Oh wow cool seeing you here! I loved your videos and personality, it's sad that you quit but I don't hold it against you. Good luck with whatever you're doing now and I hope you enjoy it! :o)
First off, I just want to say that the tongue-fed shotgun is the coolest thing. I love the idea of a weapon that seems totally normal but is hiding grotesque biology on the inside. The new biome and enemies also look great and the Terraworm's new arena feels a lot more dynamic than the old one. However, I do think the desert skybox looks a bit... off? I don't really know how to put it, but the way it cuts off or blurs at certain angles (like at 1:11 or 4:10 for example) is really jarring. I also feel the sky could use a bit more blue but that's more of a nitpick. Overall, this game looks fucking great so far and I'm really looking forward to when you complete it. Its's easily got one of the most unique game worlds I've seen in a while. Also, I had literally just finished watching the rest of this series when you uploaded this, which I think is kind of funny.
The problem I see with the desert skybox is that it doesn't take the fog color of the desert into effect at all - you have skybox dunes shaded almost completely black against a sandy-colored skyline. If you washed out the dunes in the skybox to better match the fog color, it would sell the effect much better. Also, I think you're doing an absolutely AMAZING job with this game!! I love every devlog you upload and I can't wait to see what you do next!!
Holy shit, the cat boss fight is genius. That’s a fantastic spin on a normal boss. I hope every boss fight has some “gimmick” to freshen up gameplay every now and then. I’m loving this game and I can’t wait for it to come out.
It really has improved from the previous versions and the new enemies and weapons are also awesome. The laser idea was hilarious and the npcs make sense. Good job overall and I wish you keep your enthusiam as always. Maybe you should try creating a pet from different parts like a mule to carry ammo and parts. For example a hexaped that uses arms of the soldiers and carries your weapons and sometimes shoot. I hope it made sense. Anyway nice short and precise video.
Just a side note for the cat-ish enemy which is driven by the laser. It was not obvious for me until you explained it in the video. And an idea ticked in my mind. There are several games that has a collection of enemies, and a short description of each of them. Maybe you could do something similar?
Just want to let you know that you’re one of only three people I support on Patreon, because you’re genuinely one of the most creative people I know on this platform.
something about this release in this devlog suddenly made this game go from zero to a hundred for me. this looks absolutely fantastic-- i have never seen anything like this. been watching everything you make/release for a while now but this game i truly cannot wait for. phenomenal
When i saw the sliding on the desert i could only imagine using a corpse as a snowboard, kind of like how alex mercer on prototype surfs with bodies, game looks insane so far im eagerly awaiting for a new devlog each time one drops
Seeing the evolution of this game has been spetacular so far, i'm quite excited to see the next developments! And as someone who is studying software development and wants to get into game development (probably more as a hobby than a full on career), all the technical details are a really cool learning experience aswell. I really hope to play the complete version of wrought flesh one day.
Man I am starting to get hyped for the release. It would be cool to see some reward for playing on harder difficulties. Like an acheivment or secret "ending" for playing start to finish on the hardest without changing. Keep it up dude, look forward to these each month.
I don't know what impresses me more Miz, if it's your deving skill or your imagination. I'm always looking forward to whatever it is your coming up with next. Do you think that maybe, it would be cool to be able to replace some other parts of your body like limbs or eyes, in order to get new abilities like super jump (frog legs) and night vision (owl eyes), idk, later in the game. Gills for an underwater themed level, wings for badassery and what not. Think about it. See you in the next one, cheers!
I really like that your videos are less monotone, it makes your videos a lot more engaging. I've always liked your content, but this just makes it even better!
This is shaping up so nicely, I don't usually play this kind of game but I am 100% buying this when it comes out. Weird choice of intro music though, I would associate this game with something super weird and psychedelic like Skáphe, not autotune ;)
From the title, I assumed this was about updating a large persistent world with many moving parts, but these are optimizations applicable to any action game. Much appreciated.
I am so looking forward to playing this! So many unique ideas, I can't wait to see what you make next. You have a ton of other cool stuff on the channel, but random thoughts about Wrought Flesh is what keeps me looking back here.
