Why Do Games "Feel" Good? | Project Feline Devlog #29

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  • เผยแพร่เมื่อ 29 ต.ค. 2020
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    In this devlog, we'll be exploring how I used "game feel", an illusive art that marries input and aesthetics at a core level, to "juice up" my upcoming anime-style parkour game, Project Feline!
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ความคิดเห็น • 632

  • @RaymondCripps
    @RaymondCripps  3 ปีที่แล้ว +143

    The animations were not an exclusive priority for this build as I dedicated a lot of my time to composing original music and sfx, only squeezing in time to make small improvements to the existing animations. I am not looking for feedback on the animations right now, as more work will be done on them later. I would appreciate thoughts on the music. While I appreciate comments, if you feel so inclined to criticise my work please do so constructively, and with consideration that I am one man making all of this and I am by no means a triple-A studio. All I ask for is time, patience, and support of my community.
    DISCLAIMER: Project Feline is in pre-production at the time of recording. Gameplay footage may not represent the final product. For more information, visit the development roadmap: projectfeline.com/roadmap.
    Join the Discord: projectfeline.com/discord
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    • @thesack4385
      @thesack4385 3 ปีที่แล้ว +1

      I liek cheeze

    • @black_dragon_
      @black_dragon_ 3 ปีที่แล้ว +6

      Hey Raymond, amazing progress as always!
      While watching the video I noticed a couple things which might be useful to you.
      - In the new running animation, gabriella's legs seem very straight (vertical). This is especially noticeable because the camera always looks from directly behind. A very small variation on one or two frames would probably be enough to remedy this.
      - The new neon lights emitted from her legs looks great, but it might be a little bit to much? It should add to the feel, not distract.
      - The painted effect works great, I barely noticed it at first however it gives a much better feel to the world. The other effects add to this as well. Nice work!
      - The music sounds great (and yes, it makes a huge difference to the gameplay). I don't know how advanced this is, but if possible, try to adjust the music based on your current location. So inside a container it sounds slightly different from outside or right next to a wall. It may help with making the music feel more 'in the game', rather then being added on top of it. (For an extreme example, look up celeste's sound while under water)
      - And finally, while you chose to cap the character animation at 12 fps, try not to make a 'strict' rule out of this. To quote Junya from guilty gear: "For a convincing look, everything has to be an intentional choice by the artist". As such, don't be afraid to add an extra frame if you believe that it will improve the animation. As people pointed out, most noticeable is the current jump animation. Anime artists also don't limit their drawings to 12 fps. Rather, they attempt to get an as smooth as possible animation, with as little frames as possible.
      That is all for later though. For now, please enjoy your break!

    • @Raven_The_Unkind
      @Raven_The_Unkind 3 ปีที่แล้ว +1

      Taking away the skating i feel wasn't a good idea. The problem wasn't the skating but how laid back the skating was and how soft it was while also being a stiff old animation
      You should instead make the skating more aggressive just like the current run is aggressive. She should lean into the skating more then she was just like how you lean into your full sprint when you run
      In short the issue was that her skating animation was more of a "Walking" cycle and not a "Running" cycle. Also giving the skating some sparks and special effect on the feel would make it look even better. A sort of grinding or energy just being emitted from it.

    • @justsomeguywithaforeheadmu6209
      @justsomeguywithaforeheadmu6209 3 ปีที่แล้ว

      when it comes to the animations i think you should add a little transition between each one since it feels a bit weird seeing the character to from a leap into a run without a landing animation. Overall the game seems amazing.

    • @narigavo8269
      @narigavo8269 3 ปีที่แล้ว

      Amazing game, looking foward to buy it

  • @MMMercia
    @MMMercia 3 ปีที่แล้ว +531

    I think the anime speed-lines are just a little too eyecatching, but they probably feel more subtle when you're focused on the gameplay.

    • @Solustos
      @Solustos 3 ปีที่แล้ว +35

      No, you are right, the lines should be more subtle.

    • @compadrecacodemon7455
      @compadrecacodemon7455 3 ปีที่แล้ว +5

      They should be a more subtle

    • @warkiller
      @warkiller 3 ปีที่แล้ว +11

      I wanted to make similar comment regarding the speedlines, but you already put my issue here. I think they might be a tad too intense at the moment and could distract a bit too much.

    • @adriakkoartisto5567
      @adriakkoartisto5567 3 ปีที่แล้ว

      You got to find the game and juice, not make it!!!

