a team each turn as the 2 peiple directly involved in the snafu, OR a Y patch where we get to see how each one involved with the snafu interprets the code word related to their past in a different way. I know this was long and kind of rambling, but if you understand what i mean then I know you can see how fun this could be. It'd be awesome. BTW, as an example of the "not literal" challenge, I mean that as a rule for this one video if they get something like "add a shark" then just putting in a shark is no good. Maybe instead it's a loan shark, or a puzzle involving a misding shark's tooth that once returned to the trophy shark's mouth will open a secret door, or something like that. This rule is to avoid "add a low poly hand" as the snafu resulting in just someone literally recreating the low poly hand from the previous challenge, you know? So the new challenge takes multiple direct inspirations from previous moments in the series without just directly recreating them. It'll all be a great nod to the fans as a fun sort of side episode. 😊 Anyway, you don't have to take this suggestion to have a great episode. You guys keep consistently doing that each time anyway! 🥂
Could be interesting if the project goes past each developer in a second round, so that they can spend more time on it but only after changes have been made already.
This has potential. 1. You can try determining how satisfied client is by using metrics you mentioned. Like if there are multiple short strokes and only few colors (e.g. colors should be complimentary) - it's good. 2. You can add challenges later into the game. Request challenges - client requests painting to be simple with fewer strokes or client requests painting to be darker (desaturated colors). Event challenges - some painting features or colors become unavailable on the stage. 3. You can try normalizing the drawing in some way (e.g. making outline drawing from it) and comparing to etalon(s) to determine how satisfied client is.
Gotta say I like Blackthornprod's art much more in this game than any of the others. The cartoonish version of his art was interesting the first time, but became a bit grating every time I've seen it since. This update is definitely an improvement and I would love to see him adopt a style similar to this as his main style.
The roguelike idea I really like, it could be turned into a really unique game with that added element where you build upon your run, and each run is different
if i would suggest things to this game, i liked the mechanic about becoming the kings artist so i would make the win mechanic be influence, starting in the slums and with level change, working your way up to a cozier life in better district. the lose mechanic can be lack of funds and starving in destitute. you could also add aging and have another lose mechanic be dying in obscurity and your art lost to time. the painting could reflect what the people wanted the most at the time like the slums wants food, partners, houses in nice locations. while nobility wants jewelry, carriages and big fancy dance halls. with special paintings events furthering the story like a police person asking you sketch a killer based on description and if you mess up the killer gets away or an ugly noble man wants a beautiful portrait of him self above his fire place earning you his favor. i also would say make the icons to the art tools more different. make the money coins, and make the bills relevant to the time period like 'kings tax', "brothel fees", " bogus lawful fines", "medicine for mother", " damn pickpocket", "wine to drown my sorrows" ect. the story could be about the story of the artist wanting to capture the people and and minor events with a bigger connected story of mysterious happenings in the background that becomes more evident in the ending. maybe different endings based on how well you did.
I think a great way to expand on the money, progression, and challenge, would be to add a shop where you can buy paints and brushes. The size of the brush would use more paint. Then you have something to spend your money on. Some paints could be more pricey than others.
I do see that it looks like he passed on a game he did not want to finish but I actually liked the game. Not only was it different, but I can imagine a full game based on the premise of this one. Would be fun to watch revisiting the games that were finished on this series to polish it up (as a series).
Some ideas I think would've been cool: being able to walk around the town and see your paintings, whether they're framed somewhere, on the people like how it is currently, or on the environment itself. Also maybe you'd have to go up to people for painting yourself instead of them coming to you or something similar? To go with the last point story stuff you can find around the town and potentially different endings to some capacity. I liked the idea of making it a sort of roguelike aswell. Maybe stretch out the end goal a bit beyond $500 and integrate a "day" system where at the end of each day you get an upgrade. Wouldn't make the days overly long though. Add more uses for money, some kind of decoration items, different brushes or colours, gambling etc. And in the topic of money I feel like making the debts more of a daily thing where you have to pay whatever debts you've incurred at the end of each day would fit more with my days idea. To fit in with the roguelike theme more, I think both permanent upgrade/unlock options, and slowing down xp gain a bit but making the tips bonus permanent could work. I know the game isn't being worked on further these are just things I though might be cool.
