Hey, What's up, everyone! If you seek for some more info about VOIN, I just made a couple of videos where Sozidar is answering our questions from commentaries. Check them out!
That cleansing bell is so SICK. You could mix it with the lava feature by making it like ripple across a pool of lava with the item at the center, and have the resonate over or around it to signal cleansing. Basically utilize vibrations from sound on liquids. Love this devlog, very interested in the game, will be watching the next devlog.
The idea is awesome, and then the bell makes the lava vibrate and the weapon rises from the lava cleansed. holy shit. So that trigger element -> bell -> lava pool -> weapon
so, the Bell could make the lava react in some way, erupting or something like it, and this will bathe and cleanse the weapons, like a reforging. To add some pzzaz, maybe you can receive a scorching weapon that will gradually fade. I LOVE your art direction, with the high pixelated but high detailed environment, low animation framerate, dithering, color banding.... t's the perfect balance beetween readability, style and performance. love it.
The art style and graphics is amazing, its like a 90s prerenderd cut scen but in real time. It feels nostalgic and new at the same time. Keep it up man😊
Thank you so much! 🖤I spent a lot of time on graphics so I'm very glad to hear that it resonates with people ☺ I'm still not 100% happy with the way the game looks though, so maybe one day I'll reiterate the visuals a bit 🤔Or maybe not, we'll see 😄
@@Sozidar what ever you decides to do it will be good. Like I said it looks like a old school prerender. And I did wright the comment before I got to the part about graphics haha. And my first thought were this look like warcraft 3 cut scene. And to later see that that were some of your inspiration were like: yeaa man youd naild it.😊
Looks fantastic, for me it was like a Skyrim ish type of graphics, what would be a amazing addition is to kind of make it like the Elden ring graphics but I do know that is a very intensive process, but maybe a project for the hopeful years to come, keep up with the amazing work!@@Sozidar
ANY time I've watched a dev log, I've always enjoyed them. However, while watching this dev log, I could not help to feel totally immersed and totally forgetting I was even sitting at my desk. This video was so immersive and put together so well I forgot about everything and only wanted to see what happened next. No dev log has ever provided me with this feeling, so I want to say GREAT JOB on this video. Truly, great job!! This game looks not only satisfying, but fun, while also graphically plessing in every aspect. I've never seen this art syle, gameplay, and nothing captures that same feeling. As a game developer myself, I can tell all the work you've put into this game, and you have my full support throughout its journey. I cannot express my joy just watching this video. FANTASTIC job!
Dude, i'm a fellow dev, i've been working on my project since 2018. I wish you luck on yours. But what caught my attention the most was your voice. You have a spectacular voice for narration. Have you ever done voice acting?
Knowing how hard gamedev is I sympathize with you on your endeavour, brother, and wish you luck too 😄 Thank you! I've done some voice acting for a couple of Warcraft 3 projects, but nothing professional.
Aren't you guys concerned about spending so much time on a game that could fail? Waiting 5 years to find out your game is boring or not is quite a risk.
@@potato9832 No one spends years on something for money alone. If the project turns out to be a risk, thats ok. Most of us are doing Gamedevelopment because we love it.
@@TenebrisInvictus If you don't have your voice in your game it will be a crime and I'll call the cops on you. No but really, would be a waste if you don't add your voice.
The influence of Warcraft explains the story of Lightning’s armor and the mages control over the armor, very similar to the Helm of Domination with Arthas controlled by Ner’Zhul.
Well, I've had my fair share of sleepless nights and tea-fueled coding sessions to make this game the way it is now. But it's all worth it when I see incredible developers like you compliment the game. Thank you! 🖤
Woah! I LOVE the fractal-inspired level design. The indefinite nature of fractals kinda feel psychedelic and liminal at the same time. Can't wait to explore the beautiful environment you've crafted!
This is not just incredibly impressive work but also a well made yt video. A few years ago it would have taken a massive team to make what you are creation alone
I am a passionate supporter of game devlogs as they offer valuable insights into the development process, fostering a connection between developers and players through feedback and constructive criticism. I've eagerly added the game to my wishlist and am eagerly anticipating its release. In a gaming landscape dominated by AAA titles focused solely on extracting money, your project stands out for its creative vision and thoughtful level design. Your approach instills a sense of freedom and a commitment to crafting a unique and memorable story for players. It's a refreshing departure from the perceived soullessness of many AAA titles. I sincerely wish you the best of luck with your project and am hopeful for the opportunity to participate in a playtest, providing valuable feedback and contributing to the public reflection on the game. I'm a devoted fan of games such as "Skyrim," "Red Dead Redemption 2," and "Subnautica." These titles captivate me not only with their gameplay but also with their rich narratives. To me, it's not about creating the most expansive open-world game; it's about delivering an enjoyable experience that compels players to master mechanics and engage with a story that is truly worth their precious time.
