Astortion, the reason I fell in love with the channel, but not the only reason I stayed. For a while I thought you had abandoned the project since you were busy with all the other projects, glad that's not the case! Really excited to get some more in depth videos on Bevy and Astortion
@@RenderingUser Thanks for the tip! I'm a Patreon supporter since pretty much the beginning and didn't know about the second channel since recently lol (he probably mentioned it in older videos but I probably forgot about it... )
There's a truism in software that you can either plan to make a prototype first, or your product will be the prototype. It's good to see all the experimentation from the first iteration of Astortion has provided a lot of materials to pull from.
I'm so glad you've decided to keep the same game style you were working on. It's one of the things that initially drew me into this project. The art at 5:47 is incredibly visually stunning, I can't wait to see how the rest of the game turns out
Whatever you do Jacob don’t ever give up on this project! However long it’ll take you can do it! Your pixel art is beautiful and I know personally how difficult it is to make it flow so naturally as you do! I’m not sure how you feel about this project anymore - I have a few that I’ve started and never finished too cause I just got bored. So, I understand if you’re feeling that too. Take as much time as you need. Maybe start something new - you have grown so much as a game developer since you first envisioned this game. You can use those skills for another project and then come back to this one whenever you’re feeling like it. You got something special and I’m really looking forward to seeing what you can do. Honestly, you’ve inspired me a lot and you got me into pixel art plus game development too! Thanks Jacob :)
The idea of making the UI elements full-res even in contrast with a pixel-art world is honestly one of the most brilliant graphic choices I've ever seen in a game.
I know this is kind of random but i love your voice so much its so nice i cant explain it. its so calming and soothing , ive fallen asleep to it multiple times, your accent is so just nice. and apart from that your videos are so high quality and cool. im not really into coding but your content interests me so much. i also wanna see how far this game goes. keep going your videos are great
man this is so cool to see. its so rare to gamedevs with this level of resilience, im so glad youre still working on astortion. i dont even like puzzle games and this still looks so fun!
I’ve been watching your streams the past few weeks, and it’s been really exciting seeing you pick up astortion again. I’m just a computer engineering college student but you’ve got me to pick up game dev. Thanks a lot.
YES IM SO EXCITED FOR ALL OF THIS YOU'RE AWESOME DUDE!!! A Hollow Knight Path of Pain style platforming challenge at some point would be so badass. Either optional or final area. Obviously without the fighting but just having that level of challenge would be sick.
nice devlog, game looks like it's going to be fun. Not sure if you have this planned, but a very easy way to improve the game feel would be to add some landing animations at the end of your jumps that vary based on speed or the distance of the fall. With longer, further jumps ending in a roll. It's a simple addition to make, but really does make character movement feel so much better. Also something that might fit into a game like this that I've only seen in one 2d platformer is a Mario 64 type long jump. A game called Bionic Bay does this, and it is a ton of fun and feels fantastic to execute.
Rolling after landing from high energy jumps evoked the memory of Canabalt… and then I saw the color palette and how Astortion plays nicely in the same corner of the art sandbox. I’m still in love with the style that hooked me to this devlog channel. 🩶👾
6:02 I would just like to comment that I love how pixel art has evolved- it’s beautiful how it’s a freedom of expression for art that came from a restriction.
I support you completely with the way you're doing things now. It's healthier for you and your projects. I'm really really interested to know more about the worldbuilding and lore too, later on, of course, when we get to that point. What is this environment? Who is she? What happened to her? The dystopic colossal structure of portal was CAPTIVATING to say the least, i really wanna immerse into whatever this game's story will be.
It feels great to see more videos on this game. The unique approach you've had in comparison to other devs was what made me interested in this series, glad to see it return.
so glad to see this back in action. i remember seeing this at the start of its development already impressed with what i saw, and now i'm even more impressed. great job!!
im so so happy u made her rotation pixel perfect option for pixel perfect parallax is really nice too glad the games heading in a better direction than it was before!!
