When an "enemy's" corruption is cleared you should add an effect like a small burst of light or something to signify to the player that the corruption is gone!
I think that you could add an Accessory tab to the inventory, and you can find stuff like a totem or necklace that give you buffs like speed or faster attacks.
Hey i have an idea for a use for the crab "shards". What about if you have to bring them to a lab (maybe yours?) where you can give them to a professor (or your assistant) which then a.) unlocks the story a bit more or b.) unlocks new items, because he like found a new way to "kill" the corruption by looking at the corrupted shards and animals.
I actually think a story describing the "mystery of the corruption" would be awesome. Reminds me somehow of Resident Evil 7, where you have to figure out why those people are super crazy. 😂
It would be cool if the inventory panels popped up "around" the character in the game world, rather than creating another instance of the character for you to look at. Something like the backpack in Astroneer, where you can still move freely even with the inventory open. Love seeing the improvement week to week!
Moving with the inventory open is cool, but just seing the real player facing you when you open the inventory would be pretty nice too, and no movement allowed.
Quick suggestion: the font you are currently using for the damage points looks a bit out of place within the overall theme of the game, I'd suggest to try a pixel font instead.
Suggestion: Perhaps an inventory system like Stardew Valley, where you purchase inventory upgrades for more space. Start off with a pretty small bag/vest and 1 specimen tube and purchase more as you progress, maybe adjusting the pixel art behind the inventory as a sense of progression, eg. start off with rugged sack, ripped vest, 1 tube, whereas fully upgraded being military grade backpack, military grade vest and 6 test tubes. Just ideas. Love the content :)
Hey i had a cool idea, add in like a little Easter egg of like your aquarium and maybe like a speech bubble could show up saying 'the aquarium is full of shrimp'. also cant wait for this to be finished.
the new corrupted crab looks really good! edit: how about if for some creatures you need to do research to "cure" them, so there will be some of the uncorrupted versions and you need to collect them in you're specimen jar to do research
I dont know with what style of pixelart your going with, but what about a more "pixelated" look for the damage (uncorruptor) numbers? I thought they would look a bit off in the pixely enviroment.
It might get confusing as to when a creature gets uncorrupted, as it just continues to change color. It might seem as though u uncorrupted a new creature, when in reality, u need to hit it one more time. Make the "neutralization" of each creature a little more definitive
Maybe if he kept the colour changing part, but kept the particles and reduced how drastic the change is it might be more obvious. The particles are a pretty good "tell" for corruption, I'd say even more than the colour. Maybe he could change how much the corruption covers the creature, like when the crab is hit once, the colours are half corrupted and half normal.
@@pitogo_huh Yeah, and that would be a great sign to show the player that they are done with it. Then they can learn that and expect it when fighting future creatures, which should eliminate the confusion about whether or not it's done.
Dude you are so inspirational! I love your home office set up. Making games have been one of my interests, but currently I am spending time to deeply learn about data structures / algorithms. I cant wait to see how this game turns out 👍
I really like your inventory graphics! Like how you display your items in an enlarged part - like animals in jars and a massive vest , it’s awesome. Keep up the great work!
Maybe you could add a question mark above the enemy once the aggro fades to show that they 'lost' the player, it would make it more clear than trying to see what color the particles are when you're just trying to get out of range to loose aggro quick.
You are an inspiration! Thank you for spending the time to make these devlogs (I can see you put a lot of effort into them). The game is coming along nicely, I love your solution for getting rid of the health bars, definitely the right choice! Maybe make it slightly more obvious when you catch aggro, it's easy to miss the exclamation mark. Something a little more jarring to really grab your attention would not be a bad thing I think. Thanks again man, please keep on keeping!
You could make it so that small things / resources (like the shells) are picked up automatically, but big things / weapons or tools (like the stick) you have to pick up manually
I think it would be cool if you can put the inventory around the player. So instead of having a copy of the player icon in the middle move it so the actual figure is in the middle.
10:52 I noticed that the crap was pushing the shells from really far away. It seems like either crabs or shells have quite a big hitbox. Also I don't know if the fact of crabs pushing items is a thing, cuz it seemed pretty weird to me when I saw the moving shell without knowing it was pushed. Anyway keep up the good work, it's just awesome!