Про сегмент с колоколом : если колокол ключевая часть, то можно добавить небольшую встряску и небольшие волны/брызги лавы вокруг платформы. Если ключевая часть комната с лавой - можно сделать комнату в центре полой, игрок буквально кидает туда все предметы которые надо очистить, дергает за веревку/цепь, звонит колокол, из лавы появляется рука с предметами. Удачи)
TH-cam recommendation once in 1000 times giving something good for the ppl. Good luck with your project. It's giving me Vermintide/Darktide vibes. Love it!
Keep up the great work and keep the devlogs ongoing - these are well crafted too. Suggestions for video topics: 1) I would love to see more insight on how you structure an open world and still keep some amount of control of guiding the play towards specific goals / encounters. Or even the question if you worry about such things or really stick to your 100% free exploration thesis. 2) How do you handle difficulty / enemy scaling? Obviously wishlisted! :)
Damn, I looked at the thumbnail fearing I'd get clickbaited, but no, you've got a really promising and impressive slice of a game cooking up already. I'm excited to see what else you have in store, looking forward to your future devlogs!!
I'm mostly impressed by how smooth camera and movement is. One thing is, for action games to stay gripping for long time, you need a lot of varied combat situations. Because of that, enemy variety is so crucial, yet you've shown a lot of slow zombies. I have no idea how far is development, but you need foes with all sorts of different speeds, ranges and abilities (maybe even random modifiers) for that varied texture of combat that prevents you from just doing the same rotation over and over, without pushback and necessity to adapt. But from the games you reference, i'm sure you already know that, at least by heart. Something i love from Bethesda games is how core races are reused as common enemies, and because of that, the game basically has randomised pseudo-pvp that allows you to fight against so many different combinations of armors, weapons, spells and buffs, while also ensuring that the player can also utilise them. Not sure how applicable that is for your game, but maybe worth a look?
Thank you for exressing a concern about enemy variety! There's a video on the channel where a fight between mid to late-game enemy type is shown. One major benefit of having real-time first person combat that is mainly based on the player's reaction (instead of character's attributes), is that I can make extremely varied enemies with various behaviours and approaches to defeating them. Unlike from the majority of top-down ARPG's, where you pretty much just button mash and everything on screen dies. I understand the appeal and I personally do enjoy that type of gameplay, but with VOIN I wanted to make more involved and engaging combat, which is a lot more demanding in terms of the player skill, but is so much more rewarding. So I do plan to implement a lot of interesting enemy types (and already have)! I've mostly shown zombies because they're easy to kill and that is more cinematic. Regarding Bethesda's reuse of core races as common enemies, it's a thing that I also noticed and which I really like, and which I plan to implement, although not to the same extent. There's going to be an enemy type that uses weapon items (with all their bonuses) that drop upon their death for the player to use. But these enemies won't be that common, because I still want the item drop system to be more typical to top-down ARPG's.
About the massive bell and cleansing by fire.. it feels as though the whole chamber rests above some sort of lava flow. What if there was a sequence of 3 bell rings, progressively louder, that triggered an increasingly violent (more pressurized) fire jet to blow out from below the item being purified? Granted, this sort of setup would look best with the item in question being suspended above the fire jet for the animation, potentially with some black, ominous smoke coming off the sword as the fire burns it. Maybe some shrieking sounds of sorts to give this "evil aura of resentment" vibe.
This is the first actually impressive and really and i mean really enjoyable looking game ive seen in these dev logs saying they worked "100 years on this" keep up the good work man!
Didn't think much of this game. Played the demo (found on Steam Next Fest sale) and I was absolutely blown away... the core gameplay and elements for this game is soooo smooth and fun!.. can't wait for the release! well faking done dude!...
Almost instantly into so much of what this game is showing off just in this one devlog. The combat, art style, ui and even the lore bits you shared also sound super neat and have me really excited to see more. In reference to the cleansing bell, I think it's really satisfying, really cool concept! To connect it to the fire theme you could maybe have the bell be glowing hot, or maybe just the clapper, and when it hits the whole bell would glow brightly, lighting the room up warmly for a while and sending ember particles flying off and all around. Could also have like a heatwave effect along with the resonance of the sound.
As a 3D game artist that makes assets and environments I am stunned with the lvl design you did and honestly I am kinda jealous that wish I could have worked on the making of the game
As for the bell cleanser I have a few ideas that “connect to the fire theme” that might help you out if you aren’t satisfied with the bell but I think the bell is really cool and grandiose! Here you go. 1. **Ember Anvil:** A special anvil near the volcano's core where players heat their weapons in the intense heat, and ember spirits cleanse them with fiery energy. 2. **Magma Brazier:** Weapons are placed within a large, enchanted brazier. Flames dance around, fueled by the volcano's heat, purifying the weapons in the process. 3. **Inferno Shrine:** A sacred shrine surrounded by lava streams. Placing weapons within the shrine invokes the power of the volcano, cleansing them through a fiery ritual. 4. **Flare Pool:** A pool of liquid fire where players dip their weapons. The intense heat of the flare pool burns away impurities, leaving behind purified gear. 5. **Pyro Glyphs:** Weapons are laid upon ancient symbols etched into volcanic rocks. The symbols glow with fiery energy, cleansing the weapons as they absorb the essence of the volcano.
