I'm with you on the idea of procedurally generated land. imo the island felt a bit small expanding it would definitely add to the sense of exploration and possibilities. That's what makes it so exciting each playthrough offers a different experience. And the amazing water reflections they truly bring the environment to life. Keep up these improvements they make a world of difference in the game.
Im making the main island procedural, like, i will use gaia to make the island. Making it procedural for every playthrough will be hard to make the designs for locations stand out. They will look same ish,... So i plan on making the overworld and dungeons as is, similar with elden ring's, witcher, skyrim and any other rpg game's approach. Each location will have a unique characteristic to it. But i will make the creation of the island procedural. Thanks for the feedback. ☺️
If you plan on making the island that big you should have the wisp be able to transform or take control of a creature that can either fly or move fast as it would take a while to get somewhere you want if you are just walking in a big map. BTW you should add some sort of sound or effect when the blades collide or when blade is being swinged
Yeah, designs for that are already in the pipeline. Just to give you an idea, for roaming and exploration, we will have the armor to have the ability to mount horses, and have mounted gameplay in the fields with his greatsword. And for fast travel, we will have that ability given to the water elemental where it can fast travel to any water source that has been explored all around the island. It's like, he will move fast within water channels all across the map.
As someone who has no experience with using water systems in game engines, I still think it would be a cool feature to have water ripples when the character walks in it. However, this will probably be hard to implement.
Diddnt really think about it. I just simply chose and dived in to a lot of tutorials in youtube. ☺️ I dont even know the difference or pros and cons of both engines, i just went in and did the first day of my game dev journey. 😅
@@13jodalow13 yeah, i guess it depends on where you started first. I feel that unity has a lot of resources like tutorials, etc... and is good for beginners. Havent really delved deep in unreal though, so i could be wrong. 😅 Dont really have a lot of time now learning new stuff, all my time is spent on development and youtube, 😅 especially im approaching bigger features in the game. Whew... The scope of my 1st game is too big for a solo game dev. 😅
@@13jodalow13 I disagree. Both are totally legitimate ways of doing any project, but some things like Unity's online support and Unreal's Blueprint system can have a major effect on development. It's not like you're totally screwing yourself over by picking the wrong one though... Usually... I think.
Dang some of these comments are pretty demanding and harsh. I think youre doing great and I hope you dont get down by what some people say! Its easy for people to ask for things who dont know what its like to be developing a large game with just a small team or by yourself. Steady on and have fun!
Thanks for understanding my situation. It's really challenging making a huge game solo. 😅 I do understand the people's sentiments and I learnt a lot from their remarks. ☺️👍
Dang it. I thought I was actually getting a 15 minute video. However, like I said before, it's probably best that you spend your time working on the game itself.
Yeah, i'm actually planning on changing my upload schedule. I'm at the phase in development where time is badly needed, especially when i'm approaching the entire skill system of the game. It's huge, with several monster types with several playstyles with thier set of skill kits both passive and active... TH-cam takes 4 days of my dev time. So, ill be shifting my focus on developing the game and will post devlogs every other week. 😅
Lol... How about adding some actual gameplay instead of auxiliary graphic tweaks... Do you even have a progression system in mind? How do you get new forms, and when? Are they strictly progress keys, like golems breaks walls but are otherwise useless? Can you change form at any time or do you have to go and find a 'spawn point' for the form you want? Are there going to be leveling/specialization for the different forms? The reason you shouldnt focus too much on graphics is because your game is going to feel like a disingenuous asset-flip when the gameplay isnt at least at the same level of polish.
@@blackcitadelstudios I could probably have worded the last part better. I watched some more of your videos and got answers to some of my questions. You have a lot of interesting ideas, but i would worry about successfully implementing all the different mechanics. Exploration, adventuring, base building and defense, sieges, territory conflicts, ai armies, etc. That is a lot of ground to cover for a solo-dev especially considering the graphic level. I like your attention to the lore and im interested to see what the motivations of the wisps and Kassandra are. So far it kind of sounds like nature fighting back against the hubris of man or the wisps protecting their home. It doesnt seem very antagonistic. Wisps and earth- and water elementals just dont seem all that evil to me. But that whole feel clashes with the necromancy aspect, so i dont know.
@@SirHorned19 yeah, i agree, the scope is way too big, but i'm designing the scope of the game more simple. For example. For base building, i will not make a game similar to the usual base building mechanics like valheim or the usual survival games where you build your base. Instead the building mechanics is more like the witcher 3's blood and wine where you have a homestead to upgrade. Or similar to bannerlord's city and town upgrades. As for the monster aspect being sinister. I diddnt really plan to make our player sinister or evil, the main motivation for the game is basically to fend of humans harvesting life essence, which is you and the creatures of the island's life source. Also, thanks for taking your time watching the rest of my devlogs. My main goal for the devlog is to document every development process im making, even the little ones like water reflections. 😅
I'm with you on the idea of procedurally generated land. imo the island felt a bit small expanding it would definitely add to the sense of exploration and possibilities. That's what makes it so exciting each playthrough offers a different experience. And the amazing water reflections they truly bring the environment to life. Keep up these improvements they make a world of difference in the game.
