Thanks, i will try to narrow it down a little and focus on 1 thing at the time now since i finished my university, and there are no random projects that i have to do anymore.
Hi Caecus, this is not only motivating but also very relatable. Especially at the 'Data Management' section. Very overwhelming, a lot of worries that things might get messy, higher risk of so many things when expanding on more data to save. Your game is beautiful. Lets keep the grind going, fellow indie devs! 🤩
okay one thing to get out of the way is that you are very underrated. I ve seen a lot of developers shine once they have a how i learned to make games type of video as it attracts not only developers but regular people who wants to see how it goes behind the scenes and what it takes to actually get to where you are now, my personal curiosity aside i really want to see you go through with this idea and i think it would be really beneficial for the channel. Much love for your hard work, and the game looks absolutely fantastic,
just discovered your channel, amazing work! I love the aesthetic of the game and the reptiles idea, and I cant wait to see how you make the new zones. the spirit realm idea also has soo much potential
Those are some really awesome progress. Really like the updated art work of your game. Also scriptable objects are a life save. A part from saving data SO can be used as game architecture which saves lot of time and makes everything simple. Best of luck in releasing the game and looking forward to playing it. Keep it up! :)
What an incredible upgrade, it's like 2 completely different games! I love the spirit realm idea (it reminds me of WoW's death mechanic). I think having a bit more movement speed while on the spirit realm would feel great, and what about an extra mechanic? like "revenge": if you touch/dash through an enemy while in the spirit realm (or their soul or whatever it shows when you're death) , they become "marked for revenge" for a limited time and they'll receive +% dmg when you resurrect. This perhaps would make returning to your body a bit more engaging? I don't know :P Anyways, absolutely loving this mega devlog, congratulations!
Yep, especially when comparing this to the 1st devlog, its insane how different it looks. WoW is a huge inspiration for this and thats from where i got the idea for the spirit realm in the first place. Of course they didnt really do much with it but i feel like it has a lot of potential. However the "revenge" mechanic is really interesting and it make sense to do something with these enemy pointers in spirit realm. Anyway, the running back to the room should be more engaging for sure, the time will tell how i will do that exactly.
If you know anything about gamedev you should be impressed by this. Needless to mention that i love it, and i have an idea for death. Basically when you die you stay in the same area but it gets infected with "death" which is an orb floating arround and summoning unique enemies, by unique i mean you only encounter them when you die because the death orb is the only source of that type of enemies, however you keep being in that death dimension until you destroy the orb. Once done you have all your hp back and you can continue playing normally.
Thanks, interesting idea, since it would be like a mini arena encounter when you die which is not something i saw in many games. I will consider it for sure :)
@@arcticsurge5627 it shouldn't be possible i think .. the death arena should be safe like a pausing menu, the enemies could maybe explose upon collision slowing you arround 5% per hit for .2 seconds. This means you have to avoid all of them to reach the orb. It could be even more challenging if the orb somehow tries to avoid you. You keep being stuck in the "loop of death" until you destroy the orb. While "dead" it should be possible to be afk as long as the player needs and once they ready to continue they just have to catch and destroy thr orb. Personal opinion it's a very player-friendly mechanic that i'd love to see in game. It's terrible to just repeat a part of the game as if i wasn't there a few minutes ago and lacks of challenge to my opinion.
This looks amazing so far, I just found you channel but from what you shown of the old game this is a huge improvement. The combat looks clean, the backgrounds and decorations are beautiful, effects make battles so flavorful. The charm and ability systems look really good. Looking forward to playing this game when it comes out!
Wow! so much progress, this definitely looks much more polished. Working with others sounds like a great idea, especially if you also have a full-time job. I'd recommend asking around for how people experience this. I've personally only worked with people from Fiver with mixed results. Finding a good "team" sounds really hard actually
I didnt have the greatest experience working in teams either, but here and there i found some people that are passionate and good at what they are doing. I hope it will not be that hard to find some people to help, since i only really need help with art, like 3d models, texturing, concept art and design of stuff, because these things take forever to do alone properly. However, its highly likely that its not easy at all xd, i guess time will tell.
this game feels alot like ori and i like those types of styles in games, so this is a game i definitely would play. i really like the dev logs since they give a lot of information with how hard game development really is.
I like the spirit realm idea! Unique take on in-game deaths; I do hope that the spwan points are placed strategically though, so traversing back isn't too tedious :D
I really like your game and what you achieve, I love Ori and the blind forest and this one is clearly an inspiration from that game, I hope you could fin time and keep on it!