That's some really nice progress. The only suggestion I have is that instead of exclamation marks, the crabs could snap their claws more aggressively when they're aggro-ed onto the player. I don't know how readable that would be with the claw size, but I think it's do-able. If not, that kind of comic book/anime annoyed symbol could add some nice humour/character to aggro-ing animals.
You should definitely add a lab and some NPCs . Specifically an assistant or a professor type character. I love the look of the new inventory! Also bosses. Big. Tough. Bosses.
I think that something really cool that you could do is that depending on what specimen you are holding on your jars you get a different buff and I cant wait to see how you continue with this, so far it looks amazing
Also, remember your game doesn't have to be perfect in the first update! you're doing great! stardew valleys code and art wasn't very good at first, but eric berone did a giant makeover and personally its one of my favorite games!
Splitting the inventory into different categories seems like a great idea for this game. I really like the background graphics you did for each inventory too.
"So let's hope that brackeys has a tutorial" I have never felt a statement so hard in my life. Brackeys is our cornerstone of learning ANYTHING in unity/c# hahaha
Your dev logs are so fun and relaxing to watch! I definitely look forward to seeing this game grow. I wish you the best of luck and thank you for making my day better!
I really love the update to the corrupt crabs! Huge improvement over previous designs. The shards they drop should be the same colour as the corruption too though
I had an idea for item pickup- There could be an indicator, like you would see in Breath of the Wild or Dauntless, where a little bar shows up on the side of the screen telling you what you just picked up. Corruption- When you hit a corrupted crab, I think there could be something else? Like a few small particles that drop on the ground to show that you're getting rid of something. I don't know if it would actually work, it might end up being too crowded with the rising particles and everything else going on. But it looks good in my head! And the inventory UI looks so nice!
crab shell armor that's crafted using crab shells and a specimen of a healthy crab. I don't really expect this to make it into the final game, but I think it's a good way to test out inventory and crafting
Love the editing on your vids, makes it easy to follow along with and i stay interested. Here are a couple ideas. Idea 1. Have a fish of some sort just in the water. I think that it would be interesting to see occasionally. Idea 2. When you hover over a loot item on the ground a small tag pops up above it with its name. Idea 3. A bird sits in a tree on the beach and if you dont pick up an item quick enough he will fly by and grab it. Hope your staying safe.
Hey, I really like your videos, they’re so relaxing and calming and honestly really inspiring, I just started game development and I really love it, thank you so much for making these vids, without them I would never think about my self making games, I just finished my first game and I really enjoyed the process. love your videos and can’t wait to play your game, thank you! ✨
The new design on the crabs looks great, and the fading away of the color to show their health works much better than the health bars. The inventory needs work like you said, mainly the different sized pixels in the UI. But the basic functionality works great and is also to be improved. Overall, good progress on this one!
Maybe have a combined looting system where items that would be labeled as going into your weapons/tools would have to be picked up manually (stardew style) while raw components and crafting materials would be picked up automatically when you walk over them (MC style) that could allow you to both not pick up multiple weapon drops that are the same (2 or more sticks) and also add something special if you find a magical/rare/cool weapon or tool at the end of a level, like taking it out of a presentation or like taking the sword out of the stone? Cant wait to play this when it comes out, love these vids!
Inspiring video, great work! A couple of suggestions for the game: 1) Make it such that if a "corrupt" animal touched a non corrupt one, they would corrupt them. 2) As others have suggested, make the inventory appear next to the actual player sprite in the game world, and they can still move with the inventory following them around. Maybe make that an option (Whether the game would pause when using the inventory or not). It would be very cool. Again, great devlogs. Thanks for sharing!
Hi! Your game is looking better with each video you upload. The inventory system looks neat, and of course you still have to work on that but it's in the right track. I really enjoy watching how your game gets created step by step, you are doing an amazing work on this one! Keep working hard on it, you may have some lazy days, but I hope you don't drop the project. Lots of us are eager to try it out as soon as it's finished, and we believe in you!
Been following every video; it's looking great, my dude! It's awesome to see how much you progress the game each time and I'm stoked to be able to play it one day soon. Also shout out to OSRS !!!
