What did you guys think about my balloons at the beginning of the video? They were expensive. ► Learn how to become a full time game dev, free: www.fulltimegamedev.com/opt-in-how-to-make-six-figures ► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game ► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook ► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit ► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop ► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/ ► Learn how to make money as a TH-camr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
Hay Thomas your getting scamers in the comments may be worth pinning to the top of the thread to ignore and not text these people, seems to be rife on TH-cam at the moment, great channel, many thanks
What I like about your videos is that the majority of them are different from on another. You dont reuse the same memes or sound effects or jokes. Or even the same format of video. Its fun.
There is a perfect GDC talk on Meaningful Choice in enemy design that uses Doom as an example of what he calls “Orthogonal Unit Differentiation” and it is an amazing way to design enemies in a game like this.
@@imperfectgamedev7533 if it was the 2014 video "Meaningful Choice in Game Level Design" i got it, otherwise i dont find one about doom 2016, but they mention clasic doom in the one i have
I'm in the slog of my own project right now, and I've redone several game systems multiple times. Seeing a video like this is super helpful for me. It's good to know that this is a natural part of game dev.
The run and gun is the heart of this project and it's obvious that's what Thomas is enjoying the most. The more he can lean into that, the happier he'll be with this one, I think.
I mean making all the enemies have the same walk speed and damage is such a beginner mistake, with the minimum study of game design you understand how that shouldn't be.
Maybe you should get your inspiration from the 7 deadly sins. Ex. Gluttony = gets bigger if you shoot them Greed = Can steal your weapons or inventory items Sloth = move slow or stick to you; making you slow Wrath = burst of rage Envy = can morph into a copy of you (or get the same powers as you) Pride = Does too many taunting moves when he hits you. Lust (let's not go there...)
"the enemies from the ground up instead of Simply relying on spiders to be annoying and zombies to be annoying and drones to be annoying we started categorizing our enemies based on difficulty now we have an annoying farmable enemy type the zombie but we also have a terrifying and dangerously fast enemy spiders we have enemies that can hit you from a bar that's shotgun wielding clowns of course and also an ultra dangerous enemy that's slow but sneaky and that's basically Teletubbies with dynamite strapped in their chest" BRO used the same characters from the old version. Then tried to explain how he made them "new". AND NOW HE SAYS IT SUCKS 💀💀
What do clowns have to do with the Garden of Eden and cults and cannibals and the ominous woods? I feel like the theme and visual cohesion of this game is all over the place sometimes.
@@naturestudioz9738 Oohh, yikes. That is not a good sign. What video was this discussed in? The "happy hotel" just looks infinitely worse in every way to the Garden cult did.
I really hope the clowns have some variability (variability? idk im not english) to them. Perhaps they could range from perfeclty healthy, happy, psycho clowns like they are now, to something more disturbing like the half-naked walkers?
There's a video from Game Makers Toolkit of Doom (What We Can Learn From DOOM) about it's enemy designs and how it manages to keep the number of types of enemies low, but keeping the gameplay fun and varied (his other video - The 4 "P"s of DOOM's Amazing Combat - is also very good). Not sure if you've watched it already but I feel like it's what you need for your enemy designs as it focuses a lot on determining the strategy for dealing with the enemies as opposed to just creating enemies with different movements. Which seems to be what's going on here. It feels like you're missing the "what sort of decisions will this enemy force the player to do?" element to your designs right now. Good luck! Very interested in seeing where this goes and really prefer this new hotel/squid game concept as it seems way more marketable and still very niche.
Interesting video, liked the clown death and reward of a present, but felt it was missing a clown nose... sqweak! and a studio audience "awwwwwrrrgggghhh"
"Just deleted them all!" Proceeds to use them all. LOL! Seriously though I liked the old enemies. And the new clown doesn't fit imo. Too bright for the theme and surrounding area. But I get the quitting again and again thing. I've probably made around 30 "Games" that were all not finished. I only finished 2, and they weren't great by any means. Motivation drops hard, new ideas come out, or sometimes you just want something new. I think my most recent project may be my best one yet, but I could end up quitting mine too like I've done numerous times before.