    • @SIRD4SH
      @SIRD4SH 3 ปีที่แล้ว +2

      Not only should they be more subtle, but they also shouldn’t be present as often as they are. Perhaps only having them appear while wallrunning will add some juice to the action of wallrunning.

  • @MrXBJonte
    @MrXBJonte 3 ปีที่แล้ว +233

    Regarding the running animation: I'd suggest you take a look at how Lucio from Overwatch is animated. His animations convey a lot of speed even though he is skating

    • @anthonybaloney8874
      @anthonybaloney8874 3 ปีที่แล้ว +5

      ...and in first person too..

    • @Iottary
      @Iottary 3 ปีที่แล้ว +35

      Good recommendation. The running animation isn't bad, but having her skating contributes to the game feel by itself. It also surprises me that he didn't touch on the grind animation. To me, that was the only animation that felt stiff, as it was less animation and more of just a solid pose that she holds throughout the entire grind. Even just some bobbing or tail movement could make it better.

    • @lawrencelawine9082
      @lawrencelawine9082 3 ปีที่แล้ว +2

      @@anthonybaloney8874 there are 3rd person game modes and it still feels awesome, cause blizz is putting 300% effort in their character animations.

    • @ame367
      @ame367 3 ปีที่แล้ว

      Anthony Konyefa yeah but he looks fine when looking at him too

  • @saifors
    @saifors 3 ปีที่แล้ว +93

    I feel like the anime speedlines would be better as a temporary effect just as the character starts getting faster and then fade away shortly after as a sort of boost effect, right now it feels like it stays around too long weakening the impact.

    • @anthonybaloney8874
      @anthonybaloney8874 3 ปีที่แล้ว +1

      he can reference the sonic games for that....

  • @awesomosewa
    @awesomosewa 3 ปีที่แล้ว +31

    Looks like a game about movement and momentum, however the thing that sticks out to me is the inconsistent momentum with sudden stopping, and seemingly no conservation of the characters speed. I think that having the character slowly gain momentum while running, or rapidly gain it from sliding/rail-riding etc would feel extremely satisfying. Also having momentum be lost from bumping into a wall or box would create more of a challenge to keep the momentum going without slowing down.
    That being said, incredible work so far, love what you're doing and looking forward to seeing more of Project Feline as time goes on.

    • @murilo7623
      @murilo7623 3 ปีที่แล้ว

      Maybe this problem should be solved with a level design properly done for momentum and no stop running

  • @milkbox103
    @milkbox103 3 ปีที่แล้ว +80

    i'm very impressed that you're doing all of this yourself! you have lots of skill in many different areas!

  • @-zack8960
    @-zack8960 3 ปีที่แล้ว +293

    While it’s stupid impressive you’re doing this yourself, I recommend getting advice from some friends/colleagues in game development or 3D art when you can. I personally feel as if the running animation is a downgrade from the skating animation in regards to game feel. I could go on for a paragraph or three why, but I’ll leave it at this: Skating is just more interesting.
    I disagree with the notion that it felt stiff due to the frame rate and agree that posing is likely the biggest factor, but that’s not necessarily a mistake with the choice of action, but maybe a lack of experience in posing. My first inclination was to say that the skating as it is rn looks too low effort at top speed for a parkour game, maybe consider longer strides? More exaggerated movement? But I couldn’t guarantee those would work without seeing them. It could also just be down to quality of animation, at which point, you should talk to an animator or a few and get feedback.
    I understand you’re still in the prototyping phase and shouldn’t spend too terribly long on this kind of polish, but any critique can be future-facing as well.
    Also all that aside, I just want to say that this is absolutely incredible work dude, been keeping an eye on this project for a while and will def be picking it up when it’s eventually out.

    • @josheggert6414
      @josheggert6414 3 ปีที่แล้ว +24

      I agree, running isn’t as interesting as skating. Running on the edge of a container high up in the air is scary but skating on a container high up in the air is 10x scarier haha also when you run you know you can stop pretty quickly which I think can kill the flow, excitement and fear. Most games you can run and sprint but only a few games can you skate in. If the developer reads this maybe instead of having a chill skating animation it can be changed to something more aggressive, or combining the chill with having skate boosts, idk just my thoughts, all in all this game is impressive!

    • @RaymondCripps
      @RaymondCripps  3 ปีที่แล้ว +78

      Thank you, although please bear in mind that the animations are by no means final, and as demonstrated in my development process so far, my workflow is highly iterative. I worked as an animation teacher for several years, however I do not always have the luxury of time to utilize the full extent of my animation experience with everything else I need to do and within my budget. I love being involved with every part of the development process, but these things take time. It is my hope to allocate more time to animation when the game enters production. I hope, given those circumstances, that the work I was able to squeeze in has positively contributed to the prototype's experience compared to the older animations I had in place.