2 pieces of genuine advice: - the great thing about the desert scene is that enemies stick out from the environment but in this environment they fit in a lot. Maybe a brighter colour for the enemies so the hard combat is justified. - the best optimisation you will get for the enemies is going with a DOD design. To sum it up, when you go to update an enemies position, you pull in all of the object/classes data with it into the cache. And if your classes are in the vicinity of 500bytes you are gonna experience some crazy cache misses. It would be worth specifically separating all the data relating to pathfinding into its own array as you only pull in relevant data and don’t run into costly cache misses.
you're a big inspiration behind me trying to make game design a thing for myself and follow through on some dreams of my own, man. i really appreciate these videos and your unity tuts 👍 wrought flesh looks like it's going to be a banger.
Great work, I love the enhancements you can use, and I must say the optimisation talk is super interesting, usually, I can't wrap my head around it...and I still can't but with your explanation I could more than I usually do :)
This game is looking sicker by the day. I reallly, really, really hope this game takes off! Visually-similar games like Cruelty Squad and Peripeteia seem to be doing well, so I hope yours does well, too!
This game is by far the most curiously insipring development game thing i have ever seen, subbed and probabbly will binge watch all the other devlogs! Great work really, i feel like this game will be a strong success.
Super cool, game is coming along so far. When I saw the oasis and new weapons, I was so exited to hear you explain everything new. Optimization is pretty cool from a customer standpoint too, nice to know the dev is actively keeping player experience in mind.
Your videos are really fucking great. I really feel like I'm learning stuff about game development, it's exciting, fun, concise and straightforward. Thanks for making these.
Great devlog! I really like the creativity of Wrought Flesh, the meat armor looks really cool and the new body modifications sound fun to play! I can't wait for more body modifications
Awesome video! The game is looking really good. Really like the feature of just grabbing organs and putting it inside oneself. Also your optimization and performance analysis are on point. Really like when other devs talk about what's under the hood and what has been done to optimize it. Keep it up! :)
Listening to the optimization sections of this video make me feel like im listening to a podcast on how Nasa calculations are being made. Way to blow my mind. Absolutely amazing how these things can be done.
Thanks for the AI Fundamentals course. Just purchased. Will watch on weekends. The AI is the main thing, that holds the progress of my projects. Other than procrastination ;-)
I’ve only found out about this on my recommendations on here…I love this idea and this game looks like it’ll be so fun when it’s out!!! Wish you good luck on your endeavors 👍
I overwhelmingly disagree with your second to last video. But you are probably the best thing that could ever happen to Godot, and the Godot community. Your devlogs are amazing and inspiring, and I don't think I've seen a boss done quite like that cat. The fact that it's not attacking you intentionally is really nice. This is one of the few Godot games I eagerly wait to see completed.
Thanks for sharing those optimization ideas, and a big wow for your devlog, you are going great, I can assume yo say that I Will buy your game when it gets out, you deserve every bit of suport, you are great man, really inspiring thanks!
I cannot wait for the full release of this game! One thing I think can be neat is if the Killfuck needles you pick up are "stored" by simply being stabbed into your arm or something. That can also give a neat visual indicator on how many you have left.
Bandit camps could vary depending upon the biome. Rickety lean-tos in deserts, hammock tents in the woods, stilted huts in the swamps, etc, with maybe a kytoon for electricity used by more-successful gangs, making them more visible and apparent that they're not to be trifled with. I really like the cat-chasing-a-laser boss fight, that's quite creative!
I have object pooling but I'm getting rid of it. I did some testing and found it doesn't improve performance at all.Something about the way godot is designed. The only improvement it gives is compiling shaders on start up, and there are better ways to do that.
@@Miziziziz Sounds like Godot is a lot better than Unity in that regard then, because having no object pooling there with tons of bullets causes so much lag. Go Godot!
@@sdsdfdu4437 Juan Linietski, the engine dev, says "You don't need to do that in Godot because allocating/freeing scenes/classes is fast and there is no garbage collector in GDScript/Godot." GDquest expands on it more in their intro to design patterns page.