Looking cool! It shows that you know what you’re doing instead of just copying other games randomly. Everything seems pretty fluid and polished, keep up the good work, don’t rush it and you may end up with something special :')
This is getting better and better, thank you so much for sharing. I'm so relived i'm not the only one that suffers from the unconsistency of his own art, constantly going back to update old assets beacuse i got better (or i just forgot how i draw them) and the new ones look different from the old. Looking forward to anything, beeing an art tutorial or another devlog about this game. Also love the reptile references, years ago i had an art project about fantasy amphibians and i stumbled upon the same exact references 😍
amazing job bro . i really hope the kickstarter campaign succeeds and i am ready to be the first one to donate . i have always looked at you as a coding machine
Be carefull about using list indexes as ID's. As it will make it very hard to patch the save file later. And will force you to have #INVALID entries in your database etc... As for localization you better start with it now before building all the UI etc... Either use the Unity localization package (never used) or I2 Localization (amazing) because it will force you to change how you send data into the UI. Also be carefull when listening for static events from within scriptable objects. It makes the architecture very tightly coupled. And can turn ugly if not managed. Be even more carefull about referencing singletons in your scriptable objects. Again tight coupling that might slow your progress if not managed. Overall I think you are a very good artist and level/game designer. Keep it up. Hope your work is good to you. I and many others have had our soul sucked out by the games industry.
@@faus585 I guess it depends on the scope of the data you need to manage. Either way from my experience if your data is large you want it to be editable inside a program such as Excel or Google Sheets. Otherwise your designers will go crazy balancing those numbers. Our use case for that was everything from scaling of monsters, rewards per level, costs of items etc... Once you are importing data from a table its about getting nice/short ID's for each item that do not change! ever! Your ID's have to be stable because once you release the game the save data of players is very hard to manage if your IDs keep changing. Migrations on save data are hell. You never know when a user with a 5 year old version of your game will want to play and will give you a bad review because his save data is gone on the new version.
Ruins of Albion, the lizard metroidvania? Awesome! But about the Kickstarter, it's best you show off as many different looking environments as possible artistically to sell people on the scope of the art.
The spirit realm it's a fun concept cause it can make dying a whole mechanic by itself Plotwise maybe it can exist an area no character can access cuz it's simply to dangerous, then youll have to die to be able to explore that area, being able to gather information no one have of maybe even affect the real world I think you can make the spirit real have a lot of relevance in the plot but that's up to you, overall a really interesting concept
Yep, in the beginning i wanted to keep it not that high poly, but it seems i kinda went too much into low poly territory, and a lizard should not have a blocky head :). Will most likely update it in the future.
I think your data management system is a great way to manage your data basically an in game repository. You might want to abstract your quest system a little more as it looked like you constrained yourself to 3 separate actions those should all probably inherit from a base class. Otherwise it looks great and love the new art direction and combat updates
How is Unity's powerful particle effect system? Your effects look really cool, and it's something I've been curious about and a bit intimidated as to whether I could pull off.
I really like this so far, it reminds me of a ps4 game you see and buy randomly and really enjoy it at the end lol. Anyways i see that you have a slavic-esk accent and if it doesnt bother you, im really curious as to where you are from? Im in the south balkans so i just find it cool that theres a person like me liking and making games. Dont give up!😁😁😁😁
I love everything about this. I love the details on the background, but I agree with you about the npc it’s kind of bland (of course I can’t do any of this). I can’t wait for it to come out :)
Wow, looks great. Maybe you answered this in another video, but how did you make the background blurry? Depth-of-field post processing doesn’t work in Unity 2d URP from my experience/research so I would love to know how you did it
Hello, Depth of field still blurs 2d layers but the problem is that it blurs everything, regardless of the distance. So for now i rendered the background with one camera that has depth of field, and the foreground with another camera that doesnt. There is probably a better way to do this but i have yet to figure it out :)
@@TheCaecus1 Got it, thank you. I have tried that too but it did not work for me since my project is using URP. In my understanding URP does not support multiple camera stacking with the exception of "base" and "overlay" and overlay can't be used for background :(
Really only scriptableObjects? Like no local text files where you store the progress in binarys or things like that? But really awesome what you could achieve, its very impressive, can't wait to see more.
Thanks, there is only one save file that stores all the progress in the game, but in my case that is done by just serializing one class called ProgressManager that has everything in it, thats why i didnt mention it. Working completely with ids makes the saving quite easy, but getting to the point where everything is easily storable in one class was the problem for me.
i love this game. its cool to know how you went about doing everything. please dontv g ive up, your doing such a great job with this game. the only thing i didnt like so far is the knock back when attacking. im sure you had your reason but i think most ppl are not going to like it. but seriously please bring make sure that you release this game some day. the bosses are a bit tough but im totally familure with the git gud philosophy so thats what im going to go with. i really have nothing bad to say about this game. its really just so freaking good and i cant wait to play the full game.which no matter how long you take im sure your game will be out before silk song. i could gush about this game all day as i feel its sooo good
Really nice. One thing: you are spelling recipe wrong. It's recipe, not recepie. I thought it was a one time typo, but now I see you repeating it in this video. Every time you spell it wrong, God smashes a frog with with a sledgehammer. Otherwise, I really dig the new changes.
