The biggest and most popular RPGs ever made are open world, lol. An RPG is by definition a ROLE PLAYING GAME. Good reminder that just because someone said something on the internet doesn’t mean they have a clue what they’re talking about
@NotJpTem Borderlands is also an rpg and (i wounldnt say is) not an open world instead having segmented maps that have long loading screens. An rpg that describes itself as open world despite doing the same thing is vesteria and its always made me upset that they called themselves that.
@@NotJpTemBaldur's Gate 3 is an open world rpg I'm pretty sure and I think it won the best game of the year Edit: nevermind Baldur's Gate 3 isn't open world my bad
Even tho rescuing items after death is annoying, you have to do something that will punish players for dying, because ppl will quickly learn that death is meaningless and only speeds up their travel time
@@supermysterious66 yeah, some games made it so you lose only your materials, some made that you keep your armour pieces and hotbar. There are many great ways to punish the player that won't make them wanna quit the game, but still will be somewhat punishing
i mean death is meaningless and only adds to your travel time in minecraft, too. you just go back and pick them up again. obviously there should be a consequence for death, but it ought to be something more engaging and with more depth than "go back to where you died real quick." it also shouldn't just be "L all your shit's gone" either since that just makes death frustrating and unfun the value of these things also factors in how fun and rewarding the combat is more than anything i think it's less about the consequences of death and more about whether or not you gain something from combat my preferred system for handling death is if the reason you are in a do-or-die situation is to attain something and the consequence for death is simply not attaining that thing like in monster hunter, or any fromsoft game, or like deep rock galactic yknow sure you lose currency or whatever but the real consequence for death is not something being TAKEN from you, but that you never GOT the thing you were trying to get
Hands down, this devlog series is one of the biggest inspiration for solo game devs like me. I started my own passion project, an open world farming game a year ago and started posting about it after watching your Mana Valley devlogs. Very excited for the release and I can't wait to play it. All the best friend! 💪
Even though i'm not one of the people who have been following the development of Mana Valley from the start, it's still very clear how far it has come! Wow! :'D
4:37 I mean hey the player is a witch so you can just put some kind of item that works like an ender chest and allows players to have their items even after dying, and you can make this item some kind of objective that the player has to complete in the beginning
Terra tech made having a storage system an unlockable and it actively irritates me every time I play. I have to place down a block, wait for the black hole thing to power up, and then sit and watch everything go into my global inventory. Just... don't make two seperate layers of inventory I beg of you. Even in minecraft it is clunky and kinda aweful from a UX design perspective. A player shouldn't have to file away every item into individual shulker boxes then store those shulker boxes in an ender chest to carry large items for a build. Like, genuinely it's just annoying.
As someone who has spent a lot of time on Minecraft and other Block based game clones, I have a few thought about death and inventory systems. Losing all items on death is very punishing, but makes death something players really seek to avoid. If you lose no items (or other things like exp or levels) on death, people will start dying as a method of fast travel... which feels lame. One particular Minecraft like game I used to play, called "Creativerse", found a nice balance between the 2 systems, with a lose all backpack items on death, but keep all items that are equipped and in the hotbar. Now for "Mana Valley", I don't think you have a hotbar, (maybe you do, and I just haven't paid attention), but what you could go for instead is to have "Protected" backpack slots, that stay with you, even on death, and the rest are unprotected. This way death has some sting, but isn't as rage-quit inducing. If you went this route, you could have different backpacks with differing amounts of protected and unprotected slots. You could also make it possible to "level up" you backpack, increasing either the number of total slots, or turning a unprotected slot into a protected one. Side note: If you do have items drop on death, have them all drop in a "backpack" or "sack" that can be opened like a chest, but you can only take items out of it. (One all items are removed, the "backpack" or "sack" will disappear) This will reduce lag in the game, and it also is more convent to your players.
This. Losing inventory , to me, increses value to exploration. If I found a super rare item and can just die to respawn at home/base it would remove all the weight on actually remembering the map and taking note on landmarks.
Moonlighter, while not an open world game, had a similar system. You had protected slots and a limited inventory space, so dying meant only keeping a handful of things. I kind of like Stardew Valley's approach of you losing things, but you can hire a service to bring back some of your items
I actually find it to do the opposite effect. Why would I adventure out when I have good gear already? What am I doing other than risking great gear, time and effort, for potentially nothing? I would just rather sit in the comfort of my base and build. It limits mostly all the systems that make Minecraft fun and if I wanted to build I would adventure out naked just in case. Death is always something people avoid, but that doesnt mean if it happens, say by falling, or making any sort of mistake, shouldnt then waste your time retrieving those items, potentially losing them if you die again, or dont make it back in time. I would argue that using death as a means of fast travel is less intrusive as an unintended game feature, and does nothing but save the player time, whilst losing all items reduces fun, engagement and wastes a players time. Some players have to realise that although a mechanic might be fine for them, it doesnt necessarily make it a good one generally for most players. This adds nothing to people who dont already care, it limits all types of engaging gameplay, heavily punishes progression/exploring, reduces engagement with systems or experimentation all whilst in a calm, relaxing sandbox world. Dying will happen if you avoid it all not, its best not to punish the player for every instance of that, especially when resources or grinding is required for that good gear. Falling to your death a hundred miles away/or after you just found a good/rare item is the most dishearting thing ever and makes the next 20 minutes in this calm and relaxing sandbox world a mad dash to your items.
