Financing development, Parry System and Hub Area | Calamity Indie Game Devlog #6
ฝัง
- เผยแพร่เมื่อ 1 ก.ค. 2024
- Hey there, welcome to a new DevLog for my indie game Calamity: Oath of Despair.
𝙋𝙖𝙩𝙧𝙚𝙤𝙣
/ thatfain
This Devlog, is all about shedding some light on the financing of Calamity.
If you have any question, feel free to ask them in the comments.
But most importantly, enjoy :)
𝙇𝙄𝙉𝙆𝙎
Twitch: / thatfain
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𝙈𝙐𝙎𝙄𝘾
- Eine Kleine Nachtmusik - Mozart
Big thanks to 𝐦𝐨𝐭𝐨𝐛𝐚𝐢 for the super atmospheric music.
Check out their synthwave album 𝐏𝐚𝐫𝐨𝐬 on spotify:
open.spotify.com/artist/4a2fr...
Chapters:
0:00 Intro
0:44 Unreal 5.3 and PCG
1:15 Assets for the ruined town
1:39 The Hub Area
2:52 Enemy behavior and Stagger
5:11 Parry System
6:24 First playtest session
7:16 Financing development
9:48 Patreon
10:30 The Quest of Financing
13:07 Outro
𝘼𝙎𝙎𝙀𝙏 𝙋𝘼𝘾𝙆𝙎 / 𝙋𝙇𝙐𝙂𝙄𝙉𝙎 𝙐𝙎𝙀𝘿
- Action RPG Multiplayer Starter Template
www.unrealengine.com/marketpl...
- NIAGARA : Blood VFX Pack
www.unrealengine.com/marketpl...
- Essential Sword & Shield Animation Pack
www.unrealengine.com/marketpl... - เกม
I can relate to not caring how long it takes. I am working on my project purely because I really love the process of it. Great video man.
Thanks :)
Yeah nice! I also think it really shows in your videos!
The moment you come into that mindset that you are really working on something because you like it, thats the best thing there is.
Devs supporting devs, this is the content we need. *sheds tear*
I second this...if I actually finish it...what am I gonna do then...
The struggle of working on a game after a normal job is tough. I am glad you are doing well on the project. I hope it succeeds !
Thanks !
Yeah it can get really exhausting, worked on a little VR thing way back, while having a normal job, it really was though. Everything will slow down a bit if it comes to that again. But for now full power ahead ^^
This is looking great man! The art/style of the game really sets itself appart from a majority of Unreal games. Looking forward to more!
Thanks so much : )
i love the cozy aesthetic of the hub, make sure you add little secrets locked behind platforming or certain quests to add an extra layer of depth to the hub, keep up the good work!
yeah amazing idea
oh yeah true, thats a good idea!
like if we have the area in its island like shape, we can add some npc's on top of cliffs etc. will definitely keep that in mind
@@thatFain glad to help
In my own game where the hub is a cathedral i added a really high clocktower in the middlw that you cant get up to with conventional means, you need to either parkour up the railings from the inside or carefully jump to the top from a big nearby tree
Leaving it here as an example
@@RealVergilSparda nice sounds sick! thanks for sharing
Love your devlogs. I can see a lot of indie devs benefitting from the all content you've been putting out.
Thanks so much for the kind words 🖤 it always really makes me happy if my stuff can help indies on their journey
I'm working on a game myself and our goal is to get funding by the end of this year, so I'm really glad you shared some details on that - I'll keep my fingers crossed for the both of us!
glad i could help a bit. getting funding in the beginning is always super hard. would recommend looking into local funding from states if there is something in your area, they most of the time have good conditions. But always read everything through and if you are not sure about a deal or it seems fishy don't be scared to back out or get some legal advice from a lawyer.
Also if you try to get a publisher, compare different contracts and try holding on to your core conditions, like keeping the IP (if you want to keep the ip) and stuff like that.
Hope you guys get funding!!! And don't give up you can do it ᕙ(`▽´)ᕗ !
The game looks insane and like so much fun. Wish you all the best for the game and your financial situation!
Thanks so much for the kind words
Im so hyped for this, i love indie games, and i love soulslike games, im so excited for this. And i must say, that fire is crispy!