    • @supabutter
      @supabutter 3 ปีที่แล้ว +19

      I like the running animation much more personally.

    • @ODCrab
      @ODCrab 3 ปีที่แล้ว +5

      I think the skating would feel faster if it had particles and was literally faster... Shadow the hedgehog is fast.
      If he sticks with the run then I'd like to see the forward motion on the legs speed up and more exaggerated. Like the leg boosters are assisting the run, Tenya Iida style.

    • @Lordilucas12
      @Lordilucas12 3 ปีที่แล้ว +1

      To add to this, while they're not the best games, the 3d sonic games where you can play as shadow, who moves around on roller skates, still have really fast feeling animations on their skating. (Though their running animations are definitely better tbh)

  • @iu118
    @iu118 3 ปีที่แล้ว +39

    When she's in the air and grinding a rail, there's a lack of movement making it look like she just floating/standing there, it doesn't convey that she's raising and falling, or that she's trying to stay balanced. Love your videos and keep up the good work!

    • @HaloWolf102
      @HaloWolf102 3 ปีที่แล้ว +4

      The reason why this is, is angle.
      There is currently no function that looks at the angle of where you are about to go, or if it's a incline, or descending.
      A good way to look at this, is watching people who rollerblade that grind. You'll know exactly why when you watch the videos.

    • @DeepFriedOreoOffline
      @DeepFriedOreoOffline 3 ปีที่แล้ว +2

      @@HaloWolf102 No, that's not it. I get what you are saying, but it's just the way the animations are atm. For example, if you look at someone doing a grind, their body will sway as they fight gravity to stay balanced, I think that's what they mean. That is polish that comes in WAY late in development though, that sort of thing is much easier done with motion capture animations. Hand keying that sort of realism is a headache, especially when he is new to animation.

    • @QvsTheWorld
      @QvsTheWorld 3 ปีที่แล้ว

      Yeah, as you are moving up there should be a slight downward push to the arms and feet and while moving down the arms, thighs and hair should move up upward a bit.

  • @cameronfletcher5835
    @cameronfletcher5835 3 ปีที่แล้ว +94

    I can't believe how far this game has come with the work you've put in. Well done!
    I love game animation and some things stuck out to me when watching.
    I think would exploring the following might further improve the flow of the parkour in your game :
    A different Jump anim whose pose transitions from your running pose rather than the old idle pose.
    Perhaps a different in air pose that has more of a forward directional feel.
    A different landing anim whose pose transitions to your running pose rather than the old idle pose.
    A landing anim for when you begin a wall run
    A landing anim for when you begin a rail grind
    A jump off anim for when you jump off of a rail grind
    Some anim that gives an indication of the dash being performed other than the characters shifting in itself
    And perhaps an anim of the character skidding to a stop when coming to a stop rather than just going idle straight away.
    I'm not an animator, I just really love great animation in games and I pay close attention to it. I hope this is useful more than it is critical.
    Keep up the good work!

    • @corymassey1
      @corymassey1 3 ปีที่แล้ว +2

      Hi Cameron love your ideas but your forgetting how much work his current anim have taken. Ive counted at least 5 different anim you would like to see added and not that these are bad ideas they are actually really good but the work necessary to push these forward with current progress well that can be heartbreaking for work flow. hes only one man and i believe these anim fall under a polish type category. I personally would like a vaulting anim mostly because gabby gets stuck alot in conners and ledges. Its been so fun to watch him progress so far

    • @judsonhester1407
      @judsonhester1407 3 ปีที่แล้ว

      Yeah I also think working with a variable framerates could help convey different feels as well. Sort of like sakuga in actual anime. He can change up the framerate Gabi operates at in order to make her appear like she's putting in more effort or she's moving at a higher speed. I imagine he could do all sorts of things with the framerate

  • @janikcodes
    @janikcodes 3 ปีที่แล้ว +84

    I don't know why but the movement / Character still looks so clunky. It feels like there are too litte animations, like different animations for different movements

    • @janikcodes
      @janikcodes 3 ปีที่แล้ว

      Or maybe it's the level design.