@@rawallon I am the opposite and I see no correlation between your remembering of landmarks, and instantly losing all your items after death. Exploration is, more or less, a 1 time thing, once youve seen it, youve seen it. Most games have maps for you to follow either way. Unless you mean that you like the idea that when you die with good gear, youre enjoying the fact that you are re-doing exactly what you just did, for the same rewards, which begs the question to why that couldnt just be done without the need of recovering items?
It felt like some of your devlogs (although very entertaining) where prioritising the video and not game. Here it feels like you went back and cleaned everything up, and it's really great!
I'm very happy you never give up and stay focused on the project for 2years now! That's an achievement in itself. Especially knowing how hard gamedev is, and how often bugs and other problems want us to give up! Your presentation skills are great and I think that makes your videos and game so good. Everything has its feedback, placing a building or removing it, hitting an enemy or getting hit. And the effects are super juicy!!!
You've had me nodding along so much for the whole duration of the video. My main project's about half as old as yours, but breaking systems to assemble them anew in a better state was critical to get where I am now. And the whole UI topic is a thing I had to figure out over the last couple of weeks, as well. Mana Valley looks really nice and I'm looking forward to see what you'll do next with it =)!
In tackling the issue of inventory loss upon player death, I propose a practical solution: a tomb system. When players perish, all their belongings would be securely stored at the location of their demise, ensuring they can easily retrieve their items. This not only encourages players to explore the game world and remember key landmarks but also adds a strategic layer to each death, prompting players to approach gameplay more thoughtfully. Compared to other options like losing everything or retaining all items upon death, this approach strikes a balance between challenge and player satisfaction. It maintains a fair gameplay experience while still providing a meaningful consequence for death. To enhance this system further, you could introduce enemy spawns near the tomb or choose to retain certain tools or items, adding an extra layer of excitement and challenge to the retrieval process.
Someday you are going to be very very rich. And it will be well deserved. Can't believe how far this game has come. Keep it up my guy! Always love your devlogs
The issue of projectile origin, whether it's from the screen's center or the gun's (wand) tip, is a classic design dilemma. I think you made the right choice, though. If a spell hits a wall in front of you, you'll immediately know why and will adjust in the future. Good to see you're still hammering this game out, man. Prove to everybody that indie devs CAN finish games and we're not all useless! (I'm yet to finish a solo game)
I don't know if you remember me, but I am moved by how improved and spectacular everything looks, the atmosphere, the trees, everything! You are amazing, this great work deserves great recognition, which it is already receiving! 🎉❤
I think a cool way to have the player respawn with their items would be to have the items fly over to you from the direction you died in when you respawn. This would achieve respawning with items, informing you of where you died, and it makes sense somewhat lore-wise, as it could be explained as a mechanic of the reclaim spell.
for menus and the pkayer input you could put all menus into a list and loop through it to check if any are active and call the function anytime there is a change in the menu like a input or something
Use a ViewStack. You Push views to the stack when they're active, pop them off when they're done. When it's empty there's no UI being displayed. Similar to counting but better because you can peek and search through the stack to jump back to particular points. It makes programming view navigation a breeze as you can emit transition in/out events from the stack for all your transition animations, and also just have some events when when the stack is empty or not so your input controller can disable itself when a particular stack is in use (I tend to use different view stacks for various parts of game - HUDs and in-world canvases are typically on their own stacks - for card games each card is typically it's own view stack.
It’s looking so good. 😍😍😍 Proud of how far you’ve come! PS. I don’t care what @mainwilly commented, being on that topwishlisted games is a great accomplishment! ❤️
I definitely agree collecting your items when you die sucks. having to travel back to where you were is usually punishment enough. Awesome video keep up the good work!
man honestly seeing this kind of videos really motivates me to try and create my own game too :') , my main problem is that after i learned most of the skills needed to make the game i lost passion and drive to make one but you are changing that for me so thank you !
Thanks for inspiring me! I just watched this video and i can say that Mana Valley has a lot of potential. i am really excited to play it when it comes out!
Fantastic to hear about the systems you've put in place to enable the game to grow! It can get quite draining hearing about peoples woes when they don't do this for their games.
Being able to see the progress you make on this game throughout these videos is one of the reasons I’m so hyped to eventually play this. Building something you actually enjoy so I know it will be a fun game, vs just a cash grab like most games these days
When it comes to the watering of plants I would make the dirt look drier over time so there's a semblance of time passing as opposed to having a water droplet float in the air.
sweet, been searching far and wide for a game with good magical flying mechanics. I hope you add flying carpets lol. One idea I've always wanted to see is a wizard with a magic sash that can transform into a magic carpet, , and a harry potter style camping tent and when ever your finish using it it just magically wraps it's self back around your waist.