So, it's just Passpartout: Starving Artist in Blackthornprod's style... It's nice that he wasn't the last one this time, but he still found a way to hijack the challenge, creating a game that no one could really do more than bug fix and add some mechanics to. I personally enjoy these challenges more when the Blackthornprod team steps back, and just provides prompts and challenges.
Blackthorn never fails to disappoint. Go first? Ok, let me just make the entire premise of the game other devs can't help but adhere to. Great job defeating the entire purpose of your own series.
I had an idea with this like if you make a painting the person who is sad likes, he will be happy. And you will see one of the people in the background glowing white instead of dark, and it will move more happier. And your goal is to make every single one happy and moving in the light inatead in the darkness. And when you are done at one city, you move forward to the next one. And every city to complete, the people will hold party for you making them happier or something.
You're a struggling, depressed artist who combats his sorrows and challenges through expressing his emotions through his paintings. Slowly you begin to not only lighten your burden but bring out the light of other depressed individuals looking for happiness and eventually you see the world around you transform and see how all your hard work, happiness and good intentions spreads to the rest of the world around you :)
One great idea would have been that the painter's ultimate goal would be to capture/draw paintings by going to different locations that portray historical events and a final portrait of a calamity that was foretold by the legends which would lead to near human extinction, and the painter would do the final portrait which preserves history's greatest disaster. (All these while trying to pay back his debt).
I would love to make story for this game, very inspired by the setting and the players character already! Besides a rogue like it could most certainly become a story game.
The initial idea is very cool since it is hard to drastically change the game without removing everything altogether, which forces devs to cooperate and protects from no-communication "tragedies".
If you can, then there's no reason to do anything else lol not that it's gonna matter terribly much what you do if it's a catastrophic enough situation when one eventually happens
@@Gabe-ei2czit was a minor tremor from the sound of it. also, no, it was not a minor nudge, the colossal rock masses under the earth creaked and snapped, causing a small exertion of force with the power of a few thousand hydrogen bombs. sorry for essay, i absolutely love geology and seismology
The year is 1615. The tyrant prince just murdered the king but the people of the city will never accept the prince as their ruler. There is a mutiny of people and they are talking about this cool new concept called democracy. Amidst all this the Neighbouring state seizes the opportunity to attack the vity and claim it for themselves. The people are dying, there is war and disease in the city but the hope of freedom still lives on. You, the player, are commissioned by the Neighbouring king to document the events happening in the city. But, while drawing for him, you need to show them in a cheery and bright style. But in actuality, you have the choice to portray the grim reality of the conditions in the town. Either by hiding your real paintings of the events that happened or by going against the king and publishing grim and darker art pieces in the official tabloids. You can name, design create and market your own tabloids. Eventually your artwork will hold the power to move people and make them act. Either against the neighbouring king or in favour of him. You can shift the narrative however you want. Just be careful to use an untraceable pseudonym and not get caught. (P.s. you can also support the tyrant prince)
I think its the first one where devs tried to expand on the main idea and stay in the bracket, rather than "each one creates their own thing and the last two guys trying to combine it". Great team work. Excite for "100 devs..." update!
Honestly, I really wouldn't mind if for some of those games (depending on their potential and the dev's interests), if more rounds were to be made. I feel like it would be really interesting to take some of the really good ideas and see how much better/ worse (?) things could get.
the intro music is the royalty free song that slimecicle used to create jort storm and i immediately clocked that and im a little scared for what that says about me
SMESH LIKE if you're excited to see 100 devs make a game without communicating!
Done
Smash bro. it's smash
Yooo I can’t wait
I smeshed
Love you guys. You lot inspired me into game making. It’s tough work but loving it 😊
Weird how it wasnt a caterpillar tower defense this time lmao
Even when it's good haters always gotta throw in a sparky comment
@@smiles9882 nah I love their videos, I've been watching them for more than a year now lol (yea ik this is a new account)
@@smiles9882 fr
@@smiles9882
It's just annoying and douchey for one dev to completely shift the game
But imagine how unique of a caterpillar tower defense game this would have been
he moved on from that earthquake like it was nothing
Lmao i know right?
Because it was... this time
gamedevs on a time constraint, they will be wasting time for nothin
As someone who lives in California, yeah. Unless it's like a 7.0 or higher, I'm doing a quick check around the house and then back to whatever I was doing.