Jaw droppingly insane and so beautiful! Combat looks so polished, I wonder what it will look in finished game! This devlog is a treat for eyes and a huge learning session for a solo game dev like me who is working on an open world game myself! I wishlisted the game and subscribed to ur channel to support you in your journey! All the best Nikita!
Everyhthing about this game is just right down my alley, from the artstyle to the gameplay to the music. But I do have to also point out that you are one of the few devlogs I've seen on TH-cam that actually names all the games which they show clips from, and I appreciate that.
Great work. A suggestion about replacing the cleansing bell with something more fire themed: Perhaps have a little floating sun. When activated, it pulsates, and when the fiery pulse reaches the item, it is cleansed. Crude idea that you can iterate upon, maybe. Perhaps even, the striking of the bell could be what causes the pulsation.
That is a good idea and maybe make the surrounding lava shoot up or take over some of the land the more items are cleansed and when you level up the lava goes back down.
for your worries about the bell not themeing into the lava, you could have lava dripping down whatever the bell is secured from and over the edges, making a slightly patchy wall of lava around the bell and dripping off of it and you could also since then it would be super heated have sparks like an anvil fly when the bell chimes, for where the lavas from you could have a chain holding up the bell going into a portal where lava is seeping through idk im spitballing here this just looks amazing and i cant wait to get my hands on it
For cleansing show the weapon interact with lava somehow (submerging or moving lava onto it) and when the lava touches the weapon it hardens into obsidian. The obsidian layer can be removed with the bells resonance. The lava cleanses, the obsidian absorbs, the bell removes the shell.
This looks amazing, I'm very excited to see where this goes. An idea for incorporating fire into the equipment cleansing process could be something like, the resonating shockwaves from the bell could cause a crack for fire/lava to shoot up through and cleans the equipment. But anyway, will definitely be following these devlogs. Good luck!
Никита, ты красавчик! Такую огромную работу проделать в одиночку, не перегореть, и доделать до момента, когда это выглядит уже играбельно...ну, просто нет слов, желаю тебе успехов и сил закончить своё творение!
Just an idea, but on the subject of making NPCs, I think it'd fit the vibe if you could talk to the wandering elemental spirits, and they'd give you little bits of lore. And maybe instead of them being fully voiced, they just make sound effects. Something that comes to mind is talking to Horace in dark souls 3 on the road of sacrifices right next to the bonfire. The only sounds are that of the bonfire and the hollows down below. In my mind, that idea fits well with the aesthetic of that room. But anyways, amazing video and awesome game! Can't wait to watch every youtuber under the sun play it!
Actually, I consider adding spirit conversations in almost exact way you described it, but ideally have them voiced. Still figuring out if this feature is within the scope, but I definitely want to add something like that one day. Thank you 🖤
A little over halfway through the video, honestly, congrats on your progress this far, the game looks incredible! As for your request for ideas on cleansing to fit the fire theme: I think I heard you mention that this is built on top of a volcano? Why not put the room INSIDE the volcano, encase the room in glass, you hit the trigger to cleanse, and Lava/Magma shoot up from a rumbling volcano expelling any curses, thus cleansing you/your items etc. Keep it up!
This looks amazing! I would definitely tell someone who was new to not even attempt this, but so far, it looks like you've got the dedication and the work ethic to see it through. Don't stop!
Played the steam demo on the latest Next, really great flow to the combat with that balance "Slow-Fast" type gameplay. Also a lot of the little details like the inventory portrait and the little jingles and chimes certain actions make really hits a sweet spot. I think what'll really push this game to greatness is making unique / special synergies and weapons genuinely feel legendary much like old blizzard games did.
Really awesome stuff, I love finding new videos of projects like this. The artstyle is amazing and I love the fractal themes, I look forward to seeing where this goes And for the cleansing, how about the items are dipped into the volcano's lava. Then after being lifted out, the bell is rung and all the lava is flung off and suspended in the air around the item before falling back below into the volcano again
It's beautiful and I love it! Interestingly enough, while I suppose you're right in saying that the bell doesn't quite fit the fire theme, I think it's pretty cool. And the music: 🔥. Keep it up!
Hey, Idea for cleansing items. The bell doesn't just ring and cleanse, but also calls up a tornado of flame, (look up Fire Whirl or fire devil) and have it flow up from the magma into the bell. Bonus points if you have Lightning call up the Fire tornado, then physically throw the item into tornado, wich turns different colors as it burns away whatever impurities, maybe turning blue, purple, green or black depending on level/curse/rarity. Keep the black flame for the best stuff, because tell me a giant tornado of black flame that turns the level monochrome wouldn't be metals as Fuck. After the cleansing Lighting calls the item back to his hand and boom, you have a cleansed item.