I loved your explanation about not feeling nostalgia to old school pixel art in games. One of the smartest points of view related to this kind of videogame!
Well this is a massive coincidence. I just started watching your last Astortion devlog series a few hours ago. Love what you've done with the dialogue system!
After seeing this video I'm so unbelievably excited whereas before I just kinda thought it was a cool thing you were making that had nothing to do with me. I'm definitely playing this!
a puzzle game mixed with a platformer game? hell yeah that'd be awesome if you could somehow make it so that every player's first playthrough would take time because of the puzzles themselves, but each playthrough would get faster and faster thanks to a "speedrun friendly" level design and advanced movement tricks that you can learn by yourself along the way (like celeste for example), to add some replay value. I feel like your game could be awesome to speedrun once finished, definitely looking forward to it!
I am really glad you are redoing it to work on play testing and gameplay, but I will admit to subscribing because I was fascinated and inspired by stuff like the 2d UVW system and the pixel art parallax biz.
"A dire result of my childhood Minecraft addiction" is a Eureka to me. I finally understand why I like pixel art games that are not that "pixel art" XD
an idea for less hud based element for the gravity things is maybe in the art make it look like it has pulled in things in its range(although im not sure how that would work with far away backgrounds maybe we can just estimate for the part of the effected area that isnt over effected objects via the effected objects)
I'm glad you've come back to the game. It looks brilliant, and I especially like how you've added a variety of mechanics in now. Good luck with the project!
I've never quite been big brained enough to follow most of these devlogs (you're doing some really clever stuff), but I do know animation and just- generally holy heck? The character acting you pull off with these itty bitty guys is nuts
Honestly what hooked me in was the video about UV mapping into the sprite which is such a simple yet genious idea, but i stayed for the awesome everything else, glad to see this project is still in development and not abandoned like so many i've seen before
I love these devlogs! Will be jumping in some of your streams in the future! I'm very excited to see more about your workflow and blender integration, all around really cool stuff and I'm excited to see where this refresh takes the project. As a dev I know 'the great rewrite' is quite the whale, it't highly commendable that you're taking it on and after following these logs for a while I'm excited to see what pitfalls and limitations you were able to erase by starting fresh.
I may as well mention, I did love the old video style where the game dev was just a playground for whatever you were interested in making a video about. But congrats on making real progress, I'm looking forward to seeing more of the levels take shape.
Knowing that you are using Bevy, I'm curious if you've read that one game dev company that wrote a long blog post on why using rust / bevy was no longer a good option for them. Mostly having to do with the safety that rust provides got in the way of hot-reloading / rapid play testing. They were a bigger team so I don't think that applies to a solo game dev like you (there's less friction for one person using a tool versus multiple people using the same tool). Happy to see progress!
I really like the magnetic field vector display. Could make for a much more interesting look than the circles. The field display could travel with the player.
When you walk on the white curves, do you have to switch from D to A if it curves 180 degrees like the one at 6:30? also how did you manage to transfer over data from blender to your engine (e.g. white lines make you stick to the surface while non-white lines act like normal, points with radius are anchor instead of a floating circle, etc)
blender, and the formats it can save/export etc. can add somewhat arbitrary metadata to objects. Its rather simple then to map some of those metadata fields to bevy components or values, allowing the surface change. look up blender_bevy_components_workflow repository for some premade tools and plugins for this.
This is a treat! Very interested in seeing how the curves are translated into a level. As someone who finds all and any excuse to open up blender to help me dev better, its mouthwatering hahaha
You should make the gravity fields accelerate the player instead of just moving them. I feel like that makes more sense considering the name and that it might be more fun.