You have enemies with guns and you added new enemies with guns and projectiles, and you gave new guns to the player. The only thing really missing is a common enemy that will melee you with like a sword or blunt object, would be cool. Also the new forest map is looking like a reskin of the desert, it is to open. A good thing to add would maybe be claimable smaller trees scattered along. They can give you cover from enemy fier but if you jump on the branches you will be able to sneek pas them or treverse the environment a lot cooler or faster like in naruto. Great job as always, keep it up ;)
The desert skybox looks strange because the colours are more saturated than the ones on the models. It looks like there's no atmosphere. You can see at 1:11 that the models in the distance are fading away to a light brown, but the skybox is almost yellow. The perspective is also all whack and it looks like the ground is curving up, but I think fixing the colours would help the most
Amazing devlog as always miz, i feel though that you may need more telegraphing. The shots seem hard to time, yet ive never played so dont take my advice to heart please. Keep doing what youre doing! ❤️
I love, love, love how you can slide around. I'm all for games that give the player freedom of movement. What about adding a mechanic that lets you propel yourself a bit? Not quite like rocket-jumping or jetpacking; How about violent vomiting which you can aim to go in any direction or use an attack? Or maybe a hidden third long arm that folds on your back which you can use to jump incredibly high? Maybe make it a reward for killing a certain kind of long-legged enemy, but that slowly decays overtime? That way you can add some verticality and dynamism to your levels.
the way you can customize finger weapon with organs kinda reminds me the way you could customize spells in Magicka. i really like those kind of organic ways of customizing gameplay that's available at your fingertips, it's like gameplay sandbox and does make you feel more involved in the gameworld as a player
Hey, just stumpled upon this game and I wanted to say that I am soo damn excited to play this. I hope that there may be a small hut with chests so you can store some organs in there for future modifications. HOping to play this game for a longer time than it takes me to beat it. im stoked.
Loving the progress so far! I'm not sure if it's because I'm slightly colorblind, but for me it looks like it's hard to tell when you hit/ miss enemies. I see there is some blood, but it's hard to see with the quick movent and strong color scheme. I would love if enemies maybe blinked white/ red when you hit them, or there was greater visual feedback when you damage them. At 2:45 for instance I would love a bit more visual feedback in regards to bullets landing on the target. Would love to hear your thoughts!
One of the most impressive things is that even despite being told the animation calculations have been reduced, I still can't notice the difference if I look really hard.
Plot twist(well not really) :the bullets that the pumpshotty shoots is actually teeth(also maybe this can be a little detail that you can only see if you look at it hard enough)
Potential performance boost: not sure what pathfinding algorithm you're using, but if you're not already, look into something like breadth first search that finds many paths to 1 end point, and share it with all the enemies that path find to the player, reduces to 1 search that only needs to gets called when the player moves.
Methods of optimization always make interesting devlogs
so that's why yanderedev's devlogs suck
Oh wow cool seeing you here! I loved your videos and personality, it's sad that you quit but I don't hold it against you. Good luck with whatever you're doing now and I hope you enjoy it! :o)
First off, I just want to say that the tongue-fed shotgun is the coolest thing. I love the idea of a weapon that seems totally normal but is hiding grotesque biology on the inside. The new biome and enemies also look great and the Terraworm's new arena feels a lot more dynamic than the old one. However, I do think the desert skybox looks a bit... off? I don't really know how to put it, but the way it cuts off or blurs at certain angles (like at 1:11 or 4:10 for example) is really jarring. I also feel the sky could use a bit more blue but that's more of a nitpick. Overall, this game looks fucking great so far and I'm really looking forward to when you complete it. Its's easily got one of the most unique game worlds I've seen in a while.
Also, I had literally just finished watching the rest of this series when you uploaded this, which I think is kind of funny.
I definitely agree with all of your points on this, the world is just really interesting IMO
The problem I see with the desert skybox is that it doesn't take the fog color of the desert into effect at all - you have skybox dunes shaded almost completely black against a sandy-colored skyline. If you washed out the dunes in the skybox to better match the fog color, it would sell the effect much better.
Also, I think you're doing an absolutely AMAZING job with this game!! I love every devlog you upload and I can't wait to see what you do next!!
The most interesting devlog I've ever watched
The cat chasing the laser is such a hilarious and amazing idea that you executed so well
Holy shit, the cat boss fight is genius. That’s a fantastic spin on a normal boss. I hope every boss fight has some “gimmick” to freshen up gameplay every now and then. I’m loving this game and I can’t wait for it to come out.
It really has improved from the previous versions and the new enemies and weapons are also awesome. The laser idea was hilarious and the npcs make sense. Good job overall and I wish you keep your enthusiam as always. Maybe you should try creating a pet from different parts like a mule to carry ammo and parts. For example a hexaped that uses arms of the soldiers and carries your weapons and sometimes shoot. I hope it made sense. Anyway nice short and precise video.
Just a side note for the cat-ish enemy which is driven by the laser. It was not obvious for me until you explained it in the video. And an idea ticked in my mind. There are several games that has a collection of enemies, and a short description of each of them. Maybe you could do something similar?