Hey, great project man, I'll look forward the future devlogs. I have a few ideas depending on how you want the purifying to work/what choices you make: 1st idea that came to my mind would be to have lava fall from the bell itself like a circular fall. (with an addapted recipient so it dosent go everywhere) In wich you coud have lightning "dip" the item in it, regarding you have assets for falling lava already it seems feasable, and if you take the path of adding NPCs make 1 sfor each main elements and the fire one being the one to purify the item in a similar theme kinda "Baptism by fire" vibe with the item being "reborn purified" 2nd Idea to still stick to the fire theme (and the bell, i find it looking amazing) would be to "melt the corruption away" from it, using some flames, making it catch fire in a green corrupted tint before bursting up in a proper and purer flame. I love worldbuilding and such so i'll gladly come comment and answer on any other questions you'll ask in future videos, keep it going mate!
I've been following your development of VOIN for a while and found it very interest, but this devlog has really grabbed my attention now! I've wishlisted it and I am now eagerly awaiting being able to play it; though please, take all the time you need with it. I'm happy you're using UE5 for it, its tools are very powerful. I have a few pieces of advice based on some of your comments in the video. 1. NPC interaction in the hub is a good idea, but I recommend only having like one well-developed NPC that the player can get to know well, as opposed to multiple different more shallowly developed characters. It like smaller casts anyways, and it'll help you avoid scope creep getting out of control. 2. I love the stylized look, but I recommend letting players adjust settings for the dithering filter that seems to be applied. Whether that means disabling it, or adjusting its parameters, as I find heavy color banding distracting, which this filter seems to cause. But I love the way everything else looks, and you've done an amazing job with the stylization of the models. Other settings such as vignette should also have options to disable as things like that can cause motion sickness in some people, but I think the camera movements themselves seem well-tuned to not cause motion sickness! 3. The Cleansing Bell is, in fact, awesome. Good luck with VOIN, Nikita, I believe in you and I'll follow all of your future devlogs!
Absolutely incredible! It's clear that you have a lot of experience from previous projects, on top of having invested a lot of time into this one. However, this didn't even feel like a devlog. More like an early showcase, or game presentation. See most #0 devlogs start out very bare bones, with mostly ideas, this project on the other hand has a lot of things already figured out. You are showing us level design, a consistent style for the game, combat, itemization... So, I'm having a hard time looking at this project through the eyes of a game dev. Because of how complete this already looks, I'm seeing it more so through the eyes of a player. Like, from what you've shown, I would already check this game out on steam, if this was an early access steam trailer. So yea, stoked to see this game brought to completion. If you intend to elaborate more on the game dev side of things in the future, plase give a more accurate overview of where you consider the game to be, what parts of it you consider finished, which ones you consider missing or requiring extra work and what exact features you have been working on since the last devlog. Oh yea, I really loved first Warhammer Vermintide. First person melee combat is usually quite terrible in most games, so I'm stoked to get my hands on this game to play it!
Yeah I was pretty much in hermit mode all this time because the game was in constant fluctuation and I didn't want to spread my time too thin with devlogs, so I focused on working on the actual game instead. But the point taken! I'll try to elaborate the game's state in the next video and just overall be more descriptive about the parts that are not yet solidified. Thank you! 🖤 Yeah I now understand why there are not that many games with good first person combat, - it's so tricky to figure out 😄But I'm extremely happy with the current state of VOIN's combat, and also I'm very excited to let people try it out in a few months! Also thank you for such an informative comment!
For the bell cleansing thing It'd be cool if when the bell rang it shot some sort of fire spell / wave at the anvil, or the powerful sound activated something in the alvil that created a cool fire effect.
First time stumbled into your video, and got really motivated to finally start my real Unreal journey. Game looks amazing, I am chasing exactly these types of games, open-world, cool action combat, a solid RPG. Like Skyrim lacks the combat, while Vermintide lacks the world (exploration). And don't forget a great customization also! Combining these is amazing. Keep up the good work, wishlisted the game already!
Knowing that my work sparked someone to start their journey makes me feel what is best described by the word "happiness" 😁 I wish you luck and perseverence! The scope of the games that we love is a monster that will take years to conquer, but if I can do it, anyone can do it 🖤Thank you!
If you include an option to hide damage counters on enemies (and even the entire hud if you can), I’m buying this immediately! It really breaks the immersion for some people (including me).
Coming from Skyrim modding, I value immersion lot 😄 So yes, pretty much every HUD element can be tweaked in some way: damage numbers, healthbars, status effects icons, etc.
To expand on that, would you be open to consider making different HUD designs in general? I do like having a HUD that tells me if things are on cooldown, but the current iteration that's in the video reminds me a lot of something I would see in a mobile game with the big "button-like" appearance. It's a very small nit-picky thing but something that might affect how some people view the game and their likelihood of buying it when looking at preview footage/screenshots! @@Sozidar
I've designed the UI to be universal for PC's and consoles, so that's why some of the compromises been made, like some of the HUD elements being big. I do not plan to redesign the UI completely because I feel like it's important to stick to a specific identity, but maybe a slider for the HUD size will do?