My first Earthquake was 6.0
At first it was scary, since it's a first time, but when it finished I went "Eh, whatever"
This was one of the better outcomes from one of these videos. I don’t know how fun the game turned out, but it was nice that everyone built off of each other’s ideas
It has so much Meme potential, I would really love a multiplayer mode, Like just competing for the most Money
I also think the possibility of skills as mutiplaying rewards by a factor gives this much potential in an idle kinda Game
@@ottokeller7931 that goes straight against what they were buidling- a depressing starving artist in a poverty driven city,.
Thanks for having me back on, this was a blast!!
I loved the artstyle on this one from jump and now I kinda just wanna see more of this weird world…
Great inclusion the characters requesting you to draw more than themselves and make the game "smart" in tracing it. It extended the game play loop so nicely! Excited for your game disinherited
Love disinherited ❤❤❤
I like disinherited
I loved how your husband also edited ur part in this challenge😂❤
You are the goat
The money system would be more relevant if the goal was a single dollar and you were paid in coins. It'd highlight the struggles of everyone, and make such a small goal important. Would have also been cool if the artists opening line was, "As best I can" which is what Van Eyck signed all of his paintings with
you cooked
My thoughts exactly. I was thinking divide everything by like 10-15 😂
i binged the playlist recently and this game is the only one so far where the game stayed the same and just enhanced on the starting idea rather than veering off to become something brand new. I hope it gets added to, polished and published somewhere
yeah we had to complain a lot for them to implement a rule that has more or less made devs try to stay on course with the original idea instead of demolishing and rebuilding every turn. since that change was implemented the challenge has become a lot more and the post-dev moments a lot more celebratory rather than awkward lol
@@JD-wv1yi The whole point is that they cant communicate. i also imagine that changing the game entirely is done a lot because these are just little excersises, nothing that serious.
I like some crazy ideas though, like the mini game dancing penguin video was awesome
@@RubberTag agreed. That one was chaotic and interesting
If you like this kind of concept you would definitely enjoy Passpartout
Love how the low poly hand is mentioned in every video haha
I left my mark lmao
@@Wishbone_Gamesnotoriety/infamy are indeed popularity of a sort lol it seems you've taken it pretty well tho so props to ya in all ya do mate *low poly handshake/wave*
@@Wishbone_Gamesdon’t worry u redeemed urself with Vermin in the 6 dev compete video that was dope
@@Wishbone_GamesWe still love you wishbone, the horror game with the gigantic beating heart is still my favorite haha
Or the giant centipede
"Left it really open ended"
*Makes what is clearly an already functioning mini game with very defined themes and mechanics*
Yea I think we have slightly different definitions of open ended
agree, clickbaited.
People are praising this but I feel like this one left very little room for everyone else's creativity.
@@Z0RUKyeah, I definitely agree
I alway's feel like whenever Blackthornprod starts off as the first developer it is always boring because he makes it almost completed and everybody else just does minor tweaks, prevents lots of creativity from the other devs
@@franktitus3018 And their art style only makes it worse. In isolation, it's cool but when multiple people are working on a project (and can't replicate it) the project is screwed.
The problem with making all the art in the first turn is that with such an unique artstyle as BTP’s, they were limited to only those first assets because no one would be able to replicate it to create new sprites
This basically feels like the blackthornprod just wanted them to polish his game idea
Yeah ur right
He’s an asshat
Like everytime he participates
This is one of the most successful games in this series yet. All the devs understood the assignment, and either fixed or improved with every iteration without changing its core identity.
that's the least open ended idea lol :D
exactly - basically just depressing passpartout. I feel like anytime Noa starts as the first dev he overdevelops, especially in the art department, and doesn't leave much room for the next devs to be creative. Noa if you're reading this, no hate, I enjoy your series. Just some hopefully constructive criticism.
Blackthorn had to give Lighthoof Dryden a redemption arc because they know they fucked up bad with the absolute fraud that was the last tournament.
faxx
What happened in the last tournament????
@@falcon6760
Spoilers for the "6 DEVS Compete to Make the BEST GAME for $10,000" video
Dryden's amazing, very on theme, roguelike. Got beaten by what was, quite frankly, a very generic horror game that was further off from the theme. All because they turned it into a popularity contest at the end. No hate to Lixian, but dryden's game was simply better and lixian has a bigger audience because he's *the* "Markiplier's editor".