    • @mikeking568
      @mikeking568 3 ปีที่แล้ว +23

      It feels like the character snaps into places too much in some cases and animation transitions are not always smooth. Also I think it should be possible to pass a level (almost) fully in a flow state, currently there are places when you jump strait into a wall and have to turn, which breaks flow state. And in case of jumping straight into a wall you probably shouldn't wallrun

    • @janikcodes
      @janikcodes 3 ปีที่แล้ว +1

      @@mikeking568 excacly. The fact that it's not smooth and you sometimes or very often hit walls or need to stay in place to jump or smth

    • @superchristopher
      @superchristopher 3 ปีที่แล้ว +2

      @@mikeking568 That's pretty much my thoughts. I originally thought it could have been the fps of the animation, but after seeing some of the polish I am convinced its the transition between animations and small retouches needed. Like if you jump up near a box or wall I think there should be a slight scuffle instead of a frog jump.

    • @anthonybaloney8874
      @anthonybaloney8874 3 ปีที่แล้ว +1

      @@mikeking568 low animation budget equals less time and down to earth workflow man...

  • @cameronfletcher5835
    @cameronfletcher5835 3 ปีที่แล้ว +41

    By the way, Spider-Man Miles Morales just released a trailer for the inclusion of the suit from the animated Into the Spider-Verse. You can see in the swinging gameplay using this suit that the frames of the animation are limited and it looks sick! Thought you might be interested.

  • @Crazybark
    @Crazybark 3 ปีที่แล้ว +26

    The wall skating looks weird without the skating run

    • @HaloWolf102
      @HaloWolf102 3 ปีที่แล้ว +3

      I disagree, but no idea why, or what to say besides that.

    • @Zyzzkxx
      @Zyzzkxx 3 ปีที่แล้ว

      It needs hand animations but Idk I’m not the creator

  • @TheUnityNoob
    @TheUnityNoob 3 ปีที่แล้ว +25

    Your music is very strong for the skyport level. To enhance more game-feel I would make it that the music's volume adjusts to the speed the player is going.

    • @yaseipaisley7199
      @yaseipaisley7199 3 ปีที่แล้ว +4

      Yeah, I was thinking of something similar, something more related to the score in a way similar to the Devil may Cry series, with ingame dynamic mixes that change based on maybe your score multiplier idk it's just an idea that flashed in my mind

    • @GoldenBounty728
      @GoldenBounty728 3 ปีที่แล้ว +2

      To potentially add to this idea, maybe certain music/audio cues that sync with the current track play alongside certain actions such as sliding on the wall or ground. Similar to how the audio cues play when you interact with the bouncing gel in Portal 2. Just a spontaneous thought I had that maybe you could experiment with down the road. Loving how the game looks so far!

    • @anthonybaloney8874
      @anthonybaloney8874 3 ปีที่แล้ว +1

      i'm sure he can put in adaptive music along the line, he's still in the demo stages of these things..

  • @MidnightSt
    @MidnightSt 3 ปีที่แล้ว +3

    3:50 i'd say it's not just about posing, but also keyframe spacing. anime action rarely (in fact, never) has regular keyframe spacing, since the spacing is the only tool that kind of animation has to convey rythm, tempo and emphasis on key moments.

  • @Kynatosh
    @Kynatosh 3 ปีที่แล้ว +40

    I feel that high framerate is better for the animations because low fps animations seem strange in a fast game

    • @friend4596
      @friend4596 3 ปีที่แล้ว +7

      It really ain't that strange there are a million fast paced games with low fps
      And much more fast paced than this too mate

    • @Kritzelpaul
      @Kritzelpaul 3 ปีที่แล้ว +12

      I think the low fps version looks way cooler. Also it fits the anime style so well. Guilty Gear uses this style as well and I love it.

    • @lucycharlotte1641
      @lucycharlotte1641 3 ปีที่แล้ว +2

      It heavily depends on other factors, as well. It's possible to mix low framerate animations with different assets in the game to make it feel and look good.

    • @neonkkn3881
      @neonkkn3881 3 ปีที่แล้ว +1

      Or he can use the "motion blur" used in spider verse

    • @Swift_State
      @Swift_State 3 ปีที่แล้ว +4

      I find the 60 fps more satisfying

  • @fellowfollower7597
    @fellowfollower7597 3 ปีที่แล้ว +3

    This game has huge potential...
    fast-paced and visually pleasing

  • @janematthews9087
    @janematthews9087 3 ปีที่แล้ว +6

    First of all, this is the part of game design that I've been waiting fornyou to get to. The part where everything comes together and magic happens. Im so happy that you've reached it. Now you have EVERYWHERE to go to. I cant wait for where you go to next.
    On a different note, you don't have to scrap the skating and hunched over pose just yet.
    Have you thought about adding a break and a dash button? Think Pepsi man game where he breaks and hunches over for a few frames then dashes forward,breaking the obstacles in his path. You can have gabby break for a few frames, then dash forward for a bit for a burst of speed (covered in energy shield) to break through obstacles like enemies and walls.
    And the dash is few frames of her skating pose,just held longer. You can also do air dashes using those animations.
    So no wasted animations.
    ANYWAYS HOPE YOU THE BEST OF LUCK LOVE YOUR WORK♥