@@Sozidar HUD scaling is very helpful for people playing on variety of devices and distances from their screen. There are so many games I can’t play on my couch because my TV is too far away and I can barely read text.
It's interesting because indie Devs usually have a great strength and hide the weaknesses with that said strength. Clearly you are a talented level designer. Like really good, grandiose vistas and world building are very engaging. So well done on that part. Can't speak much on the rest as it was quickly passed by. So will trust you are doing your best.
Sea of fire that spawn around the the bottom of the bell right against the edge like looking at a lily pad in water from under it. The bell would look like an eye and when ringing it would sorta resemble an eye moving. Once the bell rings, the fire ripples like water but vertically with the item on a podium right underneath the bell.
This is absolutely brilliant! I adore the atmosphere and deeply respect the dedication and time you've spent making the game so far. The constant corrections and do-overs when something just doesn't feel right must be incredibly taxing. Can't wait to see updates on your developments, and even just some videos on the lore of the world and not just game design. I wish you the best of luck on your dream game and limited life span and I cant wait for your next video when you find the time for it.
Dude, another fellow dev here, this looks insanely gorgeous and interesting, I had to wishlist this. I've also been working on and off on my own 1st person rpg since 2019. I named my world Vion so when I saw 'VOIN' I thought it was a pretty fun coincidence haha.
An idea for the bell cleansing weapons and matching the fire level theme: The clapper (swinging part of the bell) is always on fire, you place your weapon on top of the bell, the clapper swings to the side which catches the entire bell on fire, the flames rise up to the top of the bell and cleanses your weapon.
Ah that looks promising, I really like the look of that fractal structures and what you do with the shading and vfx. Your project seems really ambitious and I hope it won't break your endurance in the long term. glhf!
You are so passionate and enveloped by your own world that it's visible, and admirable. Couple that with experience and skill, you're really cooking. Narration and production of this video is top notch as well, it's clear that you're a competent creator in general. My faith for your project is high
For the volcano cleansing thing, You can make a small box of lava that you hang your item on top of, then when you ring the bell, the lava boils and lets out a red cleansing heat that will... well, cleanse your items!
btw, have you thought of using something like a "windmill" type structure for the cleansing mechanic. with like a water wheel moving the mechanism, but instead of water make it lava? just an idea
7:00 The bell seems like a nice idea, but make it bit more mechanic, steampunk, make a reverse second bell that will trap the item inside it and cleansing will be sort of a ritual there the "fiery clam bell thingy" cleanses the item with the vibration and since its spherical let it be the heart. Well.. or just dont.
I tried out the game today and i thought that it was developed by a smaller studio of 5-6 people. I know there are amazing games made by single person but its my first time seeing something so full of potential and breathtaking made by a single man, I tip my hat to you sozidar. You made a beatiful game even though its not out yet, and i cant wait to play it for 2 more hours tomorrow in my free time.
one idea on the cleansing bell is to make it so that the bell is not the one cleansing the item itself, but as a sort of a ritual, you could have a tiny volcano like thing to put an item to cleanse, and once the item is inside, the bell would ring and spit out the cleansed item
Turn the bell upside down, fill it with flames (or lava), and use the bell tongue as a hammer to cleanse your item. I know a metal husk fileld with lava wouldn't resonate as a bell, but who cares? Just one idea, hopefully it will spark some new ones if nothing more. I love the sound design and the effect for it. I wish all the best for your project, keep going, this looks seriously awesome! Wishlisted!
Hey, What's up, everyone! If you seek for some more info about VOIN, I just made a couple of videos where Sozidar is answering our questions from commentaries. Check them out!
Enjoyed the playtest. Style is nice and combat was great fun. Wishlisted as well.
The combat looks insanely fun and smooth. Wishlisted!
Thank you so much! 🖤
Never seen a more promising indie game like this one before. Please never drop this project and good luck
7:12 an altar where you place the item that then gets submerged/engulfed in fire or lava take your pick
That cleansing bell is so SICK. You could mix it with the lava feature by making it like ripple across a pool of lava with the item at the center, and have the resonate over or around it to signal cleansing. Basically utilize vibrations from sound on liquids. Love this devlog, very interested in the game, will be watching the next devlog.
The idea is awesome, and then the bell makes the lava vibrate and the weapon rises from the lava cleansed. holy shit.
So that trigger element -> bell -> lava pool -> weapon
so, the Bell could make the lava react in some way, erupting or something like it, and this will bathe and cleanse the weapons, like a reforging. To add some pzzaz, maybe you can receive a scorching weapon that will gradually fade.
I LOVE your art direction, with the high pixelated but high detailed environment, low animation framerate, dithering, color banding.... t's the perfect balance beetween readability, style and performance. love it.