Looking pretty good so far! 6:15 You could do both and have an auto pickup option in the settings menu. Another suggestion would be to have a pick up animation (something simple like briefly floating over the character). I could see myself picking up an item and not noticing it; this would definitely help give feedback to the player. An "item idle" animation might also be useful. Something like an occasional shine or the item floats a little off the ground would help it stand out against the environment, especially with a stick on the grass, in front of a cliff, (or on mud tiles, if you make those too). Heck, that could be a cool thing to add. Mud tiles that slows you down when it's wet or acts like normal ground when it's dry. Of course, this is way down the road if/when you implement weather, but a cool little interaction you can tuck away until then. The inventory UI looks really nice, I like that idea a lot. For more customization, you could also allow the player to scale it, too.
I haven't watched all of these devlogs (yet?) so i don't know about your ideas for future creatures, but i think that an octopus "enemy" would be really interesting. I'm imagining it being mainly in the water but it being able to rush on land for a short period of time, since octopuses are known to survive on land for some time. Another cool idea would be a mechanic for the crabs (or maybe other creatures, or a different kind of crab) to bury into the sand, hiding it from view completely or only leaving a really subtle hint to tell where it is. I really like the inventory idea, i honestly think that it's fantastic.
Stumbled across your videos probably a month or two ago now, and got hooked. I love the conceptual part of Game Development, but never learned any programming or anything. You inspired me to start learning Godot and build out a 2D Game with a buddy of mine. Loving the progress you've made so far! Keep it up man, the game is gonna be great!
Hey, just a quick comment on inventory management that you can look at: Decide which "end" of the grid you want freshly picked items to appear from! For example, if they appear from the "end" of the inventory, a player can drag and drop key items up to the top to organinize it a bit, while if new items appear from the "top", a player has to move key items to the bottom to separate them from the new (potential) rubble.
I liked the previous corrupted crab, it gave a unique flavour to the game which I had not seen before, also now the corrupted crab looks more damaged than the damaged corrupted crab because its darker + the particles. Maybe that was the intention. Keep up the good work!
Hey, I really like what you’ve done with the new look for corruption! I’m a software engineer who mostly builds user interfaces, and one thing that stands out to me is your font choice. If you’re using pixel art for the rest of the game, I’d recommend using a pixelated font to better match your visual style. The current font, which is clean and has smooth, rounded corners, looks kind of out of place compared to the rest of the art. Good luck with the game - subbed so I’ll be watching!
Oh also another thing. You get find like a notebook in the game and that could be for that player for them to remind themselves of things to do in the game or something like that. Or it could be used to figure out how much corruption health something has. Do you like that name corruption health?
I really like these updates it's looking so good. One suggestion I have is you could have a common colour for uncorrupted creatures where the creature could have one attribute that turns back to that colour when uncorrupted (e.g. let's say teal and let's say you uncorrupt a crab the colour goes back to normal which is the crab colour with teal crab claws.) That would be another way to tell 100% that something has been uncorrupted. I think it would just be an extra non ui clogging cue that the corruption has been cleared.
Been a while since been hyped to watch a video. Keep it up brother, keen to see the final product. Been thinking of taking some coding courses and drawing pixels for the fun of it, THANK YOU for the inspiration.
The life of this guy just looks so chill
#chill_life
@@bloxgurt
Same
Graco he's doing what he loves
Is this gonna be free
✌
You should put a question mark over the enemy’s head when they are no longer aggro to indicate that they lost track of you
(Love your videos!)
Some Dude good idea
That reminds me of The Legend of Zelda: Breath of The Wild
When an "enemy's" corruption is cleared you should add an effect like a small burst of light or something to signify to the player that the corruption is gone!
yes
yes also
Yes - the trilogy
Yes - the quartet
definitely, also the numbers of damage I think are unnecessary
I cant wait to play this game
Will need to wait at least one year, otherwise game will feel rushed and unpolished.
Me to this game seems so much fun but like the other guy said we need to wait a little cause it will feel rushed and be a very short experience
@@proffesornugget1613 i agree
Yeah me to this looks awesome
Same
"Let's hope Brackeys has a tutorial" - every unity dev. ever.