  • @Gamejesters
    @Gamejesters 3 ปีที่แล้ว +5

    This Devlog was so perfectly timed, its almost like its here to rescue me from my slump and lack of motivation. Great work as always btw!

  • @akuxen5689
    @akuxen5689 3 ปีที่แล้ว +1

    everything you've added looks and sounds fantastic! cant wait to see more in the future!

  • @poisonmelonz3933
    @poisonmelonz3933 3 ปีที่แล้ว +6

    The new art effects look great and the music is better then anything I could do. This is getting cooler every video!

  • @Skeffles
    @Skeffles 3 ปีที่แล้ว +3

    This is probably one of the most coherent devlogs I've seen in a while. You've done a great job here, great music and animation changes!

  • @King-te7io
    @King-te7io 3 ปีที่แล้ว +3

    Keep up the great work! ive been so invested in this project since day 1!

  • @JohannTesch
    @JohannTesch 3 ปีที่แล้ว +6

    Seeing how the game has progressed since i started watching the devlogs is really amazing. It's almost like it's a completely different thing, but i can still kinda feel the things that started it all, it's pretty cool.
    All this polish really gave me a new perspective of the game, and i feel more excited about how it will all turn out now than ever.
    I do gotta say tho, i'm gonna miss the skating animation. It was one of the things that inpired a game idea that's been bouncing on my head for quite a while now.

  • @itsgitchy
    @itsgitchy 3 ปีที่แล้ว +40

    I haven't tried the game or anything, and I don't know game things so take my opinion with a grain of salt, but regarding the run animation instead of skate, it seems to make her feel heavier (and clonkier?). Before, the skate animation made it seem like she was flying over the ground which I kinda liked more. I do love all the other new effects and stuff so keep up the good work!

    • @Kritzelpaul
      @Kritzelpaul 3 ปีที่แล้ว +1

      I like the new one, it has so much impact.

    • @Swift_State
      @Swift_State 3 ปีที่แล้ว +1

      I liked the skate more but it wasn't enough impact this she looked like walking her dog instead of now feeling free like the world can't stop her if the animation had more showing of triumph if she leaned forward more like she pushing against someone or reaching ahead

    • @itsgitchy
      @itsgitchy 3 ปีที่แล้ว +2

      Yeah I guess I would have preferred something in between the old skate and new run animation (Maybe like she runs at slower speeds, but then accelerates into the skate animation?)
      Once again, I don't know what I'm talking about so feel free to disagree.

  • @fafo_o
    @fafo_o 3 ปีที่แล้ว +4

    With this mindset that you have I think what ever you end up making will be great.

  • @publicalias8172
    @publicalias8172 3 ปีที่แล้ว +1

    Someone already mentioned the speedlines, which I had not noticed, but what I did find myself staring at was the speed trail itself, I think with juice in mind if you faded that out to be higher *velocity* based, gaining speed would really feel a lot more satisfying, instead of just *always* being visible, turning a corner slowly or not

  • @bruhpoopunga1892
    @bruhpoopunga1892 3 ปีที่แล้ว

    This looks so good, happy to see how far the projects come

  • @Fatcrow_
    @Fatcrow_ 3 ปีที่แล้ว

    been here since the beginning of these Devlogs and I have to say, I love it ! You've put so much efforts and time on this project, I think this last render is absolutely brilliant, that's some great work. Keep it up man !

  • @DevDennis
    @DevDennis 3 ปีที่แล้ว

    Amazing video my man ! I love to follow this project and it's coming along really well.

  • @kozekyto
    @kozekyto 3 ปีที่แล้ว

    You are truly inspiring, man. What you're making is absolutely incredibe.

  • @aminoshift1158
    @aminoshift1158 3 ปีที่แล้ว

    The progress you have made is astounding!

  • @soulonire
    @soulonire 3 ปีที่แล้ว +2

    Man, this is looking sick, honestly, I'm in love with this new style.
    I hope to catch u at some stream to see more about it, this is just an interesting project but I'm a bit busy with my game tho.
    Keep doing it like this, you are improving a lot!

