2 Years MAKING an OPEN-WORLD game

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  • เผยแพร่เมื่อ 20 พ.ย. 2024

ความคิดเห็น • 367

  • @mafiapenguin007
    @mafiapenguin007 7 หลายเดือนก่อน +427

    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
      @NotJpTem 7 หลายเดือนก่อน +12

      most popular rpg is pokemon which isnt open world (except for those new ones)

    • @Nex_2B
      @Nex_2B 7 หลายเดือนก่อน +7

      @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.

    • @Kirboisverycool
      @Kirboisverycool 7 หลายเดือนก่อน +11

      ​​@@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

    • @jaded787tiger5
      @jaded787tiger5 7 หลายเดือนก่อน +21

      Witcher 3, daggerfall and Skyrim just existing in the corner

    • @Nobody_In_Particular_
      @Nobody_In_Particular_ 7 หลายเดือนก่อน +3

      @@NotJpTemWorld of Warcraft is also very popular

  • @Kikolek
    @Kikolek 7 หลายเดือนก่อน +248

    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
      @supermysterious66 7 หลายเดือนก่อน +31

      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.

    • @Kikolek
      @Kikolek 7 หลายเดือนก่อน +18

      @@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

    • @lasseringvoll1433
      @lasseringvoll1433 7 หลายเดือนก่อน +16

      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

    • @RenCode
      @RenCode 7 หลายเดือนก่อน

      Yeah, i liked how Valheim did it

    • @SillyLittleDemon
      @SillyLittleDemon 7 หลายเดือนก่อน +5

      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

  • @hamzahgamedev
    @hamzahgamedev 7 หลายเดือนก่อน +22

    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! 💪

  • @CrzzyCat
    @CrzzyCat 7 หลายเดือนก่อน +97

    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

    • @rawallon
      @rawallon 7 หลายเดือนก่อน +3

      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

  • @devdath2957
    @devdath2957 7 หลายเดือนก่อน +43

    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

    • @solsystem1342
      @solsystem1342 7 หลายเดือนก่อน +3

      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.

  • @supermysterious66
    @supermysterious66 7 หลายเดือนก่อน +47

    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.

    • @rawallon
      @rawallon 7 หลายเดือนก่อน +9

      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.

    • @AaelmfaoBDplays
      @AaelmfaoBDplays 7 หลายเดือนก่อน +6

      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

    • @scotttimbrell8632
      @scotttimbrell8632 6 หลายเดือนก่อน

      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.

    • @scotttimbrell8632
      @scotttimbrell8632 6 หลายเดือนก่อน

      @@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?

  • @RKIOrbMage
    @RKIOrbMage 7 หลายเดือนก่อน +6

    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!

  • @Sweepy_Games
    @Sweepy_Games 7 หลายเดือนก่อน +3

    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!!!

  • @ChristinaCreatesGames
    @ChristinaCreatesGames 7 หลายเดือนก่อน +2

    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 =)!

  • @jeanlouis5619
    @jeanlouis5619 7 หลายเดือนก่อน +6

    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.

  • @lilylunamoonyt
    @lilylunamoonyt 7 หลายเดือนก่อน +2

    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

  • @collegedegree8506
    @collegedegree8506 6 หลายเดือนก่อน +1

    So happy to see the progress! I’ve been following since your second video on the game and I’m excited to play it

  • @sasquatchbgames
    @sasquatchbgames 7 หลายเดือนก่อน

    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

  • @Tarodev
    @Tarodev 7 หลายเดือนก่อน

    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)

  • @Bakerman2801
    @Bakerman2801 7 หลายเดือนก่อน

    The game dev community has some of my favorite youtubers, and AIA is definitely among the best of the best

  • @MDVYN
    @MDVYN 7 หลายเดือนก่อน

    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!

  • @Easy_Nop
    @Easy_Nop 5 หลายเดือนก่อน

    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! 🎉❤

  • @Future-Frost
    @Future-Frost 6 หลายเดือนก่อน +1

    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.