4:22 make it a setting. Also, adding beam spells would make sense for spells that take time. In a much earlier vid, you mentioned chopping down trees, but you had to cat a spell a few times. I felt that a beam would feel better.
I forgot about this channel I left exactly 2 years ago I see your game ( mana valley ) is finally perfected I hope mana valley keeps getting better and better
About item dropping on death: The whimsical nature of the game to me could utilize an NPC that "fetches" your loot for you on death. Some Zelda-esque woodland sprite that once the player resurrects at the shrine yeets all the loot at you.
For anyone wondering: The Elder Scrolls V: Skyrim Elden Ring The Witcher 3: Wild Hunt Starfield Fallout 4 The Legend of Zelda: Breath of the Wild Horizon Forbidden West Ghost of Tsushima The Elder Scrolls V: Skyrim - Dawnguard Cyberpunk 2077 The Witcher 3: Wild Hunt Horizon Zero Dawn Dragon's Dogma II Minecraft Fallout: New Vegas Hogwarts Legacy Assassin's Creed Valhalla Baldur's Gate 3 Borderlands 2 Crimson Desert Terraria Dragon's Dogma Horizon Forbidden West Complete Edition Dragon Age: Inquisition NieR: Automata Project Zomboid Shenmue II The Elder Scrolls III: Morrowind Assassin's Creed Odyssey The Witcher 3: Wild Hunt - Blood and Wine Like a Dragon: Infinite Wealth Kingdom Come: Deliverance Middle-earth: Shadow of Mordor Middle-earth: Shadow of War Borderlands Dying Light 2 Stay Human The Outer Worlds Ghost of Tsushima Director's Cut Where Winds Meet Forspoken The Elder Scrolls V: Skyrim - Special Edition Genshin Impact The Elder Scrolls V: Skyrim Anniversary Edition Fallout 3 Dying Light Minecraft Dungeons Final Fantasy XVI Diablo IV Gotham Knights Sleeping Dogs Biomutant Genshin impact Are all open world RPGS.
Congrats on all the progress and thanks for the inspiration!! I finally committed to my own solo dev project ✨ if you have any advice that either would have helped you your first year, or for getting enough funding to focus on it full time lmk!
3:17 There are three ways to make projectiles: 1. Shooting it from the camera. Objectively good for simple games and beginner programmers. 2. Shooting it from the weapon, aiming at what the camera is aimed at. Objectively good for realism. And what you did in your video. 3. Shooting the hitbox from the camera, but offsetting the graphic to appear from the weapon, over time moving the graphic to the hitbox's position while it's in travel. Objectively, the best way to do it. This is how games like Overwatch do it and Fortnite too, I'm p sure. This also prevents the "shooting objects closer to you" issue like in example 2 while avoiding odd projectile spawn position issues like in example 1.
Overwatch actually does different techniques for different weapons. Some are moving projectiles, others are hitscan which literally scans what you aimed at in the moment when you pressed the button to shoot and confirms that as a target. There is a visual projectile to indicate that you are shooting but the actual shot happens instantly.
i had a dream once i was playing a game version of kiki's delivery service. it was awesome. it had dating sim vibese when talking to NPCs and you could go out and get to know people at night, drinking and staying up late, giving you a debuf in speed or something the next morning, but you gained new favors with townsfolk who would open up new areas, traversal paths, new trade routes, shop discounts.. and customers who needed packages delivered. the game had hidden items that gave you different skills. the wind gave you speed boost one way and slowed you down the other way... you got tired and had to stop for a pint at the nearest pub. you had to plan routes and manage resources to make surre you got things done on time...all with small but enjoyable slice-of-life style stories opening up. i really wanted someone to make it bc i am not a game dev. then i saw mika and the witches mountain. and was a bit mad and a bit glad, bc i sure wasnt going to do it. now i see this and i am joyed with the possibilities. i almost wish you could slap both games together but i really like the vision you got and i cant wait to play.
Congratulations on the progression your making. I have always wanted a rpg open world were your not stick to spam clicking 9n a quest button I appreciate you fam. Also the multi-player was a nice touch❤❤❤❤ we love ur work keep it up please.😊😊😊
If you're going to make an open-world game, use these as good examples: Hollow Knight, Rust, Grounded and Subnautica. All of these games want you to explore them fully, you need to make the player feel rewarded for exploring every inch of the map. TLDR: Make it fun to explore the map.
Thanks for sharing!! I'd say have a difficulty setting for what happens on death. Soft-core could be nothing. Medium core could be drop items. Hard-core the character is gone forever. I think Terraria uses a system like this.
Wow! The game looks beautiful. Congratz on keeping doing it for so long. That takes some serious passion and dedication. The game play looks really fun. Looking forward to your next devlog. Keep it up! :)
Idk what is all in the game but you could add a scavenger that will collect your loot when you die and you can buy it back from them to get your previous items back.
For an alternative for punishing death, you could have a system for something (maybe like bonus effects for the skills or something) that gets better the more enemies you kill as long as you don't die.
hey, i have an game idea. Name: The Doom Caves its a game where you explore caves, but this time, things take an unexpected turn. you actually entered one of the caves that was closed of in 1989, as monsters roamed the cave. you go through many levels with different monsters, you find items you use. this is Story mode, get your own monster ideas. there will also be a free-play, where you can build many items like, defense, vehicles and more. that’s all I have for now.