Haha I'm glad you pointed this out because it was driving me mad too 😂. The game looks incredible so I didn't want to seem like a hater, but someone had to say it lol.
It looks amazing, I feel like o am watching a new Ori and the blind forest game :D how this was made by one person is something I don't understand at all :D
I saved ur vid for lunch cause its so good cant wait till u release it i hope it will succeed cause of how beautiful it. Ur lokey urderated asf Also mabye you could add a 1 live only mode for speedrunners 🏃🏃🏃
Caecus, may I ask what your first language is? I could probably find out myself, but I’m too lazy. I will say it’s likely Slavic, Uralic, or Turkic based on your pronunciations of h, r, and w.
Hey! Just wanted to ask if you considered it worth it to attend University for game dev. I've been considering it a while but I'm not sure of the pros and cons.
Hello, depends on the university. The one i finished was the private one and the biggest selling point for me was that the game dev was the only "subject". Of course there were different modules and lessons for GameDesign theory, Level Design, Programming Basics, Unity Basics and so on, but everything over there was related only to gamedev, no other random subjects. As for my opinion if its worth it, it again depends on how you utilize the lectures given. I cannot say that the university taught me even 30% of stuff that i know, but it put me in the situations where I pushed myself to learn more. A lecture about AI and procedural generation gave me a couple of ideas and tricks that i can use, and the game project assignment motivated me to test my skills and make a rogue-like game, which knowledge then translated to my bachelor project Virium containing procedural animations. There are also other examples like forced team projects with sometimes 6 team members, where i pushed myself to be a leader and practice project management, constantly preparing presentations to learn how to present your ideas and so on. I cannot really speak much about the job opportunities since i just finished the university, but i would suggest to focus on coding if possible, since you can easily apply for software development jobs as well. Where i live, there are not so many game companies so I got the software development job, we will see how it will go in the future. So overall, I would say that if you are interested in working in GameDev industry in the future and you can afford a GameDev University, its can only benefit you, since its probably more interesting than most of the other universities. However, dont expect that the university will teach you everything you need to know. Relying solely on lectures to learn will not make you go from noob to pro in couple of years, as there were people with highly varying skills in my generation that finished when i did. Push yourself and always strive to learn more. Thats at least my way of looking at it, hope this helps :)
You should be able to use references to the actual scriptable objects everywhere that you are using IDs. That way you don't have to look up/remember which ID means which object, you get type safety (specifying that something expects an item for example) and you can delete objects from the project without having to worry about what happens to the objects behind it in the list. I'm pretty sure Unity stores those references by their automatically assigned IDs behind the scenes anyway, so it's the same thing but integrated into the editor. It makes a lot of sense to work out all the mechanics in a single world/level, but usual game design wisdom is that this level that you develop first should actually be set fairly late in the game. Reasoning for this is that you want to be able to explore all the advanced mechanics, but you don't want to throw those at the player immediately when they start the game. For the spirit world idea, the problem I see is that you need to put in enough effort to make it worthwhile, but the player is actively avoiding to go there and will probably not spend much time there (depending on skill level). But maybe it's possible to make it fun without too much effort. Anyways, great job on the progress! The movement and combat look incredible, looking forward to the demo!
what if u had an ability that give 1 free hit (shield) or invincibility frames for a short time? its similar to healing but it doesn't stop the momentum
I already have something like that but in form of a passive RuneEffect, like get shield out of combat, get shield when your drop to 1 health or get a shield after using a heal, since i think it would be too week for a whole ability. However, i can imagine adding a heavily defensive ability in the future.
Wow great video the game looks good, definitly waaaaay better than it did 1,5 years ago, but i have a couple criticisms about the game 1) the animations feel like you are trying to hide them with lots of flashy particles, for example when you cast a spell, you see the spell, but not what the charater did to cast the spell , imo it looks pretty bad but maybe others like it 2) idk what about the main character seems offf to me, maybe its the dark glow, maybe its just the animations, maybe its me just being used to ori from the will of the wisp, but your character feels flat, almost like he doesnt belong it the frame 3) the art is very inconsistant, you have the beautiful artistic map, redwood especially, but your runes are just a coloured circle with something in the middle, it just doesnt belong with the other assets 4) and buy far my biggest complaint is the level design, green hills looks ugly just because every platform is placed to be just a platform, with no regard to its reason to be there, almost all of them are just floating with no reason to be floating, ori and i think hollow knight did it way better by supporting every platform with a stick, or a scaffolding of maybe the platform is just a rock on top of a cave enterance, in your game platforms well, there doesnt seem to be any reason for the platform to be there, its really immersiong breaking for me, just like seeing trees float for the first time in minecraft or like not being able to pickup objects in vr. All that being said red wood for some reason still looks way better despite having the same flaws in the end id just like to to say this still looks better than 80% of hollow knight clones, and i hope i can see this game improve to be something great edit: after thinking about it for a couple more minutes i forgot to mention that the art for the currency also doesnt match the game, and that almost every platform is a square with sharp edges which is also very unrealistic and repetetive
I don’t know much about unity but since your game is already in layers, can you just turn off depth testing before drawing the front layers and control the draw order to render from back to front?