Thaanks so much. It really means a lot that people can get so hyped about it
I love style of this project. You right, exploration of world is very big part of Dark Souls magic. Good luck for you, I wait for new devlogs.
Thank you :) yeah exploration is super important :)
Progress is looking great! Hyped for the new streams
thaaanks :) streams will be back next week :)
Love your work and dedication, brother, keep it up!
Thanks ! Will do my best ᕙ(⇀‸↼)ᕗ
Looking fantastic. Love these devblogs.
Thaaanks 🖤
the hub looks so cool! can't wait for this
Thanks
I’m glad i came across your channel. It inspires me a lot to keep working on unreal, even though I’m new to it and most days I can’t figure anything out. When I finally get something working it just makes 10 more problems I need to solve lol Your game is looking really cool so far, I like the direction you’re taking with it. Keep up the hard work and best of luck man!
Thank you so much !
I love the look of your game! I'm myself working on a game with similar pixelized textures, it just feels so cozy and familiar, having been a gamer for almost 30 years, haha!
Thanks
Looks like it's coming along great 🖤
thaanks 🖤
Been watching every devlog, can't wait for this to come out.
Thanks so much for sticking around 🖤
Will take a bit till it comes out, buuut I'll keep pushing :)
Looks so good man!
thaanks
I watched all the devlogs so far and I must say this looks awesome. I really like the art style and the play style! I really hope you get the necessary funding to continue full time! Thanks for sharing your vision man!
thanks so much! 🖤
Great devlog! I hope you reach your goals this year. Small part of the devlog but I like how you improved your grass!
Thanks
looking better and better everytime i see this man, cant wait to play it
Thanks so much
yooo looking good! grats man
Thanks man : )
I love the style. Almost like a gothic + souls or even RUNE classic, if you know that one, kinda, sorta. It's real cool.
thanks
I really like the art style of your game, looks unique. Looking forward to the following devlogs!
Thanks
its beautiful
conongratulation on your work
Thank you 🖤
thank you for the tips! I'm currently makingmy first game and your dev logs are very inspiring! thank you! also, can't wait to play your game! ceers
Hey thaaanks a lot
Amazing develogs, absolutly love the content, cant wait wait to see the finished game.
Thanks soo much
@@thatFain I can tell with 100 percent certainly I will be watching all the videos until the day it comes out in its amazing glory
@@bendevine5477 🖤🖤
I haven't been this excited for a game in SOOOOO long, very much interested in playtesting!!!
Damn ^^ that's super nice to here. Thanks a lot
Bin in einer ähnlichen Situation wie du. Wünsche dir viel Glück und werde deine Videos weiter verfolgen.
Thanks
Great work
Thanks :)
Look at pcg as not replacing handcrafted worlds. But as a tool to make handmade worlds more detailed and quicker to build.
Yep that's also what I have in mind. I'll need to test around with it a bit.
The only fear I have is that a certain aspect of how I specifically do level design falls away.
Like if I place foliage or begin detailing out a level, in this process my mind often gets lore ideas or ideas for some environmental storytelling for the area that I'm making at the moment. And I fear that this will fall flat if I use pcg too much. Because if the are looks okay from the start because of the pcg my mind thinks "ok this is fine" instead of, "hmm what could we do here". But this is probably just a habit thing, and I can try to change that.
Maybe there could be an upgrade to the parry that allows you to strike the enemy after a successful parry similar to how the Larry works in Blasphemous
think I will just do a parry crit attack window
Hello fellow UE5 dev. Loving that bar area, and pixelated fire effect. Gonna keep an eye on this one.
Thaanks : )
Haha yeeeaahhhh meeting fellow UE5 devs is always good (ᕗ ͠° ਊ ͠° )ᕗ
Hope your project comes along nicely and the unreal gods are gracious to you ^^
I love the OST so much
Thanks! Will let my friend know who made the OST ;)
My background is from the technical world. My father is electrical engineer and I happen to end up being one as well. The way I was raised, art is a hobby at best. Because of that my own game is something I do on the side, if I have any spare energy. And ever since I went back to school doing a masters, I didn't have any spare energy, at least not to work on my game. I recently noticed that it would do me good if I spent more time doing stuff like this as my current way of relaxing slowly turned into an addictive youtube scrolling.