4:36 You should make it so where the player respawns with some of their items already pre-loaded in their inventory. If you die enough times you'll spawn with nothing, but if you die a little, you will just lose your lesser-important items.
I like how the ocean water reacts to the air current of you flying. Does this also push grass and tree leaves when flying closer to them? If not, that would be a cool quality of life feature.
I encountered similar issues with menus and I decided to go with a Peer system, where each main UI is a peer, and there is a placeholder GameObject that if it is the last child, we can allow player movement.
In subnautica if you die, you lose the some or all of the resources in your inventory. You keep the tools, armor, and special items that are super hard or rare to get. This still makes a consequence for dying but doesn’t make it annoying or overly punishing.
This game looks like it's going to be so fun, I just am not very fond of that part where enemies can destruct buildings... I'm definitely going to play it when it's out tho, doesn't matter the price 😍
i said this as a reply to a comment but i'd like to post it as a standalone comment too i think that it's important to think of the consequence for death in the context of why a player may die the consequence for death ought to be simply not having attained whatever it was the player was risking their life for like dark souls or monhun if there's nothing to attain in a do-or-die situation, then it won't really be fun or worth engaging with that situation and dying in that situation will make it all feel like more of a waste of time the idea is not to focus on how to punish death, but how to reward players for risking death and the punishment comes naturally as depriving the player of their reward
There are plenty of RPGs that are open world, linear, and a mix of the two. Just because the game gives you the illusion of being able to go anywhere, doesn't mean it's open world. Just because there's a plotline that progresses doesn't mean it's linear. By technicality, RPG stands for "role-playing game, ,so by definition you are taking on the role of your player character. RPGs don't have to be open world or linear by definition since, if you really think about it, most every game IS an RPG by definition of the term. If by RPG we mean "leveling up a character with stats and equipment as you explore a vast world of locales and characters" the same still applies. You can be given the role of a character with set lore or personality (such as in Final Fantasy, Paper Mario, and Yakuza, Castlevania) or you can create a role for yourself as you play (Skyrim, Fallout, basically any MMO) Bit of a long comment, but that was all to say: an RPG can be anything, really. As long as you're playing a game in a set role instead of being some large overseer that can control everything in the game, it's an RPG as far as I'm concerned.
After you finish with the mechanics and enemies and how the game plays in general. Will you improve the graphics and some of the animations/movements? Like how it looks when enemies are moving or the player jumping.
The biggest and most popular RPGs ever made are open world, lol. An RPG is by definition a ROLE PLAYING GAME. Good reminder that just because someone said something on the internet doesn’t mean they have a clue what they’re talking about
most popular rpg is pokemon which isnt open world (except for those new ones)
@NotJpTem Borderlands is also an rpg and (i wounldnt say is) not an open world instead having segmented maps that have long loading screens. An rpg that describes itself as open world despite doing the same thing is vesteria and its always made me upset that they called themselves that.
@@NotJpTemBaldur's Gate 3 is an open world rpg I'm pretty sure and I think it won the best game of the year
Edit: nevermind Baldur's Gate 3 isn't open world my bad
Witcher 3, daggerfall and Skyrim just existing in the corner
@@NotJpTemWorld of Warcraft is also very popular
Even tho rescuing items after death is annoying, you have to do something that will punish players for dying, because ppl will quickly learn that death is meaningless and only speeds up their travel time
I don't think total item lose is necessary, but I agree that there has to be a lose of some kind, or it just becomes a fast travel option.
@@supermysterious66 yeah, some games made it so you lose only your materials, some made that you keep your armour pieces and hotbar. There are many great ways to punish the player that won't make them wanna quit the game, but still will be somewhat punishing
Having a shrine or something you have to feed a certain amount of crystals or something to transport your loot back could be a way
Yeah, i liked how Valheim did it
i mean death is meaningless and only adds to your travel time in minecraft, too. you just go back and pick them up again.
obviously there should be a consequence for death, but it ought to be something more engaging and with more depth than "go back to where you died real quick."
it also shouldn't just be "L all your shit's gone" either since that just makes death frustrating and unfun
the value of these things also factors in how fun and rewarding the combat is more than anything
i think it's less about the consequences of death and more about whether or not you gain something from combat
my preferred system for handling death is if the reason you are in a do-or-die situation is to attain something
and the consequence for death is simply not attaining that thing
like in monster hunter, or any fromsoft game, or like deep rock galactic yknow
sure you lose currency or whatever but the real consequence for death is not something being TAKEN from you, but that you never GOT the thing you were trying to get
Hands down, this devlog series is one of the biggest inspiration for solo game devs like me. I started my own passion project, an open world farming game a year ago and started posting about it after watching your Mana Valley devlogs.