Thanks for including me again, it was super fun!
ty for participating
I like your videos........
ngl those studies at the start were incredibly good
and then he said he was making the game in his old style so it doesn't matter that he brought that up
The idea of texturing the game based on your drawings is so good! Imagine if the sun rises and it is a sun paint someone asked u to do before. Or if you travel to a new zone and a lot of its elements are paintings you did before and the game slowly expands on this!
May I Introduce you to “Drawn to Life” and “Drawn to Life 2”?
A little Nintendo game with very similar mechanics, a beautiful sound track, and a touching story. One of my personal favorite games ever.
12:27 This gave me an idea: what if you made it like madlibs but instead of writing words to fill a sentence, you paint objects to fill a world. You only vaguely know what object each drawing corresponds to via the demands of your patrons; "paint me a red fruit" could refer to a tomato or an apple, or "paint a portrait of me" but he's got twin/triplet siblings. Over time all the objects in the world get replaced by your paintings. After every few paintings, you go to the marketplace to buy supplies, but it becomes more and more confusing as all the things get replaced by your own paintings.. :D
That sounds great, and the challenge becomes recognizing the objects based on your own paintings, which themselves were based on vague descriptions. Like a 1 person game of telephone/Chinese whispers.
Lighthoof did so much, love his improvements
Cool but insane railroading on this one lol. Feels more like you just couldn't be bothered to finish the game you started so just handed it off to others and called it challenge. The other Devs did their best but there was close to no space for personal creativity and the project to really grow in this one which is a real shame.
I agree. The visuals were finished before they began
lol people complaining no matter how he conducts it. I like this over other challenges where the first devs just flounder around for their turn
I see where you’re coming from but there was definitely space for creativity. The thing is that it’s personal how creative they are about it. First thing i thought about would to make the game like a travelling painter type of game. Maybe you travel from city to city to fulfill requests and gain reputation and money. Maybe you could have the choice to open up your own store if you earn enough and different stores could cost different amounts based on the luxury of it. Perhaps you could get robbed by bandits while you’re travelling between cities. The bandits end up stealing your art and reselling it and it ends up in the hands of some rich folks. They admire the painting and do everything to find the original creator and by some miracle manage to find you. You get a big tip , major exp and an invitation to their upcoming party.
You get the idea. I just feel like the devs could have been more creative with it.
@@proximacentauri1172 this is worse
@@incendas bro cant dig gold and decided to sell shovels
First off - Lighthoof Drydens Devlog is a blast. You shoud watch it.
Second: Joe Sullivan with his textures was clearly the mvp this time :D
Lastly, this game would profit immensly from a "Creative mode" for just painting without the time/money-pressure, where one also has the option to paint paint bigger pictures and have access to a color wheel as well.
I don't think blackthornprod should start the challenge with his unique art style. It's hard for other devs to add art
i really like his art style though
@@JD-wv1yi I think his art style is awesome! But you have to be a team player on these kinds of challenges, and picking an art style that isn't easy to add to is kinda selfish
@@JD-wv1yi So do I, but he hijacks these challenges when he's in them regardless of where he's at in the lineup. This just felt like a ripoff of an already great game called Pastpartout: Starving Artist, but in his style -- and it did feel like he made a buggy game and used the other devs to bug fix and add some working mechanics. He's really not a team player, and it shows in any of these challenges he participates in.
We don't want him to end them either since he likes to delete other devs work, and then recreate everything in his style -- he's the reason they have a rule about how much can be redone/deleted. He's talented, so, it would be awesome to see him truly be one of the devs in these challenges, and see him go outside his comfort box, and you know, actual be a team player.
Where's the tower defence?
They will add it when you making a new video
day 1 of asking wishbone to marry me
The game concept is very similar to Passpartout
Had to scroll too far for this
This one reinstated my interest in the series. FINALLY something other than a tower defense or shooter.
12:33 that quick desert painting had no reason to look that cool
Other people when they experience Earthquake: "IM GOING TO DIE AHHHHH!"
Joe when experiences Earthquake: "*tsk*"
ing
Would have loved to see a UI that matched. Like the size the a row of bigger and bigger brushes, the colors can be paint blobs on a pallet. Finally the transparency be a series of paint globs going from white to clear
I loved this one. Noa's starting idea was really interesting and allowed for a lot of creativity and exploration by the subsequent devs. And then each dev just built on the previous dev's ideas and style and made the game more complete and meaningful after every round.