bro i am not an expert at game designing but for the 3d charecters i recomend using the same teqnique used in clash royale , turning 3d models into 2d sprites . and there is a lot of tutorials on youtube on hoe to do so
I already had 2 projects in the works before Virium, Ascendum which is nearly finished, and Mendacium which is the biggest project but is still in the early stages. Virium was the bachelor project that I made for the university but i didnt release it in that state since i wanted to expand on it in the future. Now with the university done, there are no more random project assignments, so i can finally plan and work on all of the projects and focus on finishing them one by one. Mendacium is really my favourite project and i was working on it here and there in the background from the last year which is why i released this mega devlog to share all of the mini updates that i made to it. Now i have to move to Ascendum since its literally 90% done and was delayed too many times because of my university. When that is done, I will move to Virium and Mendacium. I got into a tricky situation because of my university since every time they gave me an assignment, it was a completely new game and project, and now i kinda have 3 at the same time. Now i finally have time to focus on those projects without interruptions. I didn't forget about Virium, its just paused for now, but dont worry, i have stuff planned for it i just need to find time to really focus on it. I hope this clarifies my situation a little bit :)
Sadly yes, it seems i miss clicked and picked 12am instead of 12pm and didnt realize till recently xd. I apoligise, my bad. I am kind of a grandma sometimes when it comes to this stuff, since never did a premiere before. At least i know for the next time to double or triple check :)
@@TheCaecus1 thanks for the clarification, makes sense that something like this could happen. Sorry if my original text seemed agressive, it's just late and im really excited.
"the punishment for dying should be dying" i'm so happy that some game devs realise this. I'm so tired of losing currency on death because not only is it annoying, it makes the whole game more stressful as you're running around with currency that you could lose. Everyone who defends this shitty system is just a massochist
You seem to really like custom assets. So, if you want custom vocal audio then hit me up. To monsters -human-creature-and robot I got it all and in different accents too.
This game is getting better and better but the only this that annoys me and sure it annoys many people, is the game feels too foggy to much light and blur specially in the background, it feels like you have 100 luminosity in the screen, and the light around the character made it worse, I hope you find another solution for that, because the game looks really beautiful but that too much fog and lights is bottlenecking the game.
What's the point of tracing back your death location only to die again? I hate this system in games, it just disrespects my time. Instead I really like games where dying causes nothing but a minor loss of resources like in terraria, or even better no loss what so ever like some puzzle games. If I mess up, allow me to continue trying or give me a reason to delay my next try other than walking.
I agree, as i said in the video, i dont think there should be a punishment for dying, since some games make you lose money or items on top of losing some time to get where you were. For now, the idea is to just go to the room where you died and you are allowed to respawn anywhere in that room, meaning you can sometimes skip difficult enemies. The initial idea was to provide a chance to explore the spirit realm and find some unique things over there while going back. As i said in the video, this is probably the most underdeveloped system in the game and its highly possible that parts of it or even the whole thing will be reworked.
I'm really impressed about how many things you are working on not only in this project, and all are really amazing. I hope the best.
Thanks, i will try to narrow it down a little and focus on 1 thing at the time now since i finished my university, and there are no random projects that i have to do anymore.
i liked the way you changed the artstyle, the new one feels more organic and natural compared to the old one
Im hyped
Hi Caecus, this is not only motivating but also very relatable. Especially at the 'Data Management' section. Very overwhelming, a lot of worries that things might get messy, higher risk of so many things when expanding on more data to save.
Your game is beautiful. Lets keep the grind going, fellow indie devs! 🤩
id love to see a kickstarter id definentlky help so excited to play this 1 day
This is absolutely amazing. I just went out and had a 10 minute conversation on how amazing this is. Wow.
it looks amazing, that may be one of the most interesting magic systems i have seen in a game and cant wait to try!!
okay one thing to get out of the way is that you are very underrated. I ve seen a lot of developers shine once they have a how i learned to make games type of video as it attracts not only developers but regular people who wants to see how it goes behind the scenes and what it takes to actually get to where you are now, my personal curiosity aside i really want to see you go through with this idea and i think it would be really beneficial for the channel. Much love for your hard work, and the game looks absolutely fantastic,
great job keep up the great work
just discovered your channel, amazing work! I love the aesthetic of the game and the reptiles idea, and I cant wait to see how you make the new zones. the spirit realm idea also has soo much potential
The game looks gorgeous and I love me a good metroidvania! I'll definitely be keeping an eye on it!
Those are some really awesome progress. Really like the updated art work of your game. Also scriptable objects are a life save. A part from saving data SO can be used as game architecture which saves lot of time and makes everything simple. Best of luck in releasing the game and looking forward to playing it. Keep it up! :)
What an incredible upgrade, it's like 2 completely different games!