I just used objectPooling from brackeys and I am sure codes mostly same in this video too but that is common devolopers do.
I come from the future hahaahahahahahahhahahahahhahahha
I think that you could add an Accessory tab to the inventory, and you can find stuff like a totem or necklace that give you buffs like speed or faster attacks.
Like terraria?
AA Yeah, but like, themed around the island setting.
@@AAA-wq4sm I see you're a man of culture as well...
I think it could be like 1-3 slots next to the weapons
@@AAA-wq4sm or any roguelike game ever
Hey i have an idea for a use for the crab "shards". What about if you have to bring them to a lab (maybe yours?) where you can give them to a professor (or your assistant) which then a.) unlocks the story a bit more or b.) unlocks new items, because he like found a new way to "kill" the corruption by looking at the corrupted shards and animals.
this would actually be really cool
I actually think a story describing the "mystery of the corruption" would be awesome. Reminds me somehow of Resident Evil 7, where you have to figure out why those people are super crazy. 😂
Maybe the more you research [INSERT CORRUPTED SHARD HERE] There is a higher chance for a non-corrupted creature to spawn allowing you to capture them.
yeah that would be cool
This is a dope idea
It would be cool if the inventory panels popped up "around" the character in the game world, rather than creating another instance of the character for you to look at. Something like the backpack in Astroneer, where you can still move freely even with the inventory open. Love seeing the improvement week to week!
That sounds like a great idea, it would definitely make it more immersive and fit with the direction of the game.
Moving with the inventory open is cool, but just seing the real player facing you when you open the inventory would be pretty nice too, and no movement allowed.
But he could move with the inventory open!
Quick suggestion: the font you are currently using for the damage points looks a bit out of place within the overall theme of the game, I'd suggest to try a pixel font instead.
A trick: you can watch movies at Flixzone. Been using it for watching a lot of movies these days.
@Hendrix Sergio definitely, have been watching on flixzone for since november myself :)
@Hendrix Sergio yup, have been watching on flixzone for since november myself =)
@@gradymax9109 bots be like
You should be able to get the stick from shaking a tree.
good idea that sounds really coool
Animal crossing much?
@@cube3156 yeah but how else are you gonna get a stick
Or from cutting down the tree
@@Apple1ceJake why would you get a stick from cutting down a tree. Why not just use the axe.
Woah, such a unique inventory system! Love it xD
Woah sam is here!
Why don't you have a video yet
@Jake the Snaik no I meant a new video
10% video game making
90% random shots of nature and fish
Suggestion:
Perhaps an inventory system like Stardew Valley, where you purchase inventory upgrades for more space. Start off with a pretty small bag/vest and 1 specimen tube and purchase more as you progress, maybe adjusting the pixel art behind the inventory as a sense of progression, eg. start off with rugged sack, ripped vest, 1 tube, whereas fully upgraded being military grade backpack, military grade vest and 6 test tubes. Just ideas. Love the content :)
Hey i had a cool idea, add in like a little Easter egg of like your aquarium and maybe like a speech bubble could show up saying 'the aquarium is full of shrimp'.
also cant wait for this to be finished.
the new corrupted crab looks really good!
edit: how about if for some creatures you need to do research to "cure" them, so there will be some of the uncorrupted versions and you need to collect them in you're specimen jar to do research
I dont know with what style of pixelart your going with, but what about a more "pixelated" look for the damage (uncorruptor) numbers? I thought they would look a bit off in the pixely enviroment.
Agreed and I'm sure he has that planned!
Well in games like Terraria the text aren't pixels despite everything else being pixels, and it looks great.
@@RowingGameDev True True
On the beach you should add a spill of the toxic stuff on that is on the crabs but if you get a jar you can pick it up in the jar
It might get confusing as to when a creature gets uncorrupted, as it just continues to change color. It might seem as though u uncorrupted a new creature, when in reality, u need to hit it one more time. Make the "neutralization" of each creature a little more definitive
Maybe if he kept the colour changing part, but kept the particles and reduced how drastic the change is it might be more obvious. The particles are a pretty good "tell" for corruption, I'd say even more than the colour.
Maybe he could change how much the corruption covers the creature, like when the crab is hit once, the colours are half corrupted and half normal.