Very excited for the release and I can't wait to play it. All the best friend! 💪
Even though i'm not one of the people who have been following the development of Mana Valley from the start, it's still very clear how far it has come! Wow! :'D
i'm one of the people who have been following the development of Mana Valley from the start, it's also very clear how far it has come
4:37 I mean hey the player is a witch so you can just put some kind of item that works like an ender chest and allows players to have their items even after dying, and you can make this item some kind of objective that the player has to complete in the beginning
Terra tech made having a storage system an unlockable and it actively irritates me every time I play. I have to place down a block, wait for the black hole thing to power up, and then sit and watch everything go into my global inventory. Just... don't make two seperate layers of inventory I beg of you. Even in minecraft it is clunky and kinda aweful from a UX design perspective. A player shouldn't have to file away every item into individual shulker boxes then store those shulker boxes in an ender chest to carry large items for a build. Like, genuinely it's just annoying.
As someone who has spent a lot of time on Minecraft and other Block based game clones, I have a few thought about death and inventory systems. Losing all items on death is very punishing, but makes death something players really seek to avoid. If you lose no items (or other things like exp or levels) on death, people will start dying as a method of fast travel... which feels lame. One particular Minecraft like game I used to play, called "Creativerse", found a nice balance between the 2 systems, with a lose all backpack items on death, but keep all items that are equipped and in the hotbar.
Now for "Mana Valley", I don't think you have a hotbar, (maybe you do, and I just haven't paid attention), but what you could go for instead is to have "Protected" backpack slots, that stay with you, even on death, and the rest are unprotected. This way death has some sting, but isn't as rage-quit inducing. If you went this route, you could have different backpacks with differing amounts of protected and unprotected slots. You could also make it possible to "level up" you backpack, increasing either the number of total slots, or turning a unprotected slot into a protected one.
Side note: If you do have items drop on death, have them all drop in a "backpack" or "sack" that can be opened like a chest, but you can only take items out of it. (One all items are removed, the "backpack" or "sack" will disappear) This will reduce lag in the game, and it also is more convent to your players.
This. Losing inventory , to me, increses value to exploration. If I found a super rare item and can just die to respawn at home/base it would remove all the weight on actually remembering the map and taking note on landmarks.
Moonlighter, while not an open world game, had a similar system. You had protected slots and a limited inventory space, so dying meant only keeping a handful of things. I kind of like Stardew Valley's approach of you losing things, but you can hire a service to bring back some of your items
I actually find it to do the opposite effect. Why would I adventure out when I have good gear already? What am I doing other than risking great gear, time and effort, for potentially nothing? I would just rather sit in the comfort of my base and build. It limits mostly all the systems that make Minecraft fun and if I wanted to build I would adventure out naked just in case. Death is always something people avoid, but that doesnt mean if it happens, say by falling, or making any sort of mistake, shouldnt then waste your time retrieving those items, potentially losing them if you die again, or dont make it back in time.
I would argue that using death as a means of fast travel is less intrusive as an unintended game feature, and does nothing but save the player time, whilst losing all items reduces fun, engagement and wastes a players time.
Some players have to realise that although a mechanic might be fine for them, it doesnt necessarily make it a good one generally for most players.
This adds nothing to people who dont already care, it limits all types of engaging gameplay, heavily punishes progression/exploring, reduces engagement with systems or experimentation all whilst in a calm, relaxing sandbox world.
Dying will happen if you avoid it all not, its best not to punish the player for every instance of that, especially when resources or grinding is required for that good gear. Falling to your death a hundred miles away/or after you just found a good/rare item is the most dishearting thing ever and makes the next 20 minutes in this calm and relaxing sandbox world a mad dash to your items.
@@rawallon I am the opposite and I see no correlation between your remembering of landmarks, and instantly losing all your items after death. Exploration is, more or less, a 1 time thing, once youve seen it, youve seen it. Most games have maps for you to follow either way. Unless you mean that you like the idea that when you die with good gear, youre enjoying the fact that you are re-doing exactly what you just did, for the same rewards, which begs the question to why that couldnt just be done without the need of recovering items?
It felt like some of your devlogs (although very entertaining) where prioritising the video and not game. Here it feels like you went back and cleaned everything up, and it's really great!
I'm very happy you never give up and stay focused on the project for 2years now! That's an achievement in itself. Especially knowing how hard gamedev is, and how often bugs and other problems want us to give up! Your presentation skills are great and I think that makes your videos and game so good. Everything has its feedback, placing a building or removing it, hitting an enemy or getting hit. And the effects are super juicy!!!
You've had me nodding along so much for the whole duration of the video. My main project's about half as old as yours, but breaking systems to assemble them anew in a better state was critical to get where I am now. And the whole UI topic is a thing I had to figure out over the last couple of weeks, as well. Mana Valley looks really nice and I'm looking forward to see what you'll do next with it =)!
In tackling the issue of inventory loss upon player death, I propose a practical solution: a tomb system. When players perish, all their belongings would be securely stored at the location of their demise, ensuring they can easily retrieve their items. This not only encourages players to explore the game world and remember key landmarks but also adds a strategic layer to each death, prompting players to approach gameplay more thoughtfully.