With that background of mine, I find it sometimes a bit curious to see how artists structure their life and their finances. I apprechiate the way you do it. I couldn't do it myself though as my discipline in working at home is several times lower than working for a company in an office.
Now I will go watch your seventh devlog and then I have watched all of them.
Thank you so so much !
@@thatFain I also notice that discipline problem when I compare working at the office vs. home office. I'm just bad at doing stuff when nobody else is around.
There may have been several problems coming together, but I actually started the project when I was working full time as an embedded software developper. After going back to school again where I have lessons for 1.5 days and work for 3.5 days I lost all motivations. But in half a year it may change again as my lessons are finished by then.
One reason why I picked pygame over c or vulcan or whatever is because pygame is simple enough that I can take long breaks of many months and I know where left off with little need to reorientate myself.
The goal of my game is for me to implement everything by myself. So I don't really care if there is a final product.
PS. I never met a guy who is Kaminfeger :P I also have an apprenticeship, but as an automation technicean (Automatiker). Greetings from Switzerland.
@@benrex777productions9
oh man I love the word Kaminfeger so much ^^ just has the perfect ring to it.
oh yeah the home working vs home office thing is really super different from person to person. I'm lucky in the sens that both modes are okay for me, but after working from home for a long time I also need to work from some where else from time to time.
One thing you could try what comes to my mind is maybe streaming your work game work session on twitch or something like that. Like a co-working stream. But then again, not everybody likes to do that.
Oh or looking if there are some other people who make co-working stuff in art studios.
Oh yeah having lessons and also working can be super draining. I think I also wouldn't be able to have a side project while doing both.
Hope at some point you'll find the time and energy again to work on your game
@@thatFain I thought of the private coworking possibilities like streaming or finding some partners too. So far I didn't find a fitting solution.
I think I will just wait until August (when the lessons are finished) and see how things shape out then.
Thanks for your offer on unreal. So far game engines made by others have not tempted me yet. Part of the fun is to implement everything myself. But this might change once I finished a game where I implemented everything myself. I have some other ideas to work on and they are not as simple as a 2D pixel art RPG that is inspired by a browser game. But this will be years from now.
By the way if you are interested in what it looks like so far, I have 6 devlog videos on this channel and the newest one is pretty up to date of my last progress. I made some more progress, but nothing that would fill a video. Also the game is currently in a not compilable state so making a video wouldn't really work.
Among the technical apprenticeshipps in Switzerland, Automatiker are quite popular. I think in Germany they may be called Mechatroniker. I'm not sure if there are any differences, but the topics certainly overlap. The company I worked at had their automatikers plan and do the electrical wiring of machines. The machines were "Druckweiterverarbeitungssysteme". Some German words are great :D
@@benrex777productions9 yeah waiting until the lessons are over is probably a good idea. I'm sure you will find something that fits for you :)
Oh nice, will check them out.
Also mad respect for doing everything by yourself and not using an engine.
Oh yeah true I think a friend of mine which I knew as I was a child, wanted to make a mechatroniker apprenticeship, if I remember correctly.
Hahahaaa yeah "Druckweiterverarbeitungssysteme" is very good example for german words xD
Love the graphics! Good luck with the project! I set myself one year to create my game since that is best option for me. After that I also probably need to go back to my dayjob if the game is not released or succesful enough.
Sorry for the late response. Yeah I feel the struggle, hope you'll be succesful!
Great Work
Thaanks 🖤
the game is getting prettier by the day
i love the low poly style
Thanks so much 🖤
these dev-logs are really inspiring for a person like me. start being more consistent with the uploads and your my favorite dev-loger.
Thanks soo much
@@thatFain yes i can feel that pain, i have tried uploading devlogs and the amount of motivation needed is a lot. I also did not want to pressurize you, besides that, you should always take things according to plan.
@@ItzTmod no worries, didn't felt pressurized : ).
yeah it really is a lot of work, espacially being really consistent with it.
I have mad respect for everyone who manages to upload videos in a schedule and on time.
but i still have a lot fun doing it, would wish that the day had more hours though xD.