This one turned out a lot different from the usual, very cool!
I just wanted to say how stunning the game background is! The atmosphere you’ve created is incredible-the dark street, the church, the cathedral in the background, and those moody clouds all come together so organically. It really captures a unique, immersive vibe.
Would you consider doing a tutorial on how to create a scene like that in Unity? I'd love to learn more about your process and how you bring everything together!
You always rock for me !! Such high quality videos and you really do bring so much to the community here !!
Thank you and I loved this art theme and so great to glimpse your stunning art work at the beginning. This was great fun 🤩
Cheers to blackthorn prod 😉
They made a pretty cool painting simulator. Really glad it didn't end up the direction of a rogue lite like some of the people were saying at the end.
I absolutely love the fact that people in the background become previous paintings. That was a brilliant decision.
YOOO all the devs COOKED with this!
12:44 That was fast and a fine desert art, nice video as always.
Having the world around you slowly get replaced by your paintings is a really cool idea as well. Your making the world a brighter place with your art and influencing the world around you, making each painting you do more important
I feel at this point you're just having them work. This is too organized and structured, I don't feel their individual creativities and imaginations are allowed. While I still prefer having this the way it is now over nothing, I feel I lost what it once was: unfiltered, unfettered, unchained creativity and imagination, going on a wild ride no one knows where it will lead. Now, it feels like a project. Which is nice and fun, don't get me wrong. But there's a billion projects everywhere. The unchained creativity was unique, nothing else like it anywhere.
Lighthoof and Rye did a great job really bringing it all together at the end, this was a really cool one to watch!
Also was fun to see my first person pig commanding game shown during the intro lol
the way you dissect complex topics is awe-inspiring!
This is possibly the best game yet, in terms of cohesion
Reminds me of Papers Please after adding the debt system, I dig it.
I have noticed that very open projects where the direction of the game is not set up from the start often leads to a worse result, compared to when the game loop and goal is set up from the start.
This channel has really made me appreciate and enjoy game dev and I really hope to be able to reach a level like this
joe sullivan did amazing.
Ever since I found this page I’ve been obsessed with these game challenges. Such a fun idea
You should go back to this project and expand on it. It would be really fun to watch!
I must say, I loved the artwork you showed at the start
Its simply too amazing for me to not complement, nice one!
I feel like you guys need to have a "not literally" challenge where each dev is handed a word and they must implement it but not in any literal way. BUT you then give them only code words from previous episode snafus such as "a giant centipede boss", or "a low poly hand", etc. And as an added bonus bring back the people involved in those snafus snd have them either work together at the same time or maybe make it a branching dev team one luke those you've done before where its like a Y shaped path resulting in 2 versions of the same game. So either a linear I of devs taking turns but 2 people are on a team each turn as the 2 peiple directly involved in the snafu, OR a Y patch where we get to see how each one involved with the snafu interprets the code word related to their past in a different way.
I know this was long and kind of rambling, but if you understand what i mean then I know you can see how fun this could be. It'd be awesome.
BTW, as an example of the "not literal" challenge, I mean that as a rule for this one video if they get something like "add a shark" then just putting in a shark is no good. Maybe instead it's a loan shark, or a puzzle involving a misding shark's tooth that once returned to the trophy shark's mouth will open a secret door, or something like that. This rule is to avoid "add a low poly hand" as the snafu resulting in just someone literally recreating the low poly hand from the previous challenge, you know? So the new challenge takes multiple direct inspirations from previous moments in the series without just directly recreating them. It'll all be a great nod to the fans as a fun sort of side episode. 😊
Anyway, you don't have to take this suggestion to have a great episode. You guys keep consistently doing that each time anyway! 🥂
Could be interesting if the project goes past each developer in a second round, so that they can spend more time on it but only after changes have been made already.
This has potential.
1. You can try determining how satisfied client is by using metrics you mentioned. Like if there are multiple short strokes and only few colors (e.g. colors should be complimentary) - it's good.
2. You can add challenges later into the game. Request challenges - client requests painting to be simple with fewer strokes or client requests painting to be darker (desaturated colors). Event challenges - some painting features or colors become unavailable on the stage.
3. You can try normalizing the drawing in some way (e.g. making outline drawing from it) and comparing to etalon(s) to determine how satisfied client is.