Оч круто, по первому взгляду подумал что это ультракилл с мечами, но это реально выглядит классно и многообещающе! Keep up the good work, Никита)
Спасибо большое! 🖤
The art style and graphics is amazing, its like a 90s prerenderd cut scen but in real time. It feels nostalgic and new at the same time. Keep it up man😊
Thank you so much! 🖤I spent a lot of time on graphics so I'm very glad to hear that it resonates with people ☺ I'm still not 100% happy with the way the game looks though, so maybe one day I'll reiterate the visuals a bit 🤔Or maybe not, we'll see 😄
@@Sozidar what ever you decides to do it will be good. Like I said it looks like a old school prerender. And I did wright the comment before I got to the part about graphics haha. And my first thought were this look like warcraft 3 cut scene. And to later see that that were some of your inspiration were like: yeaa man youd naild it.😊
Looks fantastic, for me it was like a Skyrim ish type of graphics, what would be a amazing addition is to kind of make it like the Elden ring graphics but I do know that is a very intensive process, but maybe a project for the hopeful years to come, keep up with the amazing work!@@Sozidar
ANY time I've watched a dev log, I've always enjoyed them. However, while watching this dev log, I could not help to feel totally immersed and totally forgetting I was even sitting at my desk. This video was so immersive and put together so well I forgot about everything and only wanted to see what happened next. No dev log has ever provided me with this feeling, so I want to say GREAT JOB on this video. Truly, great job!! This game looks not only satisfying, but fun, while also graphically plessing in every aspect. I've never seen this art syle, gameplay, and nothing captures that same feeling. As a game developer myself, I can tell all the work you've put into this game, and you have my full support throughout its journey. I cannot express my joy just watching this video. FANTASTIC job!
Just played the playtest and this game is very fun cant wait for full relese with different levels and wepon drops. Good luck !
The "trailer" was f*cking INSANE
Bro, the combat is so good!
Ill wishlist and I hope you get tracktion from the algorithms of steam and youtube
Thank you so much!
@@Sozidar I sincerely hope you all the best man!
Dude, i'm a fellow dev, i've been working on my project since 2018. I wish you luck on yours.
But what caught my attention the most was your voice.
You have a spectacular voice for narration. Have you ever done voice acting?
Knowing how hard gamedev is I sympathize with you on your endeavour, brother, and wish you luck too 😄
Thank you! I've done some voice acting for a couple of Warcraft 3 projects, but nothing professional.
Aren't you guys concerned about spending so much time on a game that could fail? Waiting 5 years to find out your game is boring or not is quite a risk.
@@potato9832 gotta playtest often enough and not grow attached to unfinished things, just part of the craft (applies to most creative jobs tbh)
@@potato9832 No one spends years on something for money alone. If the project turns out to be a risk, thats ok. Most of us are doing Gamedevelopment because we love it.
@@TenebrisInvictus If you don't have your voice in your game it will be a crime and I'll call the cops on you. No but really, would be a waste if you don't add your voice.
The influence of Warcraft explains the story of Lightning’s armor and the mages control over the armor, very similar to the Helm of Domination with Arthas controlled by Ner’Zhul.
Keep up, I was here when you reach 10000 subs.
This game looks amazing! keep up the great work
Well, I've had my fair share of sleepless nights and tea-fueled coding sessions to make this game the way it is now. But it's all worth it when I see incredible developers like you compliment the game. Thank you! 🖤
Woah! I LOVE the fractal-inspired level design. The indefinite nature of fractals kinda feel psychedelic and liminal at the same time. Can't wait to explore the beautiful environment you've crafted!
This is not just incredibly impressive work but also a well made yt video. A few years ago it would have taken a massive team to make what you are creation alone
I am a passionate supporter of game devlogs as they offer valuable insights into the development process, fostering a connection between developers and players through feedback and constructive criticism. I've eagerly added the game to my wishlist and am eagerly anticipating its release. In a gaming landscape dominated by AAA titles focused solely on extracting money, your project stands out for its creative vision and thoughtful level design.
Your approach instills a sense of freedom and a commitment to crafting a unique and memorable story for players. It's a refreshing departure from the perceived soullessness of many AAA titles. I sincerely wish you the best of luck with your project and am hopeful for the opportunity to participate in a playtest, providing valuable feedback and contributing to the public reflection on the game.
I'm a devoted fan of games such as "Skyrim," "Red Dead Redemption 2," and "Subnautica." These titles captivate me not only with their gameplay but also with their rich narratives. To me, it's not about creating the most expansive open-world game; it's about delivering an enjoyable experience that compels players to master mechanics and engage with a story that is truly worth their precious time.
The intro music, holy fk how it feels deep, you can feel the pain, sorrow and condemned faith of the warrior, his embracement and choice to fight
You've done a great job at capturing beautiful atmospheres with your level design. Good luck with the project man.
Про сегмент с колоколом : если колокол ключевая часть, то можно добавить небольшую встряску и небольшие волны/брызги лавы вокруг платформы. Если ключевая часть комната с лавой - можно сделать комнату в центре полой, игрок буквально кидает туда все предметы которые надо очистить, дергает за веревку/цепь, звонит колокол, из лавы появляется рука с предметами. Удачи)
Wishlisted, keep it up.