Why not add a splash of a few bright particles when you "neutralize" it? Idk, it could work I guess
@@pitogo_huh Yeah, and that would be a great sign to show the player that they are done with it. Then they can learn that and expect it when fighting future creatures, which should eliminate the confusion about whether or not it's done.
@@neptiwing3722 , that's a good idea, like side to side, it slowly turns normal?
was the final like to 69 likes on this comment
Dude you are so inspirational! I love your home office set up. Making games have been one of my interests, but currently I am spending time to deeply learn about data structures / algorithms. I cant wait to see how this game turns out 👍
At the end when you added sprites to the inventory made me happy to see it improved
I really like your inventory graphics! Like how you display your items in an enlarged part - like animals in jars and a massive vest , it’s awesome. Keep up the great work!
You are my favorite devlogger! I started making devlogs cuz I liked your calmer style, and thought - I could do them like this too :D
Add a tide pool area and tides, that would be a great place to explore and a cool mechanic
Your videos are so inspiring. I simply love them.
Maybe you could add a question mark above the enemy once the aggro fades to show that they 'lost' the player, it would make it more clear than trying to see what color the particles are when you're just trying to get out of range to loose aggro quick.
Blink is a good game I would love to make a game when I grow up your games are cool good job. Also can’t wait for future games
This Chanel is one of the best i have subscibed to on youtube pls continue making dev logs
I absolutely love these vlogs. It just gives me peace to watch. Keep up the insanely great work man :D
You are an inspiration! Thank you for spending the time to make these devlogs (I can see you put a lot of effort into them). The game is coming along nicely, I love your solution for getting rid of the health bars, definitely the right choice! Maybe make it slightly more obvious when you catch aggro, it's easy to miss the exclamation mark. Something a little more jarring to really grab your attention would not be a bad thing I think. Thanks again man, please keep on keeping!
awesome progress! i love seeing updates on this, it so fun to watch!
You could make it so that small things / resources (like the shells) are picked up automatically, but big things / weapons or tools (like the stick) you have to pick up manually
You should add a Field guide/bestiary type thing, when you un-corrupt a new animal a page with a little bit of info about the animal is added
The enemies are way better now! Great job man!
Very interesting concept, keep going!
*I really like how you try new things that other pixelart rpg games dont have!!* Different is good!
Hi! I'm an ecology student who also loves gaming and I've been watching your dev logs adamantly. Your game looks epic!
Don't know why but I enjoy your videos so much. Thank you!
I have a suggestion the corruption should rebuild over time if you don’t cure a corrupted crab/a system for enemies to heal
I think it would be cool if you can put the inventory around the player. So instead of having a copy of the player icon in the middle move it so the actual figure is in the middle.
Really really nice looking inventory! I'm excited about your game and devlogs, keep it up!
10:52 I noticed that the crap was pushing the shells from really far away. It seems like either crabs or shells have quite a big hitbox. Also I don't know if the fact of crabs pushing items is a thing, cuz it seemed pretty weird to me when I saw the moving shell without knowing it was pushed. Anyway keep up the good work, it's just awesome!
Love the inventory system..Very clean! Keep it up, soldier!
Wherever your family live is stunning 😍 Nice job on the inventory system, looks great!
That's some really nice progress. The only suggestion I have is that instead of exclamation marks, the crabs could snap their claws more aggressively when they're aggro-ed onto the player. I don't know how readable that would be with the claw size, but I think it's do-able.
If not, that kind of comic book/anime annoyed symbol could add some nice humour/character to aggro-ing animals.
You should definitely add a lab and some NPCs . Specifically an assistant or a professor type character. I love the look of the new inventory! Also bosses. Big. Tough. Bosses.
You should make an exclaimation mark when an enemy starts to agro but dishapears after a little while
I think that something really cool that you could do is that depending on what specimen you are holding on your jars you get a different buff and I cant wait to see how you continue with this, so far it looks amazing
Also, remember your game doesn't have to be perfect in the first update! you're doing great! stardew valleys code and art wasn't very good at first, but eric berone did a giant makeover and personally its one of my favorite games!
Love how relaxing your videos are.
Splitting the inventory into different categories seems like a great idea for this game. I really like the background graphics you did for each inventory too.