Compared to other options like losing everything or retaining all items upon death, this approach strikes a balance between challenge and player satisfaction. It maintains a fair gameplay experience while still providing a meaningful consequence for death.
To enhance this system further, you could introduce enemy spawns near the tomb or choose to retain certain tools or items, adding an extra layer of excitement and challenge to the retrieval process.
okay so i'm just gonna ask once, but: PLEASE MAKE MORE OF THESE KINDS OF VIDEOS PRETTY PLEASE, THEY ARE THE BEST THING TO WATCH
So happy to see the progress! I’ve been following since your second video on the game and I’m excited to play it
Someday you are going to be very very rich. And it will be well deserved. Can't believe how far this game has come. Keep it up my guy! Always love your devlogs
The issue of projectile origin, whether it's from the screen's center or the gun's (wand) tip, is a classic design dilemma. I think you made the right choice, though. If a spell hits a wall in front of you, you'll immediately know why and will adjust in the future.
Good to see you're still hammering this game out, man. Prove to everybody that indie devs CAN finish games and we're not all useless! (I'm yet to finish a solo game)
The game dev community has some of my favorite youtubers, and AIA is definitely among the best of the best
Dear solo game dev, this looks like it will be a fun game. Thanks for posting this video. Glad you gave a release date. Def on my wishlist!
I don't know if you remember me, but I am moved by how improved and spectacular everything looks, the atmosphere, the trees, everything! You are amazing, this great work deserves great recognition, which it is already receiving! 🎉❤
I think a cool way to have the player respawn with their items would be to have the items fly over to you from the direction you died in when you respawn. This would achieve respawning with items, informing you of where you died, and it makes sense somewhat lore-wise, as it could be explained as a mechanic of the reclaim spell.
Overlapping systems really seems to be the core part of gamedev that really makes the GAME part of the game!
DUDE! Looks so awesome and I'm amazed how much depth you have in Mana Valley. I cannot wait to play it. Great work as always...
This is still an insane amount of work for only 2 years. Things are looking great.
for menus and the pkayer input you could put all menus into a list and loop through it to check if any are active and call the function anytime there is a change in the menu like a input or something
can't wait to get level 99 fishing in Old School ManaScape
I'll finally be able to catch a few log
so cool to see the progression over the years! you da goat
Use a ViewStack. You Push views to the stack when they're active, pop them off when they're done. When it's empty there's no UI being displayed. Similar to counting but better because you can peek and search through the stack to jump back to particular points. It makes programming view navigation a breeze as you can emit transition in/out events from the stack for all your transition animations, and also just have some events when when the stack is empty or not so your input controller can disable itself when a particular stack is in use (I tend to use different view stacks for various parts of game - HUDs and in-world canvases are typically on their own stacks - for card games each card is typically it's own view stack.
It’s looking so good. 😍😍😍
Proud of how far you’ve come!
PS. I don’t care what @mainwilly commented, being on that topwishlisted games is a great accomplishment! ❤️
I definitely agree collecting your items when you die sucks. having to travel back to where you were is usually punishment enough. Awesome video keep up the good work!
2 years have flown by. Congrats on the progress AIA, you're killing it (also hi nathan, nice editing!)
man honestly seeing this kind of videos really motivates me to try and create my own game too :') , my main problem is that after i learned most of the skills needed to make the game i lost passion and drive to make one but you are changing that for me so thank you !
2 years is incredible, and look at how far the game has come already. I can't wait to see where this game ends up, I have high hopes! :D
Found out about this today, super excited to watch your videos! This seems amazing!!!
I was so happy to see this video in my recommendation, thanks.
Thanks for inspiring me! I just watched this video and i can say that Mana Valley has a lot of potential. i am really excited to play it when it comes out!
Woohoo! Congrats on two years of continuing to develop a great game and here's to a successful year three!
Cant wait to get this game, looks so well done!
Fantastic to hear about the systems you've put in place to enable the game to grow! It can get quite draining hearing about peoples woes when they don't do this for their games.
Being able to see the progress you make on this game throughout these videos is one of the reasons I’m so hyped to eventually play this. Building something you actually enjoy so I know it will be a fun game, vs just a cash grab like most games these days
When it comes to the watering of plants I would make the dirt look drier over time so there's a semblance of time passing as opposed to having a water droplet float in the air.
sweet, been searching far and wide for a game with good magical flying mechanics. I hope you add flying carpets lol. One idea I've always wanted to see is a wizard with a magic sash that can transform into a magic carpet, , and a harry potter style camping tent and when ever your finish using it it just magically wraps it's self back around your waist.
4:22 make it a setting.
Also, adding beam spells would make sense for spells that take time. In a much earlier vid, you mentioned chopping down trees, but you had to cat a spell a few times. I felt that a beam would feel better.
Guys wake up! New AIA video just droped!!🥳
I forgot about this channel I left exactly 2 years ago I see your game ( mana valley ) is finally perfected I hope mana valley keeps getting better and better
It's already been 2 years?!!! Yeeee.... Amazing video as always!
About item dropping on death: The whimsical nature of the game to me could utilize an NPC that "fetches" your loot for you on death. Some Zelda-esque woodland sprite that once the player resurrects at the shrine yeets all the loot at you.