I love the spirit realm idea (it reminds me of WoW's death mechanic). I think having a bit more movement speed while on the spirit realm would feel great, and what about an extra mechanic? like "revenge": if you touch/dash through an enemy while in the spirit realm (or their soul or whatever it shows when you're death) , they become "marked for revenge" for a limited time and they'll receive +% dmg when you resurrect. This perhaps would make returning to your body a bit more engaging? I don't know :P
Anyways, absolutely loving this mega devlog, congratulations!
Yep, especially when comparing this to the 1st devlog, its insane how different it looks. WoW is a huge inspiration for this and thats from where i got the idea for the spirit realm in the first place. Of course they didnt really do much with it but i feel like it has a lot of potential. However the "revenge" mechanic is really interesting and it make sense to do something with these enemy pointers in spirit realm. Anyway, the running back to the room should be more engaging for sure, the time will tell how i will do that exactly.
This is amazing! Huge improvement, keep it up!
If you know anything about gamedev you should be impressed by this. Needless to mention that i love it, and i have an idea for death. Basically when you die you stay in the same area but it gets infected with "death" which is an orb floating arround and summoning unique enemies, by unique i mean you only encounter them when you die because the death orb is the only source of that type of enemies, however you keep being in that death dimension until you destroy the orb. Once done you have all your hp back and you can continue playing normally.
Thanks, interesting idea, since it would be like a mini arena encounter when you die which is not something i saw in many games. I will consider it for sure :)
Can you die in death?
@@arcticsurge5627 it shouldn't be possible i think .. the death arena should be safe like a pausing menu, the enemies could maybe explose upon collision slowing you arround 5% per hit for .2 seconds. This means you have to avoid all of them to reach the orb. It could be even more challenging if the orb somehow tries to avoid you. You keep being stuck in the "loop of death" until you destroy the orb. While "dead" it should be possible to be afk as long as the player needs and once they ready to continue they just have to catch and destroy thr orb.
Personal opinion it's a very player-friendly mechanic that i'd love to see in game. It's terrible to just repeat a part of the game as if i wasn't there a few minutes ago and lacks of challenge to my opinion.
This looks amazing so far, I just found you channel but from what you shown of the old game this is a huge improvement. The combat looks clean, the backgrounds and decorations are beautiful, effects make battles so flavorful. The charm and ability systems look really good. Looking forward to playing this game when it comes out!
I really like the spirit realm idea and I hope you keep working on it!
Just remember, simplicity is key.
Wow! so much progress, this definitely looks much more polished. Working with others sounds like a great idea, especially if you also have a full-time job. I'd recommend asking around for how people experience this. I've personally only worked with people from Fiver with mixed results. Finding a good "team" sounds really hard actually
I didnt have the greatest experience working in teams either, but here and there i found some people that are passionate and good at what they are doing. I hope it will not be that hard to find some people to help, since i only really need help with art, like 3d models, texturing, concept art and design of stuff, because these things take forever to do alone properly. However, its highly likely that its not easy at all xd, i guess time will tell.
this game feels alot like ori and i like those types of styles in games, so this is a game i definitely would play. i really like the dev logs since they give a lot of information with how hard game development really is.
I like the spirit realm idea! Unique take on in-game deaths; I do hope that the spwan points are placed strategically though, so traversing back isn't too tedious :D
I really like your game and what you achieve, I love Ori and the blind forest and this one is clearly an inspiration from that game, I hope you could fin time and keep on it!
Looking cool! It shows that you know what you’re doing instead of just copying other games randomly. Everything seems pretty fluid and polished, keep up the good work, don’t rush it and you may end up with something special :')
This is getting better and better, thank you so much for sharing. I'm so relived i'm not the only one that suffers from the unconsistency of his own art, constantly going back to update old assets beacuse i got better (or i just forgot how i draw them) and the new ones look different from the old. Looking forward to anything, beeing an art tutorial or another devlog about this game. Also love the reptile references, years ago i had an art project about fantasy amphibians and i stumbled upon the same exact references 😍
10:05 Recepie :D
It's impressive, man! I'd love to play this game one day
What a stunning game!
Wow the death system, apart it is unheard of such a system, seems great! I love it!!
Really like the spirit realm idea!
awesome my friend! looks very cool!
amazing job bro . i really hope the kickstarter campaign succeeds and i am ready to be the first one to donate . i have always looked at you as a coding machine
I will play the hell out of this game for sure. 🎉
Your game is very beautiful
Be carefull about using list indexes as ID's.
As it will make it very hard to patch the save file later. And will force you to have #INVALID entries in your database etc...
As for localization you better start with it now before building all the UI etc... Either use the Unity localization package (never used) or I2 Localization (amazing) because it will force you to change how you send data into the UI.