Gotta say I like Blackthornprod's art much more in this game than any of the others. The cartoonish version of his art was interesting the first time, but became a bit grating every time I've seen it since. This update is definitely an improvement and I would love to see him adopt a style similar to this as his main style.
Storyline idea : You’re an Austrian painter in early 1900s trying to get in the vienna academy of fine arts
and you fail
@@HeavySupportGunnerHGE-773 invade poland it is
I thought that making a really restrictive project starter would be detrimental, but the devs really smashed through this one.
The roguelike idea I really like, it could be turned into a really unique game with that added element where you build upon your run, and each run is different
Definitely one of my favorites if not my favorite game you guys have ever done. Amazing, really.
if i would suggest things to this game, i liked the mechanic about becoming the kings artist so i would make the win mechanic be influence, starting in the slums and with level change, working your way up to a cozier life in better district. the lose mechanic can be lack of funds and starving in destitute. you could also add aging and have another lose mechanic be dying in obscurity and your art lost to time. the painting could reflect what the people wanted the most at the time like the slums wants food, partners, houses in nice locations. while nobility wants jewelry, carriages and big fancy dance halls. with special paintings events furthering the story like a police person asking you sketch a killer based on description and if you mess up the killer gets away or an ugly noble man wants a beautiful portrait of him self above his fire place earning you his favor. i also would say make the icons to the art tools more different. make the money coins, and make the bills relevant to the time period like 'kings tax', "brothel fees", " bogus lawful fines", "medicine for mother", " damn pickpocket", "wine to drown my sorrows" ect.
the story could be about the story of the artist wanting to capture the people and and minor events with a bigger connected story of mysterious happenings in the background that becomes more evident in the ending. maybe different endings based on how well you did.
Since Lighthoof came on Blackthorn a few vids ago, he my favorite boi now, dude is soo good, keep calling him pls
Love seeing these unique ideas being built on. Starting with something unique and seeing how people adapt to it is half the fun.
I think a great way to expand on the money, progression, and challenge, would be to add a shop where you can buy paints and brushes. The size of the brush would use more paint. Then you have something to spend your money on. Some paints could be more pricey than others.
I do see that it looks like he passed on a game he did not want to finish but I actually liked the game. Not only was it different, but I can imagine a full game based on the premise of this one. Would be fun to watch revisiting the games that were finished on this series to polish it up (as a series).
Finally, Blackthorn, finally, you did incredibly well this time! Continue on!
Lighthoof Dryden had all the ideas I wanted to see. very cool game.
It’s funny how since you’re meant to paint portraits there’s people in the back but now they’re just the random prompts walking behind 😂
Some ideas I think would've been cool: being able to walk around the town and see your paintings, whether they're framed somewhere, on the people like how it is currently, or on the environment itself. Also maybe you'd have to go up to people for painting yourself instead of them coming to you or something similar?
To go with the last point story stuff you can find around the town and potentially different endings to some capacity.
I liked the idea of making it a sort of roguelike aswell. Maybe stretch out the end goal a bit beyond $500 and integrate a "day" system where at the end of each day you get an upgrade. Wouldn't make the days overly long though.
Add more uses for money, some kind of decoration items, different brushes or colours, gambling etc. And in the topic of money I feel like making the debts more of a daily thing where you have to pay whatever debts you've incurred at the end of each day would fit more with my days idea.
To fit in with the roguelike theme more, I think both permanent upgrade/unlock options, and slowing down xp gain a bit but making the tips bonus permanent could work.
I know the game isn't being worked on further these are just things I though might be cool.
So, it's just Passpartout: Starving Artist in Blackthornprod's style... It's nice that he wasn't the last one this time, but he still found a way to hijack the challenge, creating a game that no one could really do more than bug fix and add some mechanics to. I personally enjoy these challenges more when the Blackthornprod team steps back, and just provides prompts and challenges.
Blackthorn never fails to disappoint.
Go first? Ok, let me just make the entire premise of the game other devs can't help but adhere to.
Great job defeating the entire purpose of your own series.
Dev 6 - Rye made such a significant contribution. I loved his ideas.
Dev #2 cooked up a banger with that music
Hey so many faces I recognize! Great job all 👏
I had an idea with this like if you make a painting the person who is sad likes, he will be happy.
And you will see one of the people in the background glowing white instead of dark, and it will move more happier.
And your goal is to make every single one happy and moving in the light inatead in the darkness.
And when you are done at one city, you move forward to the next one.