TH-cam recommendation once in 1000 times giving something good for the ppl. Good luck with your project. It's giving me Vermintide/Darktide vibes. Love it!
Keep up the great work and keep the devlogs ongoing - these are well crafted too.
Suggestions for video topics:
1) I would love to see more insight on how you structure an open world and still keep some amount of control of guiding the play towards specific goals / encounters.
Or even the question if you worry about such things or really stick to your 100% free exploration thesis.
2) How do you handle difficulty / enemy scaling?
Obviously wishlisted! :)
Damn, I looked at the thumbnail fearing I'd get clickbaited, but no, you've got a really promising and impressive slice of a game cooking up already. I'm excited to see what else you have in store, looking forward to your future devlogs!!
I'm mostly impressed by how smooth camera and movement is.
One thing is, for action games to stay gripping for long time, you need a lot of varied combat situations.
Because of that, enemy variety is so crucial, yet you've shown a lot of slow zombies. I have no idea how far is development, but you need foes with all sorts of different speeds, ranges and abilities (maybe even random modifiers) for that varied texture of combat that prevents you from just doing the same rotation over and over, without pushback and necessity to adapt.
But from the games you reference, i'm sure you already know that, at least by heart.
Something i love from Bethesda games is how core races are reused as common enemies, and because of that, the game basically has randomised pseudo-pvp that allows you to fight against so many different combinations of armors, weapons, spells and buffs, while also ensuring that the player can also utilise them. Not sure how applicable that is for your game, but maybe worth a look?
Thank you for exressing a concern about enemy variety! There's a video on the channel where a fight between mid to late-game enemy type is shown. One major benefit of having real-time first person combat that is mainly based on the player's reaction (instead of character's attributes), is that I can make extremely varied enemies with various behaviours and approaches to defeating them. Unlike from the majority of top-down ARPG's, where you pretty much just button mash and everything on screen dies. I understand the appeal and I personally do enjoy that type of gameplay, but with VOIN I wanted to make more involved and engaging combat, which is a lot more demanding in terms of the player skill, but is so much more rewarding. So I do plan to implement a lot of interesting enemy types (and already have)! I've mostly shown zombies because they're easy to kill and that is more cinematic.
Regarding Bethesda's reuse of core races as common enemies, it's a thing that I also noticed and which I really like, and which I plan to implement, although not to the same extent. There's going to be an enemy type that uses weapon items (with all their bonuses) that drop upon their death for the player to use. But these enemies won't be that common, because I still want the item drop system to be more typical to top-down ARPG's.
About the massive bell and cleansing by fire.. it feels as though the whole chamber rests above some sort of lava flow. What if there was a sequence of 3 bell rings, progressively louder, that triggered an increasingly violent (more pressurized) fire jet to blow out from below the item being purified? Granted, this sort of setup would look best with the item in question being suspended above the fire jet for the animation, potentially with some black, ominous smoke coming off the sword as the fire burns it. Maybe some shrieking sounds of sorts to give this "evil aura of resentment" vibe.
This is the first actually impressive and really and i mean really enjoyable looking game ive seen in these dev logs saying they worked "100 years on this" keep up the good work man!
Didn't think much of this game. Played the demo (found on Steam Next Fest sale) and I was absolutely blown away... the core gameplay and elements for this game is soooo smooth and fun!.. can't wait for the release! well faking done dude!...
Almost instantly into so much of what this game is showing off just in this one devlog. The combat, art style, ui and even the lore bits you shared also sound super neat and have me really excited to see more.
In reference to the cleansing bell, I think it's really satisfying, really cool concept! To connect it to the fire theme you could maybe have the bell be glowing hot, or maybe just the clapper, and when it hits the whole bell would glow brightly, lighting the room up warmly for a while and sending ember particles flying off and all around. Could also have like a heatwave effect along with the resonance of the sound.
As a 3D game artist that makes assets and environments I am stunned with the lvl design you did and honestly I am kinda jealous that wish I could have worked on the making of the game
As for the bell cleanser I have a few ideas that “connect to the fire theme” that might help you out if you aren’t satisfied with the bell but I think the bell is really cool and grandiose! Here you go.
1. **Ember Anvil:** A special anvil near the volcano's core where players heat their weapons in the intense heat, and ember spirits cleanse them with fiery energy.
2. **Magma Brazier:** Weapons are placed within a large, enchanted brazier. Flames dance around, fueled by the volcano's heat, purifying the weapons in the process.
3. **Inferno Shrine:** A sacred shrine surrounded by lava streams. Placing weapons within the shrine invokes the power of the volcano, cleansing them through a fiery ritual.
4. **Flare Pool:** A pool of liquid fire where players dip their weapons. The intense heat of the flare pool burns away impurities, leaving behind purified gear.
5. **Pyro Glyphs:** Weapons are laid upon ancient symbols etched into volcanic rocks. The symbols glow with fiery energy, cleansing the weapons as they absorb the essence of the volcano.