"So let's hope that brackeys has a tutorial"
I have never felt a statement so hard in my life.
Brackeys is our cornerstone of learning ANYTHING in unity/c# hahaha
Dani’s reign of top comments has ended
I love the new corruption colors
Your dev logs are so fun and relaxing to watch! I definitely look forward to seeing this game grow. I wish you the best of luck and thank you for making my day better!
I love these videos, they are very information and calming
I really love the update to the corrupt crabs! Huge improvement over previous designs. The shards they drop should be the same colour as the corruption too though
I love these videos man, it's not just something I find interesting to watch, it's relaxing too! Keep up the good work with Dauphin!
I had an idea for item pickup- There could be an indicator, like you would see in Breath of the Wild or Dauntless, where a little bar shows up on the side of the screen telling you what you just picked up.
Corruption- When you hit a corrupted crab, I think there could be something else? Like a few small particles that drop on the ground to show that you're getting rid of something. I don't know if it would actually work, it might end up being too crowded with the rising particles and everything else going on. But it looks good in my head!
And the inventory UI looks so nice!
crab shell armor that's crafted using crab shells and a specimen of a healthy crab.
I don't really expect this to make it into the final game, but I think it's a good way to test out inventory and crafting
The quality of these videos are insane
you should have a indicator for when you pick up a item. like a +1 Crab shard above your head when you pick up a crab shard
Love the editing on your vids, makes it easy to follow along with and i stay interested. Here are a couple ideas.
Idea 1. Have a fish of some sort just in the water. I think that it would be interesting to see occasionally.
Idea 2. When you hover over a loot item on the ground a small tag pops up above it with its name.
Idea 3. A bird sits in a tree on the beach and if you dont pick up an item quick enough he will fly by and grab it.
Hope your staying safe.
Hey, I really like your videos, they’re so relaxing and calming and honestly really inspiring, I just started game development and I really love it, thank you so much for making these vids, without them I would never think about my self making games, I just finished my first game and I really enjoyed the process. love your videos and can’t wait to play your game, thank you! ✨
The new design on the crabs looks great, and the fading away of the color to show their health works much better than the health bars. The inventory needs work like you said, mainly the different sized pixels in the UI. But the basic functionality works great and is also to be improved. Overall, good progress on this one!
Love your project and you can really see it developing!
i love this dev log series
I hope u will be able to fish and catch bugs and plant trees and some collectibles btw looks cool
Maybe have a combined looting system where items that would be labeled as going into your weapons/tools would have to be picked up manually (stardew style) while raw components and crafting materials would be picked up automatically when you walk over them (MC style) that could allow you to both not pick up multiple weapon drops that are the same (2 or more sticks) and also add something special if you find a magical/rare/cool weapon or tool at the end of a level, like taking it out of a presentation or like taking the sword out of the stone? Cant wait to play this when it comes out, love these vids!
Inspiring video, great work!
A couple of suggestions for the game:
1) Make it such that if a "corrupt" animal touched a non corrupt one, they would corrupt them.
2) As others have suggested, make the inventory appear next to the actual player sprite in the game world, and they can still move with the inventory following them around. Maybe make that an option (Whether the game would pause when using the inventory or not). It would be very cool.
Again, great devlogs. Thanks for sharing!
Hi!
Your game is looking better with each video you upload. The inventory system looks neat, and of course you still have to work on that but it's in the right track.
I really enjoy watching how your game gets created step by step, you are doing an amazing work on this one!
Keep working hard on it, you may have some lazy days, but I hope you don't drop the project. Lots of us are eager to try it out as soon as it's finished, and we believe in you!
5:18 “lets hope there is a Brakeys tutorial” said every living indie game developer
Loving the new way the corruption breaks away from the crabs.
So cool! It seems like each of these inventory spaces could be expanded too if the player finds a better bag/best or more jars as the game progresses
Been following every video; it's looking great, my dude! It's awesome to see how much you progress the game each time and I'm stoked to be able to play it one day soon. Also shout out to OSRS !!!
Looking pretty good so far! 6:15 You could do both and have an auto pickup option in the settings menu. Another suggestion would be to have a pick up animation (something simple like briefly floating over the character). I could see myself picking up an item and not noticing it; this would definitely help give feedback to the player.