Astortion, the reason I fell in love with the channel, but not the only reason I stayed. For a while I thought you had abandoned the project since you were busy with all the other projects, glad that's not the case! Really excited to get some more in depth videos on Bevy and Astortion
Fr
Bro. Sub to the second channel. He streams a lot.
exactly
Same for me, so glad to see Astortion content pop up on the channel again
@@RenderingUser Thanks for the tip! I'm a Patreon supporter since pretty much the beginning and didn't know about the second channel since recently lol (he probably mentioned it in older videos but I probably forgot about it... )
wow what a great first ever devlog, so much progress it's almost as if you've been working on it more than a year, good job!
Not exactly the first devlog. But its more like a reboot.
@@ragewireloki6213They know, they're being sarcastic
@@lilyofluck371 damn. I’l be honest I couldn’t tell. Not even being sarcastic. thank you.
@@ragewireloki6213 That's fine, it happens sometimes. It's hard to tell tone in text
Weird to see a Devlog 0 of a project I've been following for a while now, but glad you're making progress.
Keep up the good work!
Yeah, it's almost like I reset the project or something
There's a truism in software that you can either plan to make a prototype first, or your product will be the prototype. It's good to see all the experimentation from the first iteration of Astortion has provided a lot of materials to pull from.
I'm so glad you've decided to keep the same game style you were working on. It's one of the things that initially drew me into this project. The art at 5:47 is incredibly visually stunning, I can't wait to see how the rest of the game turns out
The Blender solution with the hot reload seems insanely good, wow!
I am glad that you didn't abandon this project and seem to have some newfound joy from it! Super excited to see what comes from it all.
Whatever you do Jacob don’t ever give up on this project! However long it’ll take you can do it! Your pixel art is beautiful and I know personally how difficult it is to make it flow so naturally as you do! I’m not sure how you feel about this project anymore - I have a few that I’ve started and never finished too cause I just got bored. So, I understand if you’re feeling that too. Take as much time as you need. Maybe start something new - you have grown so much as a game developer since you first envisioned this game. You can use those skills for another project and then come back to this one whenever you’re feeling like it. You got something special and I’m really looking forward to seeing what you can do. Honestly, you’ve inspired me a lot and you got me into pixel art plus game development too! Thanks Jacob :)
The idea of making the UI elements full-res even in contrast with a pixel-art world is honestly one of the most brilliant graphic choices I've ever seen in a game.
does give a nice contrast that makes clear distinction between what is in game world and what's UI
the blender level hot reload workflow looks ultra nice, exited for the vid!
ikr, even on rust he's still foumd his engine
these new movement elements already look far more fun and satisfying to play with than the old systems, very exciting to see where this goes
I know this is kind of random but i love your voice so much its so nice i cant explain it. its so calming and soothing , ive fallen asleep to it multiple times, your accent is so just nice. and apart from that your videos are so high quality and cool. im not really into coding but your content interests me so much. i also wanna see how far this game goes. keep going your videos are great
man this is so cool to see. its so rare to gamedevs with this level of resilience, im so glad youre still working on astortion. i dont even like puzzle games and this still looks so fun!
I’ve been watching your streams the past few weeks, and it’s been really exciting seeing you pick up astortion again. I’m just a computer engineering college student but you’ve got me to pick up game dev.
Thanks a lot.
Seems like your heading straight for a feature in "This week in Bevy Engine" once your demo is out 😁
YES IM SO EXCITED FOR ALL OF THIS YOU'RE AWESOME DUDE!!!
A Hollow Knight Path of Pain style platforming challenge at some point would be so badass. Either optional or final area. Obviously without the fighting but just having that level of challenge would be sick.
nice devlog, game looks like it's going to be fun. Not sure if you have this planned, but a very easy way to improve the game feel would be to add some landing animations at the end of your jumps that vary based on speed or the distance of the fall. With longer, further jumps ending in a roll. It's a simple addition to make, but really does make character movement feel so much better. Also something that might fit into a game like this that I've only seen in one 2d platformer is a Mario 64 type long jump. A game called Bionic Bay does this, and it is a ton of fun and feels fantastic to execute.