  • @TrentSterling
    @TrentSterling 7 หลายเดือนก่อน

    Overlapping systems really seems to be the core part of gamedev that really makes the GAME part of the game!

  • @advancenine
    @advancenine 7 หลายเดือนก่อน

    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...

  • @GingerNingerish
    @GingerNingerish 7 หลายเดือนก่อน

    This is still an insane amount of work for only 2 years. Things are looking great.

  • @Twisle
    @Twisle 6 หลายเดือนก่อน +1

    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

  • @CronchyKobra
    @CronchyKobra 7 หลายเดือนก่อน +2

    can't wait to get level 99 fishing in Old School ManaScape

    • @HedgeByte
      @HedgeByte 7 หลายเดือนก่อน

      I'll finally be able to catch a few log

  • @bewky
    @bewky 7 หลายเดือนก่อน

    so cool to see the progression over the years! you da goat

  • @CameronOwen101
    @CameronOwen101 7 หลายเดือนก่อน

    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.

  • @OfficialGless
    @OfficialGless 7 หลายเดือนก่อน +16

    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! ❤️

  • @Beets_Creations
    @Beets_Creations 7 หลายเดือนก่อน

    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!

  • @TheShelfman
    @TheShelfman 7 หลายเดือนก่อน

    2 years have flown by. Congrats on the progress AIA, you're killing it (also hi nathan, nice editing!)

  • @Saberarts24
    @Saberarts24 7 หลายเดือนก่อน +1

    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 !

  • @GamesBySaul
    @GamesBySaul 7 หลายเดือนก่อน

    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

  • @jhulpthefox
    @jhulpthefox หลายเดือนก่อน

    Found out about this today, super excited to watch your videos! This seems amazing!!!

  • @nihuyevo_zhmihnulo
    @nihuyevo_zhmihnulo 6 หลายเดือนก่อน +1

    I was so happy to see this video in my recommendation, thanks.

  • @vortex444y
    @vortex444y หลายเดือนก่อน

    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!

  • @ponodude101
    @ponodude101 6 หลายเดือนก่อน

    Woohoo! Congrats on two years of continuing to develop a great game and here's to a successful year three!

  • @ragbrogaming
    @ragbrogaming 7 หลายเดือนก่อน +2

    Cant wait to get this game, looks so well done!

  • @Skeffles
    @Skeffles 7 หลายเดือนก่อน

    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.

  • @DontScreenPeek
    @DontScreenPeek 7 หลายเดือนก่อน

    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

  • @AntiViGames
    @AntiViGames 7 หลายเดือนก่อน

    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.

  • @reflex1377
    @reflex1377 5 หลายเดือนก่อน

    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.

  • @winnerwannabe9868
    @winnerwannabe9868 5 หลายเดือนก่อน

    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.

  • @NightfallForge
    @NightfallForge 7 หลายเดือนก่อน +2

    Guys wake up! New AIA video just droped!!🥳

  • @Q27Forever
    @Q27Forever 7 หลายเดือนก่อน

    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

  • @dennismakesgames
    @dennismakesgames 7 หลายเดือนก่อน +1

    It's already been 2 years?!!! Yeeee.... Amazing video as always!

  • @Daealis
    @Daealis 7 หลายเดือนก่อน

    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.

  • @justkidding0147
    @justkidding0147 3 หลายเดือนก่อน +1

    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.

  • @alicewonder259
    @alicewonder259 7 หลายเดือนก่อน

    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!

  • @ToonNoah
    @ToonNoah 7 หลายเดือนก่อน +17

    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.

    • @earth2saka
      @earth2saka 7 หลายเดือนก่อน +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.

    • @jayweathers2701
      @jayweathers2701 4 หลายเดือนก่อน

      @@earth2sakasame with tf2

  • @Zuzelo
    @Zuzelo 7 หลายเดือนก่อน

    Not sure if that is already the idea, but how about a PVP Spleef Arena (remove floor blocks to make opponents fall)?!