Also be carefull when listening for static events from within scriptable objects. It makes the architecture very tightly coupled. And can turn ugly if not managed.
Be even more carefull about referencing singletons in your scriptable objects. Again tight coupling that might slow your progress if not managed.
Overall I think you are a very good artist and level/game designer. Keep it up. Hope your work is good to you. I and many others have had our soul sucked out by the games industry.
very good tips!! I am wondering if you have any suggestions for systems to manage data in games? Thank you sm for such a nice comment
@@faus585 I guess it depends on the scope of the data you need to manage.
Either way from my experience if your data is large you want it to be editable inside a program such as Excel or Google Sheets. Otherwise your designers will go crazy balancing those numbers.
Our use case for that was everything from scaling of monsters, rewards per level, costs of items etc...
Once you are importing data from a table its about getting nice/short ID's for each item that do not change! ever! Your ID's have to be stable because once you release the game the save data of players is very hard to manage if your IDs keep changing. Migrations on save data are hell. You never know when a user with a 5 year old version of your game will want to play and will give you a bad review because his save data is gone on the new version.
Good work great graphics
Ruins of Albion, the lizard metroidvania? Awesome! But about the Kickstarter, it's best you show off as many different looking environments as possible artistically to sell people on the scope of the art.
The spirit realm it's a fun concept cause it can make dying a whole mechanic by itself
Plotwise maybe it can exist an area no character can access cuz it's simply to dangerous, then youll have to die to be able to explore that area, being able to gather information no one have of maybe even affect the real world
I think you can make the spirit real have a lot of relevance in the plot but that's up to you, overall a really interesting concept
The new stuff looks amazing! I'd ad some more polygons to the lizard heads though, its looking quite blocky at the moment
Yep, in the beginning i wanted to keep it not that high poly, but it seems i kinda went too much into low poly territory, and a lizard should not have a blocky head :). Will most likely update it in the future.
I think your data management system is a great way to manage your data basically an in game repository. You might want to abstract your quest system a little more as it looked like you constrained yourself to 3 separate actions those should all probably inherit from a base class. Otherwise it looks great and love the new art direction and combat updates
❤❤❤
I really like your content, all of your games look so clean and fun. What university is it that you attend?
Thanks, i finished SAE Institute for Games Programming.
Please make a partical system video, how to make those smooth effects
How is Unity's powerful particle effect system? Your effects look really cool, and it's something I've been curious about and a bit intimidated as to whether I could pull off.
This looks amazing everything looks really beautiful it looks even better than Ori all the best
Thank you so much 😊
I really like this so far, it reminds me of a ps4 game you see and buy randomly and really enjoy it at the end lol. Anyways i see that you have a slavic-esk accent and if it doesnt bother you, im really curious as to where you are from? Im in the south balkans so i just find it cool that theres a person like me liking and making games. Dont give up!😁😁😁😁
Thank you :), im from Serbia.
I love everything about this. I love the details on the background, but I agree with you about the npc it’s kind of bland (of course I can’t do any of this).
I can’t wait for it to come out :)
Wow, looks great. Maybe you answered this in another video, but how did you make the background blurry? Depth-of-field post processing doesn’t work in Unity 2d URP from my experience/research so I would love to know how you did it
Hello, Depth of field still blurs 2d layers but the problem is that it blurs everything, regardless of the distance. So for now i rendered the background with one camera that has depth of field, and the foreground with another camera that doesnt. There is probably a better way to do this but i have yet to figure it out :)
@@TheCaecus1 Got it, thank you. I have tried that too but it did not work for me since my project is using URP. In my understanding URP does not support multiple camera stacking with the exception of "base" and "overlay" and overlay can't be used for background :(
Hi! Any updates?
Sadly no at the moment, but i will get back to it when i clean up some other stuff
camera shake not looking the greatest either - i would consider changing the feel of that
Really only scriptableObjects? Like no local text files where you store the progress in binarys or things like that? But really awesome what you could achieve, its very impressive, can't wait to see more.
Thanks, there is only one save file that stores all the progress in the game, but in my case that is done by just serializing one class called ProgressManager that has everything in it, thats why i didnt mention it. Working completely with ids makes the saving quite easy, but getting to the point where everything is easily storable in one class was the problem for me.
i love this game. its cool to know how you went about doing everything. please dontv g ive up, your doing such a great job with this game. the only thing i didnt like so far is the knock back when attacking. im sure you had your reason but i think most ppl are not going to like it. but seriously please bring make sure that you release this game some day. the bosses are a bit tough but im totally familure with the git gud philosophy so thats what im going to go with. i really have nothing bad to say about this game. its really just so freaking good and i cant wait to play the full game.which no matter how long you take im sure your game will be out before silk song. i could gush about this game all day as i feel its sooo good
Half a year, no demo yet(
Lets say, things didnt go as planned xd
Really nice. One thing: you are spelling recipe wrong. It's recipe, not recepie. I thought it was a one time typo, but now I see you repeating it in this video. Every time you spell it wrong, God smashes a frog with with a sledgehammer.