Im making the main island procedural, like, i will use gaia to make the island. Making it procedural for every playthrough will be hard to make the designs for locations stand out. They will look same ish,... So i plan on making the overworld and dungeons as is, similar with elden ring's, witcher, skyrim and any other rpg game's approach. Each location will have a unique characteristic to it. But i will make the creation of the island procedural. Thanks for the feedback. ☺️
Looks much more realistic!😊
Thanks. ☺️
If you plan on making the island that big you should have the wisp be able to transform or take control of a creature that can either fly or move fast as it would take a while to get somewhere you want if you are just walking in a big map. BTW you should add some sort of sound or effect when the blades collide or when blade is being swinged
Yeah, designs for that are already in the pipeline. Just to give you an idea, for roaming and exploration, we will have the armor to have the ability to mount horses, and have mounted gameplay in the fields with his greatsword.
And for fast travel, we will have that ability given to the water elemental where it can fast travel to any water source that has been explored all around the island. It's like, he will move fast within water channels all across the map.
As for sounds, yeah, it's also in the pipeline. Slowly approaching that feature soon. ☺️ Thanks for the feedback. 👍
As someone who has no experience with using water systems in game engines, I still think it would be a cool feature to have water ripples when the character walks in it. However, this will probably be hard to implement.
yeah, id like that too. that's one of the reasons for me to shift to the new Unity water system so that I can easily make ripples in water. 😊
Random question. you might have answered this already. How/why did you decide to use Unity instead of the unreal engine?
Diddnt really think about it. I just simply chose and dived in to a lot of tutorials in youtube. ☺️ I dont even know the difference or pros and cons of both engines, i just went in and did the first day of my game dev journey. 😅
To my knowledge it is basically Pepsi vs Coke. Both will get the job done. Only asking cause I recently started poking around in unreal.
@@13jodalow13 yeah, i guess it depends on where you started first. I feel that unity has a lot of resources like tutorials, etc... and is good for beginners. Havent really delved deep in unreal though, so i could be wrong. 😅 Dont really have a lot of time now learning new stuff, all my time is spent on development and youtube, 😅 especially im approaching bigger features in the game. Whew... The scope of my 1st game is too big for a solo game dev. 😅
@@blackcitadelstudios if the scope is too big then make it smaller. You are the one in charge of the game.
@@13jodalow13 I disagree. Both are totally legitimate ways of doing any project, but some things like Unity's online support and Unreal's Blueprint system can have a major effect on development.
It's not like you're totally screwing yourself over by picking the wrong one though... Usually... I think.
Dang some of these comments are pretty demanding and harsh. I think youre doing great and I hope you dont get down by what some people say! Its easy for people to ask for things who dont know what its like to be developing a large game with just a small team or by yourself. Steady on and have fun!
Thanks for understanding my situation. It's really challenging making a huge game solo. 😅 I do understand the people's sentiments and I learnt a lot from their remarks. ☺️👍
Right. Like calm down, people
@@jul879 😅
I assume they're new and haven't seen the rest of the devlogs.
@@taskersama3433 guess that could be the case.
makes me want to be in that world
Me too, but we shouldn't. We'll die there. 😅
we will die instantly. 😆😆
@@taskersama3433 😅
Dang it. I thought I was actually getting a 15 minute video.
However, like I said before, it's probably best that you spend your time working on the game itself.
Yeah, i'm actually planning on changing my upload schedule. I'm at the phase in development where time is badly needed, especially when i'm approaching the entire skill system of the game. It's huge, with several monster types with several playstyles with thier set of skill kits both passive and active...
TH-cam takes 4 days of my dev time. So, ill be shifting my focus on developing the game and will post devlogs every other week. 😅
I have URP. Can I still do it?
I'm not sure. I haven't tried URP.
Awesoer
👍 glad you like it.
*ʕ♡˙ᴥ˙♡ʔ HAI!*
☺️
Great, now fix your music its too damn loud!
😅 ill adjust it next time. Thanks for the feedback. 👍
Lol... How about adding some actual gameplay instead of auxiliary graphic tweaks... Do you even have a progression system in mind? How do you get new forms, and when? Are they strictly progress keys, like golems breaks walls but are otherwise useless? Can you change form at any time or do you have to go and find a 'spawn point' for the form you want? Are there going to be leveling/specialization for the different forms?
The reason you shouldnt focus too much on graphics is because your game is going to feel like a disingenuous asset-flip when the gameplay isnt at least at the same level of polish.
I dont know how to respond to your comment. Lol 😅 thanks for the feedback. I'll keep that in mind. ☺️
@@blackcitadelstudios I could probably have worded the last part better. I watched some more of your videos and got answers to some of my questions. You have a lot of interesting ideas, but i would worry about successfully implementing all the different mechanics. Exploration, adventuring, base building and defense, sieges, territory conflicts, ai armies, etc. That is a lot of ground to cover for a solo-dev especially considering the graphic level.
I like your attention to the lore and im interested to see what the motivations of the wisps and Kassandra are. So far it kind of sounds like nature fighting back against the hubris of man or the wisps protecting their home. It doesnt seem very antagonistic. Wisps and earth- and water elementals just dont seem all that evil to me. But that whole feel clashes with the necromancy aspect, so i dont know.
@@SirHorned19 yeah, i agree, the scope is way too big, but i'm designing the scope of the game more simple. For example. For base building, i will not make a game similar to the usual base building mechanics like valheim or the usual survival games where you build your base. Instead the building mechanics is more like the witcher 3's blood and wine where you have a homestead to upgrade. Or similar to bannerlord's city and town upgrades. As for the monster aspect being sinister. I diddnt really plan to make our player sinister or evil, the main motivation for the game is basically to fend of humans harvesting life essence, which is you and the creatures of the island's life source. Also, thanks for taking your time watching the rest of my devlogs. My main goal for the devlog is to document every development process im making, even the little ones like water reflections. 😅