For anyone wondering:
The Elder Scrolls V: Skyrim
Elden Ring
The Witcher 3: Wild Hunt
Starfield
Fallout 4
The Legend of Zelda: Breath of the Wild
Horizon Forbidden West
Ghost of Tsushima
The Elder Scrolls V: Skyrim - Dawnguard
Cyberpunk 2077
The Witcher 3: Wild Hunt
Horizon Zero Dawn
Dragon's Dogma II
Minecraft
Fallout: New Vegas
Hogwarts Legacy
Assassin's Creed Valhalla
Baldur's Gate 3
Borderlands 2
Crimson Desert
Terraria
Dragon's Dogma
Horizon Forbidden West Complete Edition
Dragon Age: Inquisition
NieR: Automata
Project Zomboid
Shenmue II
The Elder Scrolls III: Morrowind
Assassin's Creed Odyssey
The Witcher 3: Wild Hunt - Blood and Wine
Like a Dragon: Infinite Wealth
Kingdom Come: Deliverance
Middle-earth: Shadow of Mordor
Middle-earth: Shadow of War
Borderlands
Dying Light 2 Stay Human
The Outer Worlds
Ghost of Tsushima Director's Cut
Where Winds Meet
Forspoken
The Elder Scrolls V: Skyrim - Special Edition
Genshin Impact
The Elder Scrolls V: Skyrim Anniversary Edition
Fallout 3
Dying Light
Minecraft Dungeons
Final Fantasy XVI
Diablo IV
Gotham Knights
Sleeping Dogs
Biomutant
Genshin impact
Are all open world RPGS.
Congrats on all the progress and thanks for the inspiration!!
I finally committed to my own solo dev project ✨ if you have any advice that either would have helped you your first year, or for getting enough funding to focus on it full time lmk!
3:17
There are three ways to make projectiles:
1. Shooting it from the camera. Objectively good for simple games and beginner programmers.
2. Shooting it from the weapon, aiming at what the camera is aimed at. Objectively good for realism. And what you did in your video.
3. Shooting the hitbox from the camera, but offsetting the graphic to appear from the weapon, over time moving the graphic to the hitbox's position while it's in travel. Objectively, the best way to do it. This is how games like Overwatch do it and Fortnite too, I'm p sure. This also prevents the "shooting objects closer to you" issue like in example 2 while avoiding odd projectile spawn position issues like in example 1.
Overwatch actually does different techniques for different weapons. Some are moving projectiles, others are hitscan which literally scans what you aimed at in the moment when you pressed the button to shoot and confirms that as a target. There is a visual projectile to indicate that you are shooting but the actual shot happens instantly.
@@earth2sakasame with tf2
Not sure if that is already the idea, but how about a PVP Spleef Arena (remove floor blocks to make opponents fall)?!
im 100% buying this when it comes out, it seems like the finished game is going to be so fun
A shrine that you can craft and tend. For each amount of leveling you have on the shrine, the more items it saves.
Second time watching. AIA keep up the good content. When MV comes out I’m gonna play the heck out of it!
Good job AIA! It’s come a very long way and it’s looking amazing.
ngl the most impressive thing to me is the UI work on this game, it looks amazing
So much progress, can't wait for ALPHA!
#ManaMuncher
This game looks absolutely adorable. Gonna wishlist it now!
Your game is turning out really nice!
i had a dream once i was playing a game version of kiki's delivery service. it was awesome. it had dating sim vibese when talking to NPCs and you could go out and get to know people at night, drinking and staying up late, giving you a debuf in speed or something the next morning, but you gained new favors with townsfolk who would open up new areas, traversal paths, new trade routes, shop discounts.. and customers who needed packages delivered. the game had hidden items that gave you different skills. the wind gave you speed boost one way and slowed you down the other way... you got tired and had to stop for a pint at the nearest pub. you had to plan routes and manage resources to make surre you got things done on time...all with small but enjoyable slice-of-life style stories opening up. i really wanted someone to make it bc i am not a game dev. then i saw mika and the witches mountain. and was a bit mad and a bit glad, bc i sure wasnt going to do it. now i see this and i am joyed with the possibilities. i almost wish you could slap both games together but i really like the vision you got and i cant wait to play.
game looks so cute and fun fam ty for the inspo
Congratulations on the progression your making. I have always wanted a rpg open world were your not stick to spam clicking 9n a quest button I appreciate you fam. Also the multi-player was a nice touch❤❤❤❤ we love ur work keep it up please.😊😊😊
I really look forward to the game and follow your videos for 2 years already. Really excited!
If you're going to make an open-world game, use these as good examples: Hollow Knight, Rust, Grounded and Subnautica. All of these games want you to explore them fully, you need to make the player feel rewarded for exploring every inch of the map. TLDR: Make it fun to explore the map.
It's really nice to see that your channel grew so much, you are almost at 100K subs!
Thanks for sharing!! I'd say have a difficulty setting for what happens on death. Soft-core could be nothing. Medium core could be drop items. Hard-core the character is gone forever. I think Terraria uses a system like this.