  • @CritKantana
    @CritKantana 3 ปีที่แล้ว +3

    I’ve been waiting so long for a new video

  • @CodemasterJamal
    @CodemasterJamal 3 ปีที่แล้ว

    That run animation with the speed lines was amazing. Really good job!

  • @Yani_Ya
    @Yani_Ya 3 ปีที่แล้ว

    U did a really good job, congrats! I really like how the game is turning out. And now I can even feel it!

  • @zerotalentstudios4105
    @zerotalentstudios4105 3 ปีที่แล้ว

    I can't wait to see where this project takes you.
    This looks amazing and I can't wait to sit down and play it, no matter how long it takes.

  • @jonahbrowning7486
    @jonahbrowning7486 3 ปีที่แล้ว

    Project Feline is looking awesome!! I can’t wait to see you develop it even more!!

  • @aviataur
    @aviataur 3 ปีที่แล้ว

    All your dedication to make this
    _AMAZING_
    -looking game about a character you made as a kid is really inspiring. I hope the best for this game and your inevitable success.

  • @jokenoninc.6142
    @jokenoninc.6142 3 ปีที่แล้ว +7

    Just an opinion, I think the movement should be a lot more extra, like when sliding on rail, the body should be lower to indicate the character lowering their gravity point to stabilize and their arms too, just an observation

  • @foxtrot7000
    @foxtrot7000 3 ปีที่แล้ว

    Love the game feel and hope it gets even better! Keep it up

  • @infinitenex8165
    @infinitenex8165 3 ปีที่แล้ว

    The music is much better than i expected. You truly are versed in a lot of talents.

  • @ANZEMusic
    @ANZEMusic 3 ปีที่แล้ว

    This is so cool! I know I'm late, but I just want you to know how much I appreciate this project. I'm loving everything about it so far and I can't wait to play it someday!

  • @johnenmannen
    @johnenmannen 3 ปีที่แล้ว

    I love how Raymond is so passionate about this game
    and also how talented he is!

  • @shablam0
    @shablam0 3 ปีที่แล้ว +2

    Yo man those are some sweet tunes you made! It sounds just like the effect I think you're trying to achieve and I love it! You had better officially release the OST after Project Feline gets released!

  • @italianbot-berna8055
    @italianbot-berna8055 3 ปีที่แล้ว

    I truly have no words to express how incredible this project looks.
    Each time u make a video, i can see all the effort and love u put in to improve the game and it's something that really makes me happy and hyped. It's really inspiring how much work u put in every time. Can't wait to see how it evolves, good luck with ur project!
    Also, a few days ago, a new game called Ghostrunner came out, with big emphasis on parkour. Maybe u already knew about it but just wanted to tell u. Maybe u can give it a try and even have some fun. It could even inspire u and give u some ideas for Project Feline.
    Still, i wish u the best and want to say good luck for this project!

  • @lalo2513
    @lalo2513 3 ปีที่แล้ว +1

    Im so impressed by your music. You said you had like 0 idea.about music but you made two bangers!

  • @matthewmcfarland3102
    @matthewmcfarland3102 3 ปีที่แล้ว +1

    This looks amazing so far!
    There have been many parts of this series where I thought "I don't know if I like this"
    Seeing it all together, though, allows me to see what must of been your original vision and it looks great!
    Can't wait for your return.

    • @RaymondCripps
      @RaymondCripps  3 ปีที่แล้ว +1

      Thank you. I'm sure there are many decisions I make that not everyone agrees with, but that is the risk I take by sharing my development publicly. I'm just trying to do the best I can, not only to develop my vision, but to develop a game towards that vision. If people enjoy it, I will consider myself lucky. If not, well, that's beyond my control. I'm just thankful for those who choose to follow and support me throughout my journey!

  • @bigbub7117
    @bigbub7117 3 ปีที่แล้ว

    This is such a massive difference good job dude

  • @snesnerd3988
    @snesnerd3988 3 ปีที่แล้ว +1

    your first demo you shown sounds like it belongs in armored core formula front or armored core 9 breaker and i love it.

  • @superchristopher
    @superchristopher 3 ปีที่แล้ว

    I really love seeing this come along! I want to make my own game some day and this helps me keep that dream alive

  • @isto_inc
    @isto_inc 3 ปีที่แล้ว

    This devlog was amazing. I absolutely love seeing people put in game feel

  • @Mi-202
    @Mi-202 3 ปีที่แล้ว +1

    The music really reminded me of a hat in time for some reason lol, Good Work!