  • @cxtspresso
    @cxtspresso 7 หลายเดือนก่อน

    im 100% buying this when it comes out, it seems like the finished game is going to be so fun

  • @nikalusward2151
    @nikalusward2151 4 หลายเดือนก่อน

    A shrine that you can craft and tend. For each amount of leveling you have on the shrine, the more items it saves.

  • @LufD.
    @LufD. 7 หลายเดือนก่อน +1

    Second time watching. AIA keep up the good content. When MV comes out I’m gonna play the heck out of it!

  • @3xistism1.0
    @3xistism1.0 7 หลายเดือนก่อน

    Good job AIA! It’s come a very long way and it’s looking amazing.

  • @forbiddenbox
    @forbiddenbox 7 หลายเดือนก่อน

    ngl the most impressive thing to me is the UI work on this game, it looks amazing

  • @BanditDev
    @BanditDev 7 หลายเดือนก่อน +1

    So much progress, can't wait for ALPHA!
    #ManaMuncher

  • @allenkeith7160
    @allenkeith7160 6 หลายเดือนก่อน

    This game looks absolutely adorable. Gonna wishlist it now!

  • @CO-ZEntertainment
    @CO-ZEntertainment 7 หลายเดือนก่อน

    Your game is turning out really nice!

  • @samiscebba4332
    @samiscebba4332 6 หลายเดือนก่อน

    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.

  • @mannyhyuga
    @mannyhyuga 7 หลายเดือนก่อน

    game looks so cute and fun fam ty for the inspo

  • @Silo_The_Golden_Dragon
    @Silo_The_Golden_Dragon 7 หลายเดือนก่อน

    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.😊😊😊

  • @_Kxks
    @_Kxks 7 หลายเดือนก่อน

    I really look forward to the game and follow your videos for 2 years already. Really excited!

  • @EnchantedTap
    @EnchantedTap 6 หลายเดือนก่อน +1

    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.

  • @LiquidMark
    @LiquidMark 7 หลายเดือนก่อน

    It's really nice to see that your channel grew so much, you are almost at 100K subs!

  • @Aarimous
    @Aarimous 7 หลายเดือนก่อน

    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.

  • @KamranWali
    @KamranWali 7 หลายเดือนก่อน

    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! :)

  • @limestoneMinecraft
    @limestoneMinecraft 7 หลายเดือนก่อน

    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.

  • @mallowskycotl
    @mallowskycotl 7 หลายเดือนก่อน

    YOOOOO HE RELEASED!! It looks so so amazing 🥹
    Also mounts..... yay or nay 👀?

  • @TwoStarGames
    @TwoStarGames 7 หลายเดือนก่อน

    Wait, when did I play this? AIA must have men in blacked my memory

    • @AIAdev
      @AIAdev  7 หลายเดือนก่อน

      😂

  • @LEPHROGFISH
    @LEPHROGFISH 6 หลายเดือนก่อน

    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.

  • @tsb4
    @tsb4 6 หลายเดือนก่อน

    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.

  • @DaveTheDummy120
    @DaveTheDummy120 7 หลายเดือนก่อน

    this game is looking good so far, I hope you can hit 100k, too!

  • @CowsDaBest
    @CowsDaBest 6 หลายเดือนก่อน

    I can't wait! The game looks amazing so far!

  • @TarrenHassman
    @TarrenHassman 6 หลายเดือนก่อน

    Absolutely love the book menu system.

  • @Dardasha_Studios
    @Dardasha_Studios 7 หลายเดือนก่อน

    Wow the game grew nicely....Best of luck Sir.

  • @Bettina-qx2tx
    @Bettina-qx2tx 5 หลายเดือนก่อน

    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.

    • @Bettina-qx2tx
      @Bettina-qx2tx 5 หลายเดือนก่อน

      Also if you implement blood, make an option to turn it off.