Otherwise, I really dig the new changes.
Yep i think someone pointed that out as well and i was like, for real... xd. Its seems all my scripts have to be renamed.
@@TheCaecus1 haha. Well everything else looks amazing and I very much have enjoyed your devlog videos.
Haha I'm glad you pointed this out because it was driving me mad too 😂. The game looks incredible so I didn't want to seem like a hater, but someone had to say it lol.
It looks amazing, I feel like o am watching a new Ori and the blind forest game :D how this was made by one person is something I don't understand at all :D
I saved ur vid for lunch cause its so good cant wait till u release it i hope it will succeed cause of how beautiful it. Ur lokey urderated asf
Also mabye you could add a 1 live only mode for speedrunners
🏃🏃🏃
Caecus, may I ask what your first language is? I could probably find out myself, but I’m too lazy. I will say it’s likely Slavic, Uralic, or Turkic based on your pronunciations of h, r, and w.
My first language is Serbian :)
Hey! Just wanted to ask if you considered it worth it to attend University for game dev. I've been considering it a while but I'm not sure of the pros and cons.
Hello, depends on the university. The one i finished was the private one and the biggest selling point for me was that the game dev was the only "subject". Of course there were different modules and lessons for GameDesign theory, Level Design, Programming Basics, Unity Basics and so on, but everything over there was related only to gamedev, no other random subjects.
As for my opinion if its worth it, it again depends on how you utilize the lectures given. I cannot say that the university taught me even 30% of stuff that i know, but it put me in the situations where I pushed myself to learn more. A lecture about AI and procedural generation gave me a couple of ideas and tricks that i can use, and the game project assignment motivated me to test my skills and make a rogue-like game, which knowledge then translated to my bachelor project Virium containing procedural animations. There are also other examples like forced team projects with sometimes 6 team members, where i pushed myself to be a leader and practice project management, constantly preparing presentations to learn how to present your ideas and so on.
I cannot really speak much about the job opportunities since i just finished the university, but i would suggest to focus on coding if possible, since you can easily apply for software development jobs as well. Where i live, there are not so many game companies so I got the software development job, we will see how it will go in the future.
So overall, I would say that if you are interested in working in GameDev industry in the future and you can afford a GameDev University, its can only benefit you, since its probably more interesting than most of the other universities. However, dont expect that the university will teach you everything you need to know. Relying solely on lectures to learn will not make you go from noob to pro in couple of years, as there were people with highly varying skills in my generation that finished when i did. Push yourself and always strive to learn more. Thats at least my way of looking at it, hope this helps :)
You should be able to use references to the actual scriptable objects everywhere that you are using IDs. That way you don't have to look up/remember which ID means which object, you get type safety (specifying that something expects an item for example) and you can delete objects from the project without having to worry about what happens to the objects behind it in the list. I'm pretty sure Unity stores those references by their automatically assigned IDs behind the scenes anyway, so it's the same thing but integrated into the editor.
It makes a lot of sense to work out all the mechanics in a single world/level, but usual game design wisdom is that this level that you develop first should actually be set fairly late in the game. Reasoning for this is that you want to be able to explore all the advanced mechanics, but you don't want to throw those at the player immediately when they start the game.
For the spirit world idea, the problem I see is that you need to put in enough effort to make it worthwhile, but the player is actively avoiding to go there and will probably not spend much time there (depending on skill level). But maybe it's possible to make it fun without too much effort.
Anyways, great job on the progress! The movement and combat look incredible, looking forward to the demo!
how did you make 3d characters ? are you using a 2d draw tool with 3d effect or using 3d art like Blender ?
The characters are basic 3d Models made in Blender :)
@@TheCaecus1 thanks, so the collider is 3d in 2d game ?
@@bimokayoba No, the collider is 2d, just the visual is the 3d model instead of a sprite
@@TheCaecus1 thanks 🤩
what if u had an ability that give 1 free hit (shield) or invincibility frames for a short time? its similar to healing but it doesn't stop the momentum
I already have something like that but in form of a passive RuneEffect, like get shield out of combat, get shield when your drop to 1 health or get a shield after using a heal, since i think it would be too week for a whole ability. However, i can imagine adding a heavily defensive ability in the future.