Rolling after landing from high energy jumps evoked the memory of Canabalt… and then I saw the color palette and how Astortion plays nicely in the same corner of the art sandbox. I’m still in love with the style that hooked me to this devlog channel. 🩶👾
seconding this as well :D
6:02 I would just like to comment that I love how pixel art has evolved- it’s beautiful how it’s a freedom of expression for art that came from a restriction.
I support you completely with the way you're doing things now. It's healthier for you and your projects. I'm really really interested to know more about the worldbuilding and lore too, later on, of course, when we get to that point. What is this environment? Who is she? What happened to her? The dystopic colossal structure of portal was CAPTIVATING to say the least, i really wanna immerse into whatever this game's story will be.
Pixel fog is damn beautiful
Happy to see devlogs back ! Nice work seems amazing !
It feels great to see more videos on this game. The unique approach you've had in comparison to other devs was what made me interested in this series, glad to see it return.
so glad to see this back in action. i remember seeing this at the start of its development already impressed with what i saw, and now i'm even more impressed. great job!!
im so so happy u made her rotation pixel perfect
option for pixel perfect parallax is really nice too
glad the games heading in a better direction than it was before!!
I loved your explanation about not feeling nostalgia to old school pixel art in games. One of the smartest points of view related to this kind of videogame!
Well this is a massive coincidence. I just started watching your last Astortion devlog series a few hours ago. Love what you've done with the dialogue system!
After seeing this video I'm so unbelievably excited whereas before I just kinda thought it was a cool thing you were making that had nothing to do with me. I'm definitely playing this!
a puzzle game mixed with a platformer game? hell yeah
that'd be awesome if you could somehow make it so that every player's first playthrough would take time because of the puzzles themselves, but each playthrough would get faster and faster thanks to a "speedrun friendly" level design and advanced movement tricks that you can learn by yourself along the way (like celeste for example), to add some replay value. I feel like your game could be awesome to speedrun once finished, definitely looking forward to it!
I like the UI of the menu and settings looks clean
Astortion devlog let's goo! Glad to see you are making steady progress. The hype has never been stronger!
I am really glad you are redoing it to work on play testing and gameplay, but I will admit to subscribing because I was fascinated and inspired by stuff like the 2d UVW system and the pixel art parallax biz.
Looking forward to playing the full game !!
so happy for these to be back. also cant wait to meet the new character
the game looks so much more solid now, can't wait to see what you're gonna do next!
I'm looking forward to the technical devlogs. I like the way you break down your problems and find your solutions. Very educational.
I've been praying for times like these. A new Astortion devlog. Let's goooooooo
"A dire result of my childhood Minecraft addiction" is a Eureka to me. I finally understand why I like pixel art games that are not that "pixel art" XD
an idea for less hud based element for the gravity things is maybe in the art make it look like it has pulled in things in its range(although im not sure how that would work with far away backgrounds maybe we can just estimate for the part of the effected area that isnt over effected objects via the effected objects)
Love the art
Cool to see you doing devlogs again! You're one of the main reasons I started making my own!
I'm glad you've come back to the game. It looks brilliant, and I especially like how you've added a variety of mechanics in now. Good luck with the project!
new logo is great btw
Wait, you're using Bevy now? Welcome to the club!
I like the character rotating independently of the pixel grid. Like you said, I think it's easier on the eyes.
I like to see this! Looks like a game I'd enjoy playing.
Love the new ui. Really REALLY clean
I've never quite been big brained enough to follow most of these devlogs (you're doing some really clever stuff), but I do know animation and just- generally holy heck? The character acting you pull off with these itty bitty guys is nuts
Honestly what hooked me in was the video about UV mapping into the sprite which is such a simple yet genious idea, but i stayed for the awesome everything else, glad to see this project is still in development and not abandoned like so many i've seen before
Thanks! Love your videos, didn't know you work in blender.
love the minimalist look of the game now, the project definitely looks awesome
I love these devlogs! Will be jumping in some of your streams in the future! I'm very excited to see more about your workflow and blender integration, all around really cool stuff and I'm excited to see where this refresh takes the project. As a dev I know 'the great rewrite' is quite the whale, it't highly commendable that you're taking it on and after following these logs for a while I'm excited to see what pitfalls and limitations you were able to erase by starting fresh.