@@Fragler01 like a fleshcyclopedia?
@@stealthisaccount433 nice name for it 😅
@@Fragler01 thanks lol
Yea like a Pokedex or a more recent example, the computer in ultrakill
Just want to let you know that you’re one of only three people I support on Patreon, because you’re genuinely one of the most creative people I know on this platform.
Honestly yeah, very creative mind here
something about this release in this devlog suddenly made this game go from zero to a hundred for me. this looks absolutely fantastic-- i have never seen anything like this. been watching everything you make/release for a while now but this game i truly cannot wait for. phenomenal
When i saw the sliding on the desert i could only imagine using a corpse as a snowboard, kind of like how alex mercer on prototype surfs with bodies, game looks insane so far im eagerly awaiting for a new devlog each time one drops
Let's call it corpse sledding
@@Lonewolf360gaming THIS!
tony hawks pro corpse riding
quite possibly the most interesting project I've seen a devlog on
I loved the insight into all the optimizations you make. Optimization is often one of the biggest hurdles for indie games.
Love when you see a Dev that knows exactly what they are doing or is good at hiding the pain.
Seeing the evolution of this game has been spetacular so far, i'm quite excited to see the next developments! And as someone who is studying software development and wants to get into game development (probably more as a hobby than a full on career), all the technical details are a really cool learning experience aswell.
I really hope to play the complete version of wrought flesh one day.
Man I am starting to get hyped for the release. It would be cool to see some reward for playing on harder difficulties. Like an acheivment or secret "ending" for playing start to finish on the hardest without changing. Keep it up dude, look forward to these each month.
Tongue Fed Shotgun - LETS GO! Loved the devlog, as always. Keep it up!
Really interesting to learn about your performance optimizations. Very cool devlog as always, I really enjoy the gameplay edits you put at the start!
I'm honestly just blown away at what you've accomplished so far. So many cool ideas.
I don't know what impresses me more Miz, if it's your deving skill or your imagination. I'm always looking forward to whatever it is your coming up with next.
Do you think that maybe, it would be cool to be able to replace some other parts of your body like limbs or eyes, in order to get new abilities like super jump (frog legs) and night vision (owl eyes), idk, later in the game. Gills for an underwater themed level, wings for badassery and what not. Think about it. See you in the next one, cheers!
I bought your FPS course recently and I'm loving it so far!
Every few months I'll see a game dev channel and be reminded of your channel. I'll head over and binge every video to catch up, it's a real treat.
Hell yes, great work. I follow a lot of in-progress games on TH-cam and Wrought Flesh is probably the one I'm most excited about.
Love seeing you work on this, the theme is completely outlandish and the gameplay and features are very original. Hope this game blows up!
I really like that your videos are less monotone, it makes your videos a lot more engaging. I've always liked your content, but this just makes it even better!
This is shaping up so nicely, I don't usually play this kind of game but I am 100% buying this when it comes out. Weird choice of intro music though, I would associate this game with something super weird and psychedelic like Skáphe, not autotune ;)
From the title, I assumed this was about updating a large persistent world with many moving parts, but these are optimizations applicable to any action game. Much appreciated.
I am so looking forward to playing this! So many unique ideas, I can't wait to see what you make next. You have a ton of other cool stuff on the channel, but random thoughts about Wrought Flesh is what keeps me looking back here.
2 pieces of genuine advice:
- the great thing about the desert scene is that enemies stick out from the environment but in this environment they fit in a lot. Maybe a brighter colour for the enemies so the hard combat is justified.
- the best optimisation you will get for the enemies is going with a DOD design. To sum it up, when you go to update an enemies position, you pull in all of the object/classes data with it into the cache. And if your classes are in the vicinity of 500bytes you are gonna experience some crazy cache misses. It would be worth specifically separating all the data relating to pathfinding into its own array as you only pull in relevant data and don’t run into costly cache misses.
you're a big inspiration behind me trying to make game design a thing for myself and follow through on some dreams of my own, man. i really appreciate these videos and your unity tuts 👍 wrought flesh looks like it's going to be a banger.
Great work, I love the enhancements you can use, and I must say the optimisation talk is super interesting, usually, I can't wrap my head around it...and I still can't but with your explanation I could more than I usually do :)
Such a fascinating game, best of luck!
ive been waiting for a devlog forever! excited!