Wow! The game looks beautiful. Congratz on keeping doing it for so long. That takes some serious passion and dedication. The game play looks really fun. Looking forward to your next devlog. Keep it up! :)
Your game is beautiful, you inspire me a lot, I would like to create something similar myself one day. I hope I can do this.
YOOOOO HE RELEASED!! It looks so so amazing 🥹
Also mounts..... yay or nay 👀?
Wait, when did I play this? AIA must have men in blacked my memory
😂
Idk what is all in the game but you could add a scavenger that will collect your loot when you die and you can buy it back from them to get your previous items back.
For an alternative for punishing death, you could have a system for something (maybe like bonus effects for the skills or something) that gets better the more enemies you kill as long as you don't die.
this game is looking good so far, I hope you can hit 100k, too!
I can't wait! The game looks amazing so far!
Absolutely love the book menu system.
Wow the game grew nicely....Best of luck Sir.
hey, i have an game idea.
Name: The Doom Caves
its a game where you explore caves, but this time, things take an unexpected turn.
you actually entered one of the caves that was closed of in 1989, as monsters roamed the cave.
you go through many levels with different monsters, you find items you use.
this is Story mode, get your own monster ideas.
there will also be a free-play, where you can build many items like, defense, vehicles and more.
that’s all I have for now.
Also if you implement blood, make an option to turn it off.
4:36 You should make it so where the player respawns with some of their items already pre-loaded in their inventory. If you die enough times you'll spawn with nothing, but if you die a little, you will just lose your lesser-important items.
This game looks adorable! I want it:3 Keep up the good work!!
Fascinating insight on how a game is made.
I like how the ocean water reacts to the air current of you flying. Does this also push grass and tree leaves when flying closer to them? If not, that would be a cool quality of life feature.
Your game looks realy cool so far! Its something similar to what i wanted to develop, maybe one day we will be rivals
I encountered similar issues with menus and I decided to go with a Peer system, where each main UI is a peer, and there is a placeholder GameObject that if it is the last child, we can allow player movement.
I CANT WAIT TO CRANK 90s IN MANA VALLEYYYYY
lmfao
Really excited to see these updates, Keep up the good work ♥
Handsome game dev owns comment section respectfully
Can't wait to play this game when it releases tomorrow!
...It does release tomorrow, right?
Another banger video, AIA!
the game is looking REALLY cool so far!!!
In subnautica if you die, you lose the some or all of the resources in your inventory. You keep the tools, armor, and special items that are super hard or rare to get.
This still makes a consequence for dying but doesn’t make it annoying or overly punishing.
Great insight into game developing. Game looks amazing 😁
Will you add any tamable mobs?
Maybe you could go with a dragon quest/Pokemon approach and have your pets evolve alongside you.
Can't wait for the game to be released on October 🙏🗣️
An October release date would be siiiick 🎃
Sam swears I was going to say August. 🤡
@@AIAdev I could see how he’d hear that but.. I just think October would fit the vibes & lore of MV better. Yaknow? 🤌🏻
It looks great and fun! Totally my style of game I can tell 😊🥰 subscribing to hopefully play when I get a PC ❤️
Nice video and project, cheers from Germany
i like how you went with the genshin style of interaction for items and stuff, it's a great system
This game looks like it's going to be so fun, I just am not very fond of that part where enemies can destruct buildings... I'm definitely going to play it when it's out tho, doesn't matter the price 😍
i said this as a reply to a comment but i'd like to post it as a standalone comment too
i think that it's important to think of the consequence for death in the context of why a player may die
the consequence for death ought to be simply not having attained whatever it was the player was risking their life for
like dark souls or monhun
if there's nothing to attain in a do-or-die situation, then it won't really be fun or worth engaging with that situation
and dying in that situation will make it all feel like more of a waste of time
the idea is not to focus on how to punish death, but how to reward players for risking death
and the punishment comes naturally as depriving the player of their reward
There are plenty of RPGs that are open world, linear, and a mix of the two. Just because the game gives you the illusion of being able to go anywhere, doesn't mean it's open world. Just because there's a plotline that progresses doesn't mean it's linear.
By technicality, RPG stands for "role-playing game, ,so by definition you are taking on the role of your player character. RPGs don't have to be open world or linear by definition since, if you really think about it, most every game IS an RPG by definition of the term.
If by RPG we mean "leveling up a character with stats and equipment as you explore a vast world of locales and characters" the same still applies. You can be given the role of a character with set lore or personality (such as in Final Fantasy, Paper Mario, and Yakuza, Castlevania) or you can create a role for yourself as you play (Skyrim, Fallout, basically any MMO)
Bit of a long comment, but that was all to say: an RPG can be anything, really. As long as you're playing a game in a set role instead of being some large overseer that can control everything in the game, it's an RPG as far as I'm concerned.
Good to get another video bro! Love it
After you finish with the mechanics and enemies and how the game plays in general. Will you improve the graphics and some of the animations/movements? Like how it looks when enemies are moving or the player jumping.
Damn you make it look so easy to make an Indie game Good vid