Hey, I've been here silently watching since the old devlogs, hyped for the new vision on the project!
This project and the videos you've made during this time have given me inspiration and helped me develop further. Thank you)
I'm glad that you did not gave up! The new version already starting to look nice. Please share more pixel magic!
I may as well mention, I did love the old video style where the game dev was just a playground for whatever you were interested in making a video about. But congrats on making real progress, I'm looking forward to seeing more of the levels take shape.
Very excited to see Astortion returning! The other content is great, but this is what I’m most excited for
Yay! You are finally back! I learned a lot about rendering from you :)
Knowing that you are using Bevy, I'm curious if you've read that one game dev company that wrote a long blog post on why using rust / bevy was no longer a good option for them. Mostly having to do with the safety that rust provides got in the way of hot-reloading / rapid play testing. They were a bigger team so I don't think that applies to a solo game dev like you (there's less friction for one person using a tool versus multiple people using the same tool).
Happy to see progress!
Looks really cool so far!! Happy to see more Astortion content, been here since the start and am loving it! :)
Hey, that looks great! Nice video as always!
Holy hell he's back
I really like the magnetic field vector display. Could make for a much more interesting look than the circles. The field display could travel with the player.
So exciting!
Eyyy! Look who's back!
Love the art style and the new UI. Brilliant work.
What a neat concept
The visual style is so strong, it's amazing how some simple conventions make everything feel cohesive.
I love your art style and the way characters are rendered is beautiful. 🤖
Love those screenshots and animation showcases right before you talked about UI. So beautiful
"a dire result of my childhood minecraft addiction" real as FUCK
Yessss, more Astortion!
Game looks amazing man!
Wayyy, my favorite indie game dev has returned
I can't wait!
Excited for this
been following you for a while now, can't wait to see how this continues. i'm glad things are working out now, it looks great.
When you walk on the white curves, do you have to switch from D to A if it curves 180 degrees like the one at 6:30? also how did you manage to transfer over data from blender to your engine (e.g. white lines make you stick to the surface while non-white lines act like normal, points with radius are anchor instead of a floating circle, etc)
blender, and the formats it can save/export etc. can add somewhat arbitrary metadata to objects. Its rather simple then to map some of those metadata fields to bevy components or values, allowing the surface change. look up blender_bevy_components_workflow repository for some premade tools and plugins for this.
Always happy to see some more Astortion!
This reset looks fantastic! The new mechanics look so fun.
Awesome glad the dev logs are back for Astortion
yay, another devlog!
Looks fire 🔥🔥🔥🔥
Jumped out of my chair when i saw that you used blender AND have hotreloading set up for map creation. That's crazy. Cannot wait for more devlogs
lets goooo
I'm so excited about it
This music gives me portal chills. Thank you for you awesome works and great updates!
I’m loving this
excited for more!
This is a treat! Very interested in seeing how the curves are translated into a level. As someone who finds all and any excuse to open up blender to help me dev better, its mouthwatering hahaha
ah video i was waiting for
good luck! 👍
You’re back!
Love to see the update! Great job!
thank you for closed captions !!
so happy to see astortion is back!
Dude, this game is beautiful. I’m so excited for the demo! I might become a patron, idk if I can wait
This game looks great
i am glad you are back on the game waiting for more videos
I've been looking forward to this video!
I'm so excited for this game
You should make the gravity fields accelerate the player instead of just moving them. I feel like that makes more sense considering the name and that it might be more fun.
They do accelerate the player towards their center just like gravity would
This is the only dev log on TH-cam I am interested in.