This game is looking sicker by the day. I reallly, really, really hope this game takes off! Visually-similar games like Cruelty Squad and Peripeteia seem to be doing well, so I hope yours does well, too!
Wow this is very inspiring. I don't even use Godot and bought your course just to support. Thank you for putting out this content.
This game is by far the most curiously insipring development game thing i have ever seen, subbed and probabbly will binge watch all the other devlogs! Great work really, i feel like this game will be a strong success.
Super cool, game is coming along so far. When I saw the oasis and new weapons, I was so exited to hear you explain everything new. Optimization is pretty cool from a customer standpoint too, nice to know the dev is actively keeping player experience in mind.
Damn, the opening is so good it gives goosebumps. Beautiful Catastrophe fits perfectly.
The art style in this game is awesome. And also those optimization techniques you use makes this video intersting.
Your videos are really fucking great. I really feel like I'm learning stuff about game development, it's exciting, fun, concise and straightforward. Thanks for making these.
the cat laser idea is *chefs kiss
Great devlog! I really like the creativity of Wrought Flesh, the meat armor looks really cool and the new body modifications sound fun to play! I can't wait for more body modifications
here is that wrought of flesh devlog, waiting a while for this one, glad its here
8:20 Very clever, good idea. In your videos I always learn something about optimization
this game is looking cooler and cooler, this feels encouraging too, like, telling other people "hey, do game dev, is pretty awesome"
holy shit, i’ve been watching these logs for a while and always thought it looked great but, damn this is looking fucking NICE
Awesome video! The game is looking really good. Really like the feature of just grabbing organs and putting it inside oneself. Also your optimization and performance analysis are on point. Really like when other devs talk about what's under the hood and what has been done to optimize it. Keep it up! :)
Listening to the optimization sections of this video make me feel like im listening to a podcast on how Nasa calculations are being made. Way to blow my mind. Absolutely amazing how these things can be done.
love your creativity this game is looking to shape up really good
Thanks for the AI Fundamentals course. Just purchased. Will watch on weekends. The AI is the main thing, that holds the progress of my projects. Other than procrastination ;-)
Man this is really shaping up, a lot of progress per devlog unlike a lot of youtubers too
It's nice to see some green to juxtapose the desert you've shown previously.
Cool to hear about the optimisations too!
That moment when you realize you've been watching this games' development for months and not filing money into this man's Patreon, brb gonna fix that
You’re creativity is breath taking my guy
I’ve only found out about this on my recommendations on here…I love this idea and this game looks like it’ll be so fun when it’s out!!! Wish you good luck on your endeavors 👍
That shotgun just mlemming the shells is so satisfying and unique.
I love the art style sm
That shotgun reload animation is goated
This is coming along so nicely! Can't wait to see it released!
Looking awesome, really appreciate the video and ideas for optimization. Never knew time slicing had a name either, been doing it for years.
Finally! It was worth the wait.
I overwhelmingly disagree with your second to last video. But you are probably the best thing that could ever happen to Godot, and the Godot community. Your devlogs are amazing and inspiring, and I don't think I've seen a boss done quite like that cat. The fact that it's not attacking you intentionally is really nice. This is one of the few Godot games I eagerly wait to see completed.
The spinecat boss is so inventive! I love the laser idea!!!
Thanks for sharing those optimization ideas, and a big wow for your devlog, you are going great, I can assume yo say that I Will buy your game when it gets out, you deserve every bit of suport, you are great man, really inspiring thanks!
I cannot wait for the full release of this game!
One thing I think can be neat is if the Killfuck needles you pick up are "stored" by simply being stabbed into your arm or something. That can also give a neat visual indicator on how many you have left.
Bandit camps could vary depending upon the biome. Rickety lean-tos in deserts, hammock tents in the woods, stilted huts in the swamps, etc, with maybe a kytoon for electricity used by more-successful gangs, making them more visible and apparent that they're not to be trifled with. I really like the cat-chasing-a-laser boss fight, that's quite creative!
7:56 you said delete the bullet, does that mean you're not using object pooling for the bullets then?
I was just about to make this comment. Pooling is the first optimization technique I implement in games these days
I have object pooling but I'm getting rid of it. I did some testing and found it doesn't improve performance at all.Something about the way godot is designed. The only improvement it gives is compiling shaders on start up, and there are better ways to do that.
@@Miziziziz Sounds like Godot is a lot better than Unity in that regard then, because having no object pooling there with tons of bullets causes so much lag. Go Godot!