  • @R.K_Chalkboard
    @R.K_Chalkboard 7 หลายเดือนก่อน

    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.

  • @robertrenato
    @robertrenato 3 หลายเดือนก่อน

    This game looks adorable! I want it:3 Keep up the good work!!

  • @pedrozatravel
    @pedrozatravel 6 หลายเดือนก่อน

    Fascinating insight on how a game is made.

  • @greatkingkeenan
    @greatkingkeenan 6 หลายเดือนก่อน

    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.

  • @mniamky
    @mniamky 3 หลายเดือนก่อน

    Your game looks realy cool so far! Its something similar to what i wanted to develop, maybe one day we will be rivals

  • @Suragato
    @Suragato 6 หลายเดือนก่อน

    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.

  • @Nufshi
    @Nufshi 7 หลายเดือนก่อน +3

    I CANT WAIT TO CRANK 90s IN MANA VALLEYYYYY

  • @finnorex
    @finnorex 7 หลายเดือนก่อน

    Really excited to see these updates, Keep up the good work ♥

  • @hectorpabon632
    @hectorpabon632 7 หลายเดือนก่อน

    Handsome game dev owns comment section respectfully

  • @1actose
    @1actose 7 หลายเดือนก่อน +1

    Can't wait to play this game when it releases tomorrow!
    ...It does release tomorrow, right?

  • @wrestlingdude07
    @wrestlingdude07 7 หลายเดือนก่อน +2

    Another banger video, AIA!

  • @kirkkek
    @kirkkek 7 หลายเดือนก่อน

    the game is looking REALLY cool so far!!!

  • @rayl8160
    @rayl8160 7 หลายเดือนก่อน

    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.

  • @Room_205
    @Room_205 7 หลายเดือนก่อน

    Great insight into game developing. Game looks amazing 😁

  • @Masterplanfoiler
    @Masterplanfoiler 7 หลายเดือนก่อน

    Will you add any tamable mobs?
    Maybe you could go with a dragon quest/Pokemon approach and have your pets evolve alongside you.

  • @forbiddenbox
    @forbiddenbox 7 หลายเดือนก่อน

    Can't wait for the game to be released on October 🙏🗣️

  • @Ashbobah07
    @Ashbobah07 7 หลายเดือนก่อน +1

    An October release date would be siiiick 🎃

    • @AIAdev
      @AIAdev  7 หลายเดือนก่อน

      Sam swears I was going to say August. 🤡

    • @Ashbobah07
      @Ashbobah07 7 หลายเดือนก่อน

      @@AIAdev I could see how he’d hear that but.. I just think October would fit the vibes & lore of MV better. Yaknow? 🤌🏻

  • @Iamtessmay
    @Iamtessmay 5 หลายเดือนก่อน

    It looks great and fun! Totally my style of game I can tell 😊🥰 subscribing to hopefully play when I get a PC ❤️

  • @tomschlaiss5735
    @tomschlaiss5735 7 หลายเดือนก่อน

    Nice video and project, cheers from Germany

  • @lilylunamoonyt
    @lilylunamoonyt 7 หลายเดือนก่อน

    i like how you went with the genshin style of interaction for items and stuff, it's a great system

  • @bear3s
    @bear3s 5 หลายเดือนก่อน

    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 😍

  • @SillyLittleDemon
    @SillyLittleDemon 7 หลายเดือนก่อน

    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

  • @therealgamewizerd
    @therealgamewizerd 7 หลายเดือนก่อน +1

    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.

  • @Riptide_28
    @Riptide_28 7 หลายเดือนก่อน

    Good to get another video bro! Love it

  • @KingDakrai84GD
    @KingDakrai84GD 7 หลายเดือนก่อน

    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.

  • @burgundyboysyt2272
    @burgundyboysyt2272 7 หลายเดือนก่อน

    Damn you make it look so easy to make an Indie game Good vid