This video is well edited and made. My favorite parts of the video were 2:15 and the ending of the video(5:19). btw if you have the time you should do another Father stream, especially since this is October(the spooky month) Even if you don't, no hard feelings. And keep up the great work Thomas!
use a state machine, or a BT for the AI, it makes its waaayyyy easier to make good AI. FSM AI has been around for ages, (made popular by games like half life), or a modern approach, BTs. such as used in alien isolation. and most modern games.
ik this is really early in development but the blood particles that shows up when hitting the enemies look too much and weird. same with the axe animations. too fast
Hey Thomas ...please could you drop a link to your discord channel if you have one...thanks Oh and yeah...I’m looking forward to playing father...gameplay looks good...I think you should add two sets of clowns ...the first set as something like weak pawns and he second ad something stronger... Keep it up buddy
What did you guys think about my balloons at the beginning of the video? They were expensive.
► Learn how to become a full time game dev, free: www.fulltimegamedev.com/opt-in-how-to-make-six-figures
► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game
► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook
► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit
► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop
► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/
► Learn how to make money as a TH-camr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
Might it have been a subconscience choice of having Happy Hotel? Because it's the same abbreviation as H.H Holmes.
Hay Thomas your getting scamers in the comments may be worth pinning to the top of the thread to ignore and not text these people, seems to be rife on TH-cam at the moment, great channel, many thanks
The jumping on to surfaces really adds a lot to the enemies.
What I like about your videos is that the majority of them are different from on another. You dont reuse the same memes or sound effects or jokes. Or even the same format of video. Its fun.
There is a perfect GDC talk on Meaningful Choice in enemy design that uses Doom as an example of what he calls “Orthogonal Unit Differentiation” and it is an amazing way to design enemies in a game like this.
Can you tell me the name of the video please? Really want to watch it
@@erickh555 Meaningful Choice GDC should get you there
@@imperfectgamedev7533 if it was the 2014 video "Meaningful Choice in Game Level Design" i got it, otherwise i dont find one about doom 2016, but they mention clasic doom in the one i have
@@erickh555 that’s it!
I'm in the slog of my own project right now, and I've redone several game systems multiple times. Seeing a video like this is super helpful for me. It's good to know that this is a natural part of game dev.
I started to like this dude, recently he is really genuine.
Loved the premise of Father, but the gun play and game itself looks captivating enough to purchase either way.
The run and gun is the heart of this project and it's obvious that's what Thomas is enjoying the most.
The more he can lean into that, the happier he'll be with this one, I think.
I perfectly understand the "I need to redo this project from the start." feeling. Just did that for my Uni class.
Make the spiders climb to wall and then jump to you 🤷
I mean making all the enemies have the same walk speed and damage is such a beginner mistake, with the minimum study of game design you understand how that shouldn't be.
Maybe you should get your inspiration from the 7 deadly sins.
Ex. Gluttony = gets bigger if you shoot them
Greed = Can steal your weapons or inventory items
Sloth = move slow or stick to you; making you slow
Wrath = burst of rage
Envy = can morph into a copy of you (or get the same powers as you)
Pride = Does too many taunting moves when he hits you.
Lust (let's not go there...)
Wait wait wait, let go there.. plz?
"the enemies from the ground up instead of Simply relying on spiders to be annoying and zombies to be annoying and drones to be annoying we started categorizing our enemies based on difficulty now we have an annoying farmable enemy type the zombie but we also have a terrifying and dangerously fast enemy spiders we have enemies that can hit you from a bar that's shotgun wielding clowns of course and also an ultra dangerous enemy that's slow but sneaky and that's basically Teletubbies with dynamite strapped in their chest" BRO used the same characters from the old version. Then tried to explain how he made them "new". AND NOW HE SAYS IT SUCKS 💀💀
I can tell you're a child lmao.
What do clowns have to do with the Garden of Eden and cults and cannibals and the ominous woods? I feel like the theme and visual cohesion of this game is all over the place sometimes.
Thomas scrapped the Garden of Eden plot and remade the game.
@@naturestudioz9738 Oohh, yikes. That is not a good sign. What video was this discussed in?
The "happy hotel" just looks infinitely worse in every way to the Garden cult did.
i started today with your free course! nice course. i am almost done!
It's an improvement. Don't lose heart, my friend! It must be frustrating.
