really good video! I feel like the game is really starting to come together as well as your video creation skills. I can't wait to see how the game transforms even further In the future
i feel like it would be cooler if the player had to fight a boss monster version of the regular enemy to unlock the new adventurer, cant wait to see where the game goes next!
This game is coming together more and more. I'm very excited to play it when it is finished! Thanks for sharing your developement progress, it's very interesting and inspiring! :) ... I may have to start making my own game now too... You are a huge inspiration :D
When you mentioned changing abilities I immediately thought of the Frog changing colors🐸 Maybe the frog can take the same color as the enemy it took its ability from? Idk, its just an idea
5:20 hey, cheers for the mention! (Also, I disagree with myself, Pikeman is a great name) And, I’ve got a few more ideas. For each NPC, maybe the animal they are is the natural predator or rival to the enemy they can teach the ability from. This could make sense as they have slain so many of these enemies, they have learnt their tactics, but are too afraid of the other creatures in the tower to go on. Anyway, I’ll say it again and again, the game still looks like it’s gonna be fantastic!
Not to be rude but are you ever going to change the water and lava tiles? The sharp corners stick out like a sore thumb and the design doesn’t really fit the rest of the game
I think so too, but the he works on the game frequently so its kinda obvious that there will be graphical changes with time. And for the lava tiles I think it mainly needs some depth, showing the sides of the ground would help cuz now its just above the ground like a carpet.
This is awesome! One thing though, is that although finding the unique NPC's is incredible interesting, it runs into a problem once you have found all of them; if they are all at camp/homebase, then where would you get abilities now? My idea is that perhaps there are also Traders unlocked after finding an NPC that replaces them at that location, allowing the player to trade abilities, but also perhaps sell relics or buy things with a currency gained from scrapping/deconstructing items/pickups that either are over your current cap or are simply unwanted. The best part of this, is that each Trader could be unique, taking after the NPC they are respective to (so perhaps the ability available for trade is the Unique NPC ability that the Trader replaced)
yes i was kind of thinking the same thing. Even if all the abilities have been unlocked it should still be possible to find an npc in the tower to swap abilities mid run.
I would like to see something with Penumbra tower that's like a separating feature. Like the acting in Undertale, the crafting in Minecraft. Something that you think of when you think of the game. I like the grid format that's kind of like the defining feature but idk.. The thing is a lot of the cozy game genre is all the same now and everyone wants to make the same farming simulator/fishing game and I feel the same thing happening to the Roguelike genre I'd like something new
wait now that you basically have the basis for friendly AI with the tadpoles… what if you add unique characters you can find in the tower and let’s say if you give them and item or do them a simple favor maybe they’ll tag along and fight with you 🤔 this could add another layer of strategy ESPECIALLY if they player could control both characters!!
Very interesting! I had a question and wondered how you created the logic of the skills, in relation to them being able to be used by both the player and the enemy. How does it work? Are skills modules and once obtained are they linked to the respective characters? Or did you repeat the skill code, one in the character code and one in the enemy code?
The abilities use the same code for both the enemies and the player, but they use a different method to trigger the skill. Because the enemies automatically calculate the players position, while the player needs to manually select where the ability should be aimed.
@@Greedable Yes, the most interesting thing and what I would like to learn is related to the sentence you wrote: "The abilities use the same code for both the enemies and the player, but they use a different method to trigger the skill.''. How what is this done?
i understand, its partially because the pickups use a collider and don't occupy the tiles like units or obstacles do. I mainly did this because i want multiple pickups to be able to drop at once without worrying about them causing problems trying to occupy the same tile.
Froggy see, Froggy do! 🐸
Fantastic changes, those abilities look like they really fleshed out the gameplay.
really good video! I feel like the game is really starting to come together as well as your video creation skills. I can't wait to see how the game transforms even further In the future
i feel like it would be cooler if the player had to fight a boss monster version of the regular enemy to unlock the new adventurer, cant wait to see where the game goes next!