@@Miziziziz that doesn't sound right, u less Godot is maybe doing some automatic pooling in the background
@@sdsdfdu4437 Juan Linietski, the engine dev, says "You don't need to do that in Godot because allocating/freeing scenes/classes is fast and there is no garbage collector in GDScript/Godot." GDquest expands on it more in their intro to design patterns page.
Seen your tiktok, good stuff my dude
You have enemies with guns and you added new enemies with guns and projectiles, and you gave new guns to the player. The only thing really missing is a common enemy that will melee you with like a sword or blunt object, would be cool. Also the new forest map is looking like a reskin of the desert, it is to open. A good thing to add would maybe be claimable smaller trees scattered along. They can give you cover from enemy fier but if you jump on the branches you will be able to sneek pas them or treverse the environment a lot cooler or faster like in naruto.
Great job as always, keep it up ;)
was thinking that too, bringing melee into it the game would be awesome
The desert skybox looks strange because the colours are more saturated than the ones on the models. It looks like there's no atmosphere. You can see at 1:11 that the models in the distance are fading away to a light brown, but the skybox is almost yellow. The perspective is also all whack and it looks like the ground is curving up, but I think fixing the colours would help the most
My favorite TH-cam series
We need more creators like you
I didn't know you where still working on this game. Super cool! :D
I like the concept and art style/direction of this game
The game looks amazing, and your progress is inspiring. Keep up the great work!
>worm-fed shotgun
this game is sick
Amazing devlog as always miz, i feel though that you may need more telegraphing. The shots seem hard to time, yet ive never played so dont take my advice to heart please. Keep doing what youre doing! ❤️
I'm so looking forward to playing this game
Yeees, was waiting for more devlogs!
The electricity enemy reminds me of the shambler from quake. Really love it so far!
This was really entertaining, Never thought optimization could be so interesting.
I love, love, love how you can slide around. I'm all for games that give the player freedom of movement. What about adding a mechanic that lets you propel yourself a bit? Not quite like rocket-jumping or jetpacking; How about violent vomiting which you can aim to go in any direction or use an attack? Or maybe a hidden third long arm that folds on your back which you can use to jump incredibly high? Maybe make it a reward for killing a certain kind of long-legged enemy, but that slowly decays overtime? That way you can add some verticality and dynamism to your levels.
the way you can customize finger weapon with organs kinda reminds me the way you could customize spells in Magicka. i really like those kind of organic ways of customizing gameplay that's available at your fingertips, it's like gameplay sandbox and does make you feel more involved in the gameworld as a player
I love Wrought Flesh, I’d love to see another open world rpg done in this style, looks and feels great imo
cant wait to buy this looks amazing keep up the AMAZING work
Yay, another devlog!
Your devlogs are so good !
I love the creativity
Bought the course my guy! -> thanks for all the great work!
This looks so dope. Keep the nice work!
Hey, just stumpled upon this game and I wanted to say that I am soo damn excited to play this. I hope that there may be a small hut with chests so you can store some organs in there for future modifications. HOping to play this game for a longer time than it takes me to beat it. im stoked.
That Lazer spike boss is such a great idea
this game honestly looks so cool
Love this stuff, entertaining yet informative. Looking forward to the actual game!
Lets fucking go
Best devlog on yt atm
Loving the progress so far! I'm not sure if it's because I'm slightly colorblind, but for me it looks like it's hard to tell when you hit/ miss enemies. I see there is some blood, but it's hard to see with the quick movent and strong color scheme. I would love if enemies maybe blinked white/ red when you hit them, or there was greater visual feedback when you damage them. At 2:45 for instance I would love a bit more visual feedback in regards to bullets landing on the target.
Would love to hear your thoughts!
Where has this game been all of my life haha. Spectacular.
One of the most impressive things is that even despite being told the animation calculations have been reduced, I still can't notice the difference if I look really hard.
This is really gonna be a thing I am looking forward to.
Your vidoes give me a lot of imagination for making my own models and world. I can't make games, but I like to make things anyway.
Plot twist(well not really)
:the bullets that the pumpshotty shoots is actually teeth(also maybe this can be a little detail that you can only see if you look at it hard enough)
Always an inspiration man; I can't wait to buy this sick game!
Potential performance boost: not sure what pathfinding algorithm you're using, but if you're not already, look into something like breadth first search that finds many paths to 1 end point, and share it with all the enemies that path find to the player, reduces to 1 search that only needs to gets called when the player moves.