  • @kiyasuihito
    @kiyasuihito 3 ปีที่แล้ว

    All this looks amazing! One thing that may already be on your list of to-dos is add some balancing animation to her grinding.

  • @justagamer2197
    @justagamer2197 3 ปีที่แล้ว

    This is very good I can't wait for the game can release I love the animation and the way you describe how you evolved your work keep it up

  • @theoilygoosestudio2109
    @theoilygoosestudio2109 3 ปีที่แล้ว

    Dude this looks awesome!

  • @pladselsker8340
    @pladselsker8340 3 ปีที่แล้ว

    I think this is great improvement! The music sounds amazing

  • @Huzlnut
    @Huzlnut 3 ปีที่แล้ว +2

    I hope your game will be viral. I love the style.

  • @danielarochovlogs1995
    @danielarochovlogs1995 3 ปีที่แล้ว

    You're doing awesome man! I remember when you had recently started

  • @skelecats1701
    @skelecats1701 3 ปีที่แล้ว +1

    I hope youre going to add a sort of boost effect when doing the double jump. And making the rail grinding smoother

  • @lemongummy7047
    @lemongummy7047 3 ปีที่แล้ว

    The music are really cool! /w/ Gave me goosebumps hearing it.. makes me wonder how other areas are gonna sound like!

  • @NathanFranckGameDev
    @NathanFranckGameDev 3 ปีที่แล้ว +1

    Looks nice! I'd say the jump animation is next in line to get some love

  • @CritKantana
    @CritKantana 3 ปีที่แล้ว +19

    This guys such an inspiration

  • @marcfornas1031
    @marcfornas1031 3 ปีที่แล้ว

    Good job! I think that importing each music track separately and modulate its volume separately according to speed, action or moment would give it a nice touch.

  • @cocoakodawari4192
    @cocoakodawari4192 3 ปีที่แล้ว

    I rarely ever comment but I just wanted to say that I'm really happy for you and your amazing progress!!! I started following project feline almost a year ago and it's been such a wonderful experience following you through your journey! Congratulations on the new polish and effects! It's a bit of a shame to see the skate animations go and will take some getting used to for me but I thoroughly enjoyed everything you've done to improve as well as your mindset!!! Stay safe always and congratulations on another job well done!!! TTwTT

  • @crunk6232
    @crunk6232 3 ปีที่แล้ว

    this soundtrack bangs so far dude!

  • @ArtofWEZ
    @ArtofWEZ 3 ปีที่แล้ว

    The skyport's meoldy is very nice, hope you have a great break.

  • @yassinealoui7539
    @yassinealoui7539 3 ปีที่แล้ว

    the skyport music is superrrrrrr! i love it

  • @Zap_Arts
    @Zap_Arts 3 ปีที่แล้ว

    Absolutely love the music for the Sky Port level.

  • @XAVES
    @XAVES 3 ปีที่แล้ว

    This made a huge difference! Nice stuff. I feel like the double jump needs its own animation, and the grind and slide should have a cycle as well. Good decision to switch from skating to running, too!

  • @hajnzkecup5084
    @hajnzkecup5084 3 ปีที่แล้ว +1

    Its cool that you doing all this alone.Take your time it it will be cool game.

  • @KevinKuschel
    @KevinKuschel 3 ปีที่แล้ว

    Very cool, Raymond!

  • @eliadugato6644
    @eliadugato6644 3 ปีที่แล้ว

    Me whenever I see a Raymond Cripps devlog:
    HE IS A MAN OF FOCUS, COMMITMENT, AND SHEER FUCKING WILL

  • @jokered1133
    @jokered1133 3 ปีที่แล้ว

    The game feels really polished after this devlog, Just these simple changes add so much to it, I respect the much needed break, and I think when u come back to the project you’re going to smash it out of the park, love ur method of half baking everything rather than focusing on one thing and not getting the full picture.

    • @RaymondCripps
      @RaymondCripps  3 ปีที่แล้ว +1

      Thank you for your comment, that's the best way I've seen someone describe what my mindset has been for these last several months. There's something to be said for having lots of ingredients in the oven, even if they aren't all finished baking yet-better than leaving them in the freezer I'd say. I hope that critics of the game as it is presented currently may view this iteration from this perspective.