And every city to complete, the people will hold party for you making them happier or something.
I actually love how it ended up, at first I was like how are they even gonna add on to this but they pulled it off fantastically
You're a struggling, depressed artist who combats his sorrows and challenges through expressing his emotions through his paintings. Slowly you begin to not only lighten your burden but bring out the light of other depressed individuals looking for happiness and eventually you see the world around you transform and see how all your hard work, happiness and good intentions spreads to the rest of the world around you :)
One great idea would have been that the painter's ultimate goal would be to capture/draw paintings by going to different locations that portray historical events and a final portrait of a calamity that was foretold by the legends which would lead to near human extinction, and the painter would do the final portrait which preserves history's greatest disaster.
(All these while trying to pay back his debt).
Once I saw Dryden pop up, I already knew this was going to be good
I feel like this game had so much potential make a part 2 pls
0:43 reminds me of the time I was with Noa and Liam in the red light district
@Blackthornprod Thank you for having me! It was a ton of fun :) Loved the end result, all the devs are super talented
I would love to make story for this game, very inspired by the setting and the players character already! Besides a rogue like it could most certainly become a story game.
Slimecicle Viewers in every Blackthorn Intro: JORT STORM
Great work from blackthorn here
I love how the comments are like.
"We don't like it when the game concept changes but why did it stay the same?"
Can’t believe none of them asked you to draw them a caterpillar
The texture on the paint strokes looks amazing
The initial idea is very cool since it is hard to drastically change the game without removing everything altogether, which forces devs to cooperate and protects from no-communication "tragedies".
love how we got to see the devs play and talk about it at the end!
thanks for the free course i look forwards to completeing it please make more thanks
That was spooky killed me how can he be so calm during a earthquake 😂😂😂
If you can, then there's no reason to do anything else lol not that it's gonna matter terribly much what you do if it's a catastrophic enough situation when one eventually happens
@lightingthelatenight9942 true it's just he kept filming
@@Gabe-ei2cz why stop? Or include the absence at mic whilst he does a quick look around to make sure nothing fell/was damaged?
@lightingthelatenight9942 fair point I mean it probably wasn't a very strong earthquake just an eathnudge
@@Gabe-ei2czit was a minor tremor from the sound of it. also, no, it was not a minor nudge, the colossal rock masses under the earth creaked and snapped, causing a small exertion of force with the power of a few thousand hydrogen bombs.
sorry for essay, i absolutely love geology and seismology
The year is 1615. The tyrant prince just murdered the king but the people of the city will never accept the prince as their ruler. There is a mutiny of people and they are talking about this cool new concept called democracy. Amidst all this the Neighbouring state seizes the opportunity to attack the vity and claim it for themselves. The people are dying, there is war and disease in the city but the hope of freedom still lives on.
You, the player, are commissioned by the Neighbouring king to document the events happening in the city. But, while drawing for him, you need to show them in a cheery and bright style. But in actuality, you have the choice to portray the grim reality of the conditions in the town. Either by hiding your real paintings of the events that happened or by going against the king and publishing grim and darker art pieces in the official tabloids. You can name, design create and market your own tabloids. Eventually your artwork will hold the power to move people and make them act. Either against the neighbouring king or in favour of him. You can shift the narrative however you want. Just be careful to use an untraceable pseudonym and not get caught. (P.s. you can also support the tyrant prince)
I think its the first one where devs tried to expand on the main idea and stay in the bracket, rather than "each one creates their own thing and the last two guys trying to combine it". Great team work. Excite for "100 devs..." update!
Really liked this one! Great concept :)
Honestly, I really wouldn't mind if for some of those games (depending on their potential and the dev's interests), if more rounds were to be made. I feel like it would be really interesting to take some of the really good ideas and see how much better/ worse (?) things could get.
Joe, first of all you need to release this song, second of all, who is this calm during an EARTHQUAKE
This might be the best game that's come from this challenge. If you guys were to finish it and polish it, it'd be commercially viable for sure.
the intro music is the royalty free song that slimecicle used to create jort storm and i immediately clocked that and im a little scared for what that says about me
Did not expect jort storm as the intro song
Man I would love to see this game fleshed out a little more. Seems like an interesting concept!
What is with noa’s obsession with the family tree simulator 😂
I really like game development videos about this stuff.
Can't believe they literally recreated Passpartout: The Starving Artist