This game is coming together more and more. I'm very excited to play it when it is finished! Thanks for sharing your developement progress, it's very interesting and inspiring! :)
... I may have to start making my own game now too... You are a huge inspiration :D
When you mentioned changing abilities I immediately thought of the Frog changing colors🐸
Maybe the frog can take the same color as the enemy it took its ability from? Idk, its just an idea
sure could be a nice visual indicator
I always love your dev logs. Great video! Your decision to use hand-drawn art is paying dividends. It really makes your game stand out!
Great video as always! I'm excited to give this a go!
5:20 hey, cheers for the mention! (Also, I disagree with myself, Pikeman is a great name)
And, I’ve got a few more ideas.
For each NPC, maybe the animal they are is the natural predator or rival to the enemy they can teach the ability from. This could make sense as they have slain so many of these enemies, they have learnt their tactics, but are too afraid of the other creatures in the tower to go on.
Anyway, I’ll say it again and again, the game still looks like it’s gonna be fantastic!
np, i was thinking the same thing regarding the npcs, either that or they would be different kinds of frogs
Not to be rude but are you ever going to change the water and lava tiles? The sharp corners stick out like a sore thumb and the design doesn’t really fit the rest of the game
I think so too, but the he works on the game frequently so its kinda obvious that there will be graphical changes with time. And for the lava tiles I think it mainly needs some depth, showing the sides of the ground would help cuz now its just above the ground like a carpet.
yeah at some point i will
Yes please
This is awesome! One thing though, is that although finding the unique NPC's is incredible interesting, it runs into a problem once you have found all of them; if they are all at camp/homebase, then where would you get abilities now? My idea is that perhaps there are also Traders unlocked after finding an NPC that replaces them at that location, allowing the player to trade abilities, but also perhaps sell relics or buy things with a currency gained from scrapping/deconstructing items/pickups that either are over your current cap or are simply unwanted.
The best part of this, is that each Trader could be unique, taking after the NPC they are respective to (so perhaps the ability available for trade is the Unique NPC ability that the Trader replaced)
yes i was kind of thinking the same thing. Even if all the abilities have been unlocked it should still be possible to find an npc in the tower to swap abilities mid run.
I would like to see something with Penumbra tower that's like a separating feature. Like the acting in Undertale, the crafting in Minecraft. Something that you think of when you think of the game. I like the grid format that's kind of like the defining feature but idk.. The thing is a lot of the cozy game genre is all the same now and everyone wants to make the same farming simulator/fishing game and I feel the same thing happening to the Roguelike genre I'd like something new
I was thinking maybe you could create bigger obstacles like when 2 rocks spawn beside each other they have a chance to turn into a big long rock etc
I do not know if this could play into the new obstacle abilities you are making but if it does this could add even more depth
More hits to break bigger rocks could add some interesting strategy to that too.
Another great video
wait now that you basically have the basis for friendly AI with the tadpoles… what if you add unique characters you can find in the tower and let’s say if you give them and item or do them a simple favor maybe they’ll tag along and fight with you 🤔
this could add another layer of strategy ESPECIALLY if they player could control both characters!!
Very interesting! I had a question and wondered how you created the logic of the skills, in relation to them being able to be used by both the player and the enemy. How does it work? Are skills modules and once obtained are they linked to the respective characters? Or did you repeat the skill code, one in the character code and one in the enemy code?
The abilities use the same code for both the enemies and the player, but they use a different method to trigger the skill. Because the enemies automatically calculate the players position, while the player needs to manually select where the ability should be aimed.
@@Greedable Yes, the most interesting thing and what I would like to learn is related to the sentence you wrote: "The abilities use the same code for both the enemies and the player, but they use a different method to trigger the skill.''. How what is this done?
i remember when it was pixel art, you game really got pretty with time
also it looks a bit weird that the pickups are not centered on the tile (i'm just nitpicking :/)
i understand, its partially because the pickups use a collider and don't occupy the tiles like units or obstacles do. I mainly did this because i want multiple pickups to be able to drop at once without worrying about them causing problems trying to occupy the same tile.
Wanna play this so baaad, are you planning on having fans test the game?
I'm planning on having a demo ready for the February steam nextfest
Please make the items be visible to the player character!