An "item idle" animation might also be useful. Something like an occasional shine or the item floats a little off the ground would help it stand out against the environment, especially with a stick on the grass, in front of a cliff, (or on mud tiles, if you make those too).
Heck, that could be a cool thing to add. Mud tiles that slows you down when it's wet or acts like normal ground when it's dry. Of course, this is way down the road if/when you implement weather, but a cool little interaction you can tuck away until then.
The inventory UI looks really nice, I like that idea a lot. For more customization, you could also allow the player to scale it, too.
I think the changes you made to the crabs are great!
Thank you very much for using my song
Another awesome devlog. Keep up great work!
I'm excited if he is going to make the enemy interaction on the players.
OH!! This looks so cool! I absolutely cannot wait to play this game! Even if it is far from completed it looks amazing.
Maybe you could make the crab shards\shells to make armour
I haven't watched all of these devlogs (yet?) so i don't know about your ideas for future creatures, but i think that an octopus "enemy" would be really interesting. I'm imagining it being mainly in the water but it being able to rush on land for a short period of time, since octopuses are known to survive on land for some time. Another cool idea would be a mechanic for the crabs (or maybe other creatures, or a different kind of crab) to bury into the sand, hiding it from view completely or only leaving a really subtle hint to tell where it is. I really like the inventory idea, i honestly think that it's fantastic.
Stumbled across your videos probably a month or two ago now, and got hooked. I love the conceptual part of Game Development, but never learned any programming or anything. You inspired me to start learning Godot and build out a 2D Game with a buddy of mine.
Loving the progress you've made so far! Keep it up man, the game is gonna be great!
I just love your videos! Great work 😍
The new corruption effect looks amazing
Hey, just a quick comment on inventory management that you can look at:
Decide which "end" of the grid you want freshly picked items to appear from!
For example, if they appear from the "end" of the inventory, a player can drag and drop key items up to the top to organinize it a bit, while if new items appear from the "top", a player has to move key items to the bottom to separate them from the new (potential) rubble.
Been waiting for your next video to come out, was very happy to see this!
I liked the previous corrupted crab, it gave a unique flavour to the game which I had not seen before, also now the corrupted crab looks more damaged than the damaged corrupted crab because its darker + the particles. Maybe that was the intention. Keep up the good work!
Ur vids are so chill I love it
Hey, I really like what you’ve done with the new look for corruption! I’m a software engineer who mostly builds user interfaces, and one thing that stands out to me is your font choice. If you’re using pixel art for the rest of the game, I’d recommend using a pixelated font to better match your visual style. The current font, which is clean and has smooth, rounded corners, looks kind of out of place compared to the rest of the art. Good luck with the game - subbed so I’ll be watching!
Oh also another thing. You get find like a notebook in the game and that could be for that player for them to remind themselves of things to do in the game or something like that. Or it could be used to figure out how much corruption health something has. Do you like that name corruption health?
THIS IS SO BEAUTIFUL AND HAS INSPIRED ME TO START GameDev!
About time you post I've been refreshing my subscriptions tab too much waiting for some quality content to come up!
damn u really find ways to improve the game in ways i never could imagine. love the look!
Why are these vids so relaxing
i cant wait for the next devlog, 15:11 And mabye for the invetory scale the items to make them bigger because i cant really see them.
I really like these updates it's looking so good. One suggestion I have is you could have a common colour for uncorrupted creatures where the creature could have one attribute that turns back to that colour when uncorrupted (e.g. let's say teal and let's say you uncorrupt a crab the colour goes back to normal which is the crab colour with teal crab claws.) That would be another way to tell 100% that something has been uncorrupted. I think it would just be an extra non ui clogging cue that the corruption has been cleared.
Been a while since been hyped to watch a video. Keep it up brother, keen to see the final product. Been thinking of taking some coding courses and drawing pixels for the fun of it, THANK YOU for the inspiration.
Omg finally i have been waiting for soo long thank you dev duck!
I can't see the items and weapons in the inventory, but that you're doing is amazing, i can not wait for playing the game
great job man and thank you for motivating me :)