  •  3 ปีที่แล้ว

    Incredible. Now it looks much better since I played it for the first time last year. I now realize that, at least for me, the thing that keeps me away of feeling it totally great is the jumping animation. I think skating animation was not bad, but jumping definitely feels not natural. That's my humble opinion. I'm for sure gonna wanna play it now. And if course when it's finally released as a full game. Congrats my friend 🔥🎉

  • @garkos
    @garkos 3 ปีที่แล้ว

    Great work!

  • @jht9242
    @jht9242 3 ปีที่แล้ว

    This game is looking better and better my dude. Can't wait to buy it.

  • @nuthen9795
    @nuthen9795 3 ปีที่แล้ว

    Your game looks amazing and I look forward to watching the progress on it! Great improvements with the game feel. I enjoy the music too. It may just be me, but I wonder if the music would be good with practical effects added in? Like in the skyscraper level there are all the metal crates, maybe there could be the sound of something striking metal. Much like Animal Crossing music adds in random sound effects. Anyway, enjoy your time off!

  • @kevinallain2415
    @kevinallain2415 3 ปีที่แล้ว

    Great work, impressive! I feel like an animation for the double jump could make everything much tighter. Maybe a front-flip.

  • @Aerotune0
    @Aerotune0 3 ปีที่แล้ว

    It’s awesome to follow the progress step by step! I have to try this out at some point. I hope there’s going to be some advanced tech you can toy around with like dash cancel jumping and such similar to Celeste.

  • @Zapphiren
    @Zapphiren 3 ปีที่แล้ว +1

    Someone gotta make a CatJam meme with Gabriella's face and that one single cat ear. The soundtrack is a banger

  • @melonhead8052
    @melonhead8052 3 ปีที่แล้ว

    i like the look of this so much

  • @n.ryuudakku4916
    @n.ryuudakku4916 3 ปีที่แล้ว

    wooo, the new run animation feels a lot more alive, i can almost feel like im the one running, nice one there!

  • @someoneunknown1042
    @someoneunknown1042 3 ปีที่แล้ว

    ill be watching your progress with interest

  • @vanish3408
    @vanish3408 3 ปีที่แล้ว

    I love the music!

  • @hamsoft23
    @hamsoft23 2 ปีที่แล้ว

    It's clear that there is so much to do, but it's awsome see your progress

  • @Soloman274
    @Soloman274 3 ปีที่แล้ว

    Incredibly useful information.

  • @turtlehub2731
    @turtlehub2731 3 ปีที่แล้ว

    I would recommend a jetpack spurt effect and sound after a double jump as well as a magnetization effect when you mount a wall or a rail just so it feels more flow-y.

  • @LE0NSKA
    @LE0NSKA 3 ปีที่แล้ว

    a trail going from the skates would add wonders I feel

  • @tommys191
    @tommys191 3 ปีที่แล้ว

    Everything looks so amazing, and since you wanted to go for a sort of anime style, using squash and stretch in the animations might give them a bit more impact while also being a lot like anime.

  • @falxie_
    @falxie_ 3 ปีที่แล้ว

    Looking forward to what the game's gonna look like next time

  • @Bluegooose62
    @Bluegooose62 3 ปีที่แล้ว

    Your doing so good i love you work and I’m inspired by your work ethics

  • @panopea1104
    @panopea1104 3 ปีที่แล้ว

    a very small adjustment that can make things feel a lot tighter is to add a "Lean" animation when the character is turning.

  • @patch-fm
    @patch-fm 3 ปีที่แล้ว

    I like the new music! It definitely gives it a retro feel.

  • @Fopull
    @Fopull 3 ปีที่แล้ว

    All of the post processing, ALL OF IT!

  • @tri99er_
    @tri99er_ 3 ปีที่แล้ว +2

    Okay. After all those recommendations you convinced me, TH-cam. I'm subscribing.

  • @daantuerlings
    @daantuerlings 3 ปีที่แล้ว

    It's crazy that simple animations can effect a game so much. Good job

  • @ElJosher
    @ElJosher 3 ปีที่แล้ว

    Music is pretty nice. Well done!

  • @kawaiidere1023
    @kawaiidere1023 3 ปีที่แล้ว

    I like the techno vibe of the music, it sounds so futuristic yet vibrant

  • @cyberredpandas1903
    @cyberredpandas1903 3 ปีที่แล้ว

    This looks so much cleaner and refined now. Also I think it would be funny if you added a "cheat code" similar to the big head cheat where it reverts the model back to the old low poly one.

  • @The907g
    @The907g 3 ปีที่แล้ว

    holy heck the bloom is crazy