@@thatFain xD, goodlck on your journey, im one of the ogs :)
I love this type of graphics.
Me too, I'm also always happy over every new game with a psx like graphic!
Nice cant wait for release
Thanks :). Release will still take a bit of time though ^^
@@thatFain Ofc ofc take ur time and enjoy the path to the release ! :)
@@457Deniz457
I have personally hit the final option already, I am now delivering pizzas to pay rent, and in spare time I work on my game project
Damn I'm sorry to hear that :/ It really is very hard to get funding and stuff if you don't have a savings from which you can possibly finance the project. Hope your games comes along regardless and you still have fun developing it! Also hope you'll find some funding along the way.
The game looks awesome and very inspiring to me working towards making my first game
Thanks
@@thatFain thanks for the tips I plan on going into a game jam this year and hopefully start my own im still in process of learning Unreal engine blueprints system
@@TheRotisserie_Mystery nice, learning can sometimes take a long time, dont get discuraged! You will make it!
Sieht gut aus :)
thanks :)
You should make the blood a bit more darker and stay a bit longer, would be nice to see the mess of each battle
yeah, the blood still needs some tweaking. true would be nice if it stays. I'll test a bit around with that
You give me inspiration bro, me and my friend are working towards better computers to start making games.
Hey sorry for the late response, there was a lot going on.
I'm really happy that I can inspirier you
I really enjoy your devlogs and they inspire me alot. I will become a pateron! I hope you get enough financing to skip getting a publisher so you can keep all revenue and creative freedom! Anyway great job man!
Thank you soo much.
Yeah the creative freedom of this project is very important to me. This is what I meant in the devlog with i have certain expectations on a publisher. I will not give the IP away, and also they kinda have to agree that they will not interfere with pushing monetization shit into the game design. The publishers I named in the video don't do this as far as I know.
Ich wünsche dir das beste 😊
Dankee
Выглядит классно
Thanks :)
Rooting for you mane
Thanks
amazing, i hope you can get the money to fund the development
thanks
Oh you want the hub to be like DS2? I can't wait! Love that game. I wish I could try the game myself.
yeaaahh a fellow DS2 enjoyer. I loved the vibe majula had, it was super cozy and at the same time melancholic.
Soon enough, you'll be able to generate procedural content, then tweak each mesh to customize it. You probably already know that, but I look forward to that day lol
I really need to find the time to take a deeper look into the pcg side of things. it really has huge potential
is there a steam page comig ?
Because i want to wishlist the game so i don't forget about it.
and i think it would help more people to find this amazing piece of art.
Thank you so much for the kind words
🤘
🤘🤘
If u can, please make the items or loot more unique, i mean like the boarderlands series, i like the handle or blade can be randomly generated or something like that would be really cool and feels like every loot is different and unique. Also love ur game idea, maybe add a difficulty so u didnt have to lose the items when die 😢
Ohh that is a cool idea making more variants of a weapon with different, grips, pommels and blades. I will definitely look into this.
Thanks for the suggestion
Really hope you will get funding to continue working on the game full time, keep it up!
Thanks :) Will do my best to get it !
Hey I am absolutely loving how the game is looking so far! Do you have a discord planned for the project, if you do I would love to join.
Thaanks
Thanks for letting me know, cannot wait to see the next devblog! @@thatFain
are you fully reliant on the action rpg asset and other assets that youre using to make the game, or do you also code some parts of the game yourself?
I code many stuff myself using blueprints.
I only use the action rpg asset as a starting point, because it has some really good features that would have taken me along time to do myself.
For example the stagger system, parry system, rolling and level transitions through the portal are all coded by me.
This is also what I would recommend to other solo devs, if you have an idea look at what plugins you could use to kind of get started, but then try to understand the plugin as good as you can and then begin adding your own stuff or change the things around that you want to be different. because most of the time every plugins will not capture your game idea, so you have to adjust everything accordingly.
This is also, why I now can not update the ARPG plugin anymore, because i have changed soo much stuff in the blueprints that i cant redo that after an update.
hope that helped
will the playtest on the 15th be available to everyone or just people from your old university?