0:10 Cue Inside of Every Demon is a Rainbow
Me when scam 😦
Your tshirt is the longest one i have ever seen.
i like the enemies, but the clowns are very out of place tbh
I think if their clothes were more tattered and torn, and maybe with dirtier colors they would fit better.
Sweet, I can imagine how awesome it must've felt to see your enemies jump for the first time.
Next up: flanking! 😏
I really hope the clowns have some variability (variability? idk im not english) to them. Perhaps they could range from perfeclty healthy, happy, psycho clowns like they are now, to something more disturbing like the half-naked walkers?
There's a video from Game Makers Toolkit of Doom (What We Can Learn From DOOM) about it's enemy designs and how it manages to keep the number of types of enemies low, but keeping the gameplay fun and varied (his other video - The 4 "P"s of DOOM's Amazing Combat - is also very good). Not sure if you've watched it already but I feel like it's what you need for your enemy designs as it focuses a lot on determining the strategy for dealing with the enemies as opposed to just creating enemies with different movements. Which seems to be what's going on here. It feels like you're missing the "what sort of decisions will this enemy force the player to do?" element to your designs right now. Good luck! Very interested in seeing where this goes and really prefer this new hotel/squid game concept as it seems way more marketable and still very niche.
I am developping my game (Unreal engine 5) and right now I am in the boring phase.... Asset and modular assetttt creation... oh boy...
Interesting video, liked the clown death and reward of a present, but felt it was missing a clown nose... sqweak! and a studio audience "awwwwwrrrgggghhh"
Yes, my enemies also boring too, So I making new enemy design for my game but they look different but feels same
I wanna play this game no matter what you call it.
I must know, is the can empty
The enemy and game looks awesome
Quick question why don't you make the spider have a leap attack ?
Maybe the spiders could shoot webs and stun you
Keep the good work master, i love Father, i mean, Happy Hotel...
Or could it be, Killlroy ???
IDK, but i know that i love your style and what you do
"Just deleted them all!" Proceeds to use them all. LOL! Seriously though I liked the old enemies. And the new clown doesn't fit imo. Too bright for the theme and surrounding area.
But I get the quitting again and again thing. I've probably made around 30 "Games" that were all not finished. I only finished 2, and they weren't great by any means. Motivation drops hard, new ideas come out, or sometimes you just want something new. I think my most recent project may be my best one yet, but I could end up quitting mine too like I've done numerous times before.
A puppet on a tricycle enemy that has a bat and fast
This video is well edited and made.
My favorite parts of the video were 2:15 and the ending of the video(5:19).
btw if you have the time you should do another Father stream, especially since this is October(the spooky month)
Even if you don't, no hard feelings. And keep up the great work Thomas!
use a state machine, or a BT for the AI, it makes its waaayyyy easier to make good AI. FSM AI has been around for ages, (made popular by games like half life), or a modern approach, BTs. such as used in alien isolation. and most modern games.
I think the spiders should have been human heads with legs
Wait. The game is not called “Father”?
You should just focus on the fun, wacky arcade gameplay. The horror is the skin.
You well done bro. I wait Father
Wait, did you completely change the premise? I thought you were rescuing your daughter from a cult?
He did.
All love Thomas good luck ❤
Enemies. 😖😖
perfect
wait, are you changing the name? or was that a joke?
amazing video
Isn't the level changed each week or something? If so, don't you need procedural Navmeshes or something?
In unreal, Nav meshes are procedurally generated by default. It's an option to create custom nav meshes but that's more for special cases.
@@cybershellrev7083 oh that's great, hopefully his automated navmeshlinks will be good enough for that without having to manually clean
Does every game need a walker? I wonder what a game without one would look like
uncomplete.
Design patterns tomas
ik this is really early in development but the blood particles that shows up when hitting the enemies look too much and weird. same with the axe animations. too fast
Hey Thomas ...please could you drop a link to your discord channel if you have one...thanks
Oh and yeah...I’m looking forward to playing father...gameplay looks good...I think you should add two sets of clowns ...the first set as something like weak pawns and he second ad something stronger...
Keep it up buddy
I read the title, me: lol
Ur content is amazing don’t stop please 😅
drop this 😂🔥🔥
How do you make videos so fast?
It's called experienced editing.
keep the clowns 🔥💯