hello caecus, I know it's difficult, but since you don't use the old assets anymore, could you give them to us? please
Wow great video the game looks good, definitly waaaaay better than it did 1,5 years ago, but i have a couple criticisms about the game
1) the animations feel like you are trying to hide them with lots of flashy particles, for example when you cast a spell, you see the spell, but not what the charater did to cast the spell , imo it looks pretty bad but maybe others like it
2) idk what about the main character seems offf to me, maybe its the dark glow, maybe its just the animations, maybe its me just being used to ori from the will of the wisp, but your character feels flat, almost like he doesnt belong it the frame
3) the art is very inconsistant, you have the beautiful artistic map, redwood especially, but your runes are just a coloured circle with something in the middle, it just doesnt belong with the other assets
4) and buy far my biggest complaint is the level design, green hills looks ugly just because every platform is placed to be just a platform, with no regard to its reason to be there, almost all of them are just floating with no reason to be floating, ori and i think hollow knight did it way better by supporting every platform with a stick, or a scaffolding of maybe the platform is just a rock on top of a cave enterance, in your game platforms well, there doesnt seem to be any reason for the platform to be there, its really immersiong breaking for me, just like seeing trees float for the first time in minecraft or like not being able to pickup objects in vr. All that being said red wood for some reason still looks way better despite having the same flaws
in the end id just like to to say this still looks better than 80% of hollow knight clones, and i hope i can see this game improve to be something great
edit: after thinking about it for a couple more minutes i forgot to mention that the art for the currency also doesnt match the game, and that almost every platform is a square with sharp edges which is also very unrealistic and repetetive
I don’t know much about unity but since your game is already in layers, can you just turn off depth testing before drawing the front layers and control the draw order to render from back to front?
bro i am not an expert at game designing but for the 3d charecters i recomend using the same teqnique used in clash royale , turning 3d models into 2d sprites . and there is a lot of tutorials on youtube on hoe to do so
caecus u know virum pls like have u forgoten the game? u should have finished ur project wat happened?
I already had 2 projects in the works before Virium, Ascendum which is nearly finished, and Mendacium which is the biggest project but is still in the early stages. Virium was the bachelor project that I made for the university but i didnt release it in that state since i wanted to expand on it in the future. Now with the university done, there are no more random project assignments, so i can finally plan and work on all of the projects and focus on finishing them one by one. Mendacium is really my favourite project and i was working on it here and there in the background from the last year which is why i released this mega devlog to share all of the mini updates that i made to it. Now i have to move to Ascendum since its literally 90% done and was delayed too many times because of my university. When that is done, I will move to Virium and Mendacium.
I got into a tricky situation because of my university since every time they gave me an assignment, it was a completely new game and project, and now i kinda have 3 at the same time. Now i finally have time to focus on those projects without interruptions. I didn't forget about Virium, its just paused for now, but dont worry, i have stuff planned for it i just need to find time to really focus on it. I hope this clarifies my situation a little bit :)
@@TheCaecus1 alr i understand game dev is really hard and i cant wait to play all ur games
keep up the hard work mendacium is my fav too :)
There is no cheating in art. Work smart, not hard.
where are you??? :D
Wait did it get delayed? I litterally stood up so i could watch and now i cant? Wth
Sadly yes, it seems i miss clicked and picked 12am instead of 12pm and didnt realize till recently xd. I apoligise, my bad. I am kind of a grandma sometimes when it comes to this stuff, since never did a premiere before. At least i know for the next time to double or triple check :)
@@TheCaecus1 thanks for the clarification, makes sense that something like this could happen. Sorry if my original text seemed agressive, it's just late and im really excited.
"the punishment for dying should be dying" i'm so happy that some game devs realise this. I'm so tired of losing currency on death because not only is it annoying, it makes the whole game more stressful as you're running around with currency that you could lose. Everyone who defends this shitty system is just a massochist
It looks like Hollow Knight and Ori had a baby
Will Mendacium be moddable?
You seem to really like custom assets. So, if you want custom vocal audio then hit me up. To monsters -human-creature-and robot I got it all and in different accents too.
main character looks super choppy, like he's 1.5 fps or something haha
The characters white glow hides your beautiful background artwork, idk maybe reduce it, idk its your game rock on
Cool, and completely not a hollow knight)
This game is getting better and better but the only this that annoys me and sure it annoys many people, is the game feels too foggy to much light and blur specially in the background, it feels like you have 100 luminosity in the screen, and the light around the character made it worse, I hope you find another solution for that, because the game looks really beautiful but that too much fog and lights is bottlenecking the game.
What's the point of tracing back your death location only to die again? I hate this system in games, it just disrespects my time. Instead I really like games where dying causes nothing but a minor loss of resources like in terraria, or even better no loss what so ever like some puzzle games. If I mess up, allow me to continue trying or give me a reason to delay my next try other than walking.
I agree, as i said in the video, i dont think there should be a punishment for dying, since some games make you lose money or items on top of losing some time to get where you were. For now, the idea is to just go to the room where you died and you are allowed to respawn anywhere in that room, meaning you can sometimes skip difficult enemies. The initial idea was to provide a chance to explore the spirit realm and find some unique things over there while going back. As i said in the video, this is probably the most underdeveloped system in the game and its highly possible that parts of it or even the whole thing will be reworked.
Man imma be honest this looks like a complete hollow knight rip off. There's no originality here. Almost everything looks similiar to hollow knight