It's basically open to anyone who wants to come by. it is an on-site event though. so if you are in hamburg you can come by :) there will also be a lot of other games from the new students to test.
Since you're using 5.3 for foliage... do you not get crashes when trying to remove foliage??
Hey, I only had the problem with foliage leading to crashes while editing the foliage after I imported the foliage from an older project.
It seems that this might be broken.
I had to redo all it.
If you have imported your foliage from an earlier project, try to delete all of it in the World Outliner. After that try the foliage tool again and test if you can paint and edit foliage again normally.
Sadly I don’t really know how to fix that besides doing the foliage again.
hope i could help.
Are you considering concept art or just create stuff from your head?
Hey, yeah I always use references for modeling. They help a lot to get the modeling/designing started and while in the process I add stuff that pops into my head and change thinks around.
I should also get a bit more in the concept art side of things while creating character or enemies.
Hope you get enough money to continue making this game full time!
Thank you
I wanna play it so bad on my steam deck..
^^ I feel you.
I have a steam deck here for testing, and the goal is to have it run smooth on the deck when it comes out !
@@thatFain that's awesome man! Wish you luck 🤞
are you planning on creating a dev team?
that's a super good question.
I love working together in a small team (max. 4 people). If teams get to big I often find that its getting a bit confusing and you need a project manager etc, also having bigger teams, means you need more financing.
Financing is also the fact why at the moment I'm not planning to create a dev team. If people want to work with me on the game, I want to be able to ensure their payment for at least 2 years or so, so that they can simple create without having to worry about their job. And this is a super hard feed to archive.
But if I get some funding I'll definitely work together with some freelancers and friends from time to time, and maybe at some point I'll be able to build a little dev team / studio where I can pay everyone fairly !
Are you using GAS?
nope, because the ARPG Template I'm using as a base has its own implementation of skills, so I'm using that.
Can anyone just join you on the Game Playtesting Session, I actually have some time and could drop by?
If you are in hamburg that should be possible. It's basically open for the public. there will also be some other games to play test form the students there. you can find the adress and time on the flyer in the video, its tomorrow.
oh but if you need to drive to hamburg only for that i wouldn't recommand it, because i think its a short event and there will not be that many people to connect and stuff. if you live near hamburg, I will also show the game on the next hamburg indietreff (not announced yet think it will be in march) and this is always a bigger event with many devs and then the game will be a bit more polished ^^. so this would be a better option then i think.
Lack of a poise system and a hub disconnected from the overworld are the worst parts of newer fromsoftware games design and you just put them in your game.
To be honest I really like hub areas that feel like a separate place, where the player can kind of relax and recover. In the end everyone has his or her own taste in that mater.
That's the same with the poise system, I think it comes down to personal preference. I want the combat to feel a bit more arcady in comparison to dark souls, more like a zelda majoras mask for example.
Also maybe I'll add some sort of poise system later, if playtests show that it would make sens to do so.
Not really sure what you mean with lack of poise in dark souls games though. Every Dark Souls and also Elden Ring has a poise system (they are using the exact same one in Fact, just with tweaked numbers)
@@thatFain I think Majula was an example of a good hub area where the player could relax and recover, and it's not separate from the world. Idk, making it a pocket dimension of sorts is a bit uninmersive in my opinion.
But I agree the poise system really is up to personal preference, if you like your combat being tactical and slow paced then it's a good idea, while if you prefer frenetic and arcady, as you say, then yeah, you are better without it.
In any case, Elden ring, while technically has a poise system, it's underdeveloped and barely has any impact compared to the system present in DS1.
@@asgoritolinasgoritolino7708
Oh yeah I also really love Majula, but in the end you also only would fast travel there because it was too inconvenient to reach by foot.
But I totally get what you are saying, and to be honest I also would love to integrate the hub area into the worlds, but at the moment there are some technical- and game design limitations that prevent that. Maybe I’ll figure out a better solution later on.
I believe that Elden Ring uses the same poise system like DS but with very toned down stats for the players (could be wrong here, but i remember reading something like this in the wiki, while i was comparing them)
But you are completely right that poise had a much bigger impact in DS. you could basically make a super heavy tanky build with high poise and kinda be stagger free ^^. I also really liked that.