Jaw droppingly insane and so beautiful! Combat looks so polished, I wonder what it will look in finished game! This devlog is a treat for eyes and a huge learning session for a solo game dev like me who is working on an open world game myself!
I wishlisted the game and subscribed to ur channel to support you in your journey! All the best Nikita!
I can absolutely tell that you love level design. I was blown away by the levels and the way your game looks
Everyhthing about this game is just right down my alley, from the artstyle to the gameplay to the music. But I do have to also point out that you are one of the few devlogs I've seen on TH-cam that actually names all the games which they show clips from, and I appreciate that.
Great work. A suggestion about replacing the cleansing bell with something more fire themed:
Perhaps have a little floating sun.
When activated, it pulsates, and when the fiery pulse reaches the item, it is cleansed.
Crude idea that you can iterate upon, maybe.
Perhaps even, the striking of the bell could be what causes the pulsation.
That is a good idea and maybe make the surrounding lava shoot up or take over some of the land the more items are cleansed and when you level up the lava goes back down.
for your worries about the bell not themeing into the lava, you could have lava dripping down whatever the bell is secured from and over the edges, making a slightly patchy wall of lava around the bell and dripping off of it and you could also since then it would be super heated have sparks like an anvil fly when the bell chimes, for where the lavas from you could have a chain holding up the bell going into a portal where lava is seeping through idk im spitballing here this just looks amazing and i cant wait to get my hands on it
The game art style is awesome! I also enjoyed watching your video.
This game looks amazing. Would pay nearly anything for it.
The bell could be so powerful that it makes the lava move around, doing something cool like rising up from cracks
That's a cool idea, I'll see what I can do with it 🤔
Crazy! props for the insane persistance. You've come a very long way
For cleansing show the weapon interact with lava somehow (submerging or moving lava onto it) and when the lava touches the weapon it hardens into obsidian. The obsidian layer can be removed with the bells resonance. The lava cleanses, the obsidian absorbs, the bell removes the shell.
This looks amazing, I'm very excited to see where this goes.
An idea for incorporating fire into the equipment cleansing process could be something like, the resonating shockwaves from the bell could cause a crack for fire/lava to shoot up through and cleans the equipment.
But anyway, will definitely be following these devlogs. Good luck!
Никита, ты красавчик! Такую огромную работу проделать в одиночку, не перегореть, и доделать до момента, когда это выглядит уже играбельно...ну, просто нет слов, желаю тебе успехов и сил закончить своё творение!
Да! Очень мощный проект! Уважаю!
Just an idea, but on the subject of making NPCs, I think it'd fit the vibe if you could talk to the wandering elemental spirits, and they'd give you little bits of lore. And maybe instead of them being fully voiced, they just make sound effects. Something that comes to mind is talking to Horace in dark souls 3 on the road of sacrifices right next to the bonfire. The only sounds are that of the bonfire and the hollows down below. In my mind, that idea fits well with the aesthetic of that room. But anyways, amazing video and awesome game! Can't wait to watch every youtuber under the sun play it!
Actually, I consider adding spirit conversations in almost exact way you described it, but ideally have them voiced. Still figuring out if this feature is within the scope, but I definitely want to add something like that one day. Thank you 🖤
A little over halfway through the video, honestly, congrats on your progress this far, the game looks incredible!
As for your request for ideas on cleansing to fit the fire theme: I think I heard you mention that this is built on top of a volcano? Why not put the room INSIDE the volcano, encase the room in glass, you hit the trigger to cleanse, and Lava/Magma shoot up from a rumbling volcano expelling any curses, thus cleansing you/your items etc.
Keep it up!
This is already looking very impressive, looking forward to seeing more progress!
Thank you so much! 🖤 Yeah I've been planning to start devlogging for quite a while, so I'm really excited to share more!
Nah, this one army man just humilliate the entire industry by making a badass game by himself
This looks amazing! I would definitely tell someone who was new to not even attempt this, but so far, it looks like you've got the dedication and the work ethic to see it through. Don't stop!
This is a pretty neat looking game and the combat looks much better then skyrims outdated combat.
Good luck on this one, looks awesome so far! Especially that environment design. I hope you see it through to the end.
Game looks amazing! Also, fantastic video with a great blend of information, humour and transparency, well done!
Played the steam demo on the latest Next, really great flow to the combat with that balance "Slow-Fast" type gameplay. Also a lot of the little details like the inventory portrait and the little jingles and chimes certain actions make really hits a sweet spot. I think what'll really push this game to greatness is making unique / special synergies and weapons genuinely feel legendary much like old blizzard games did.
Good presentation and editing with this video. VOIN looks beyond epic! Outstanding work, this game is remarkable!
Really awesome stuff, I love finding new videos of projects like this. The artstyle is amazing and I love the fractal themes, I look forward to seeing where this goes
And for the cleansing, how about the items are dipped into the volcano's lava. Then after being lifted out, the bell is rung and all the lava is flung off and suspended in the air around the item before falling back below into the volcano again
It's beautiful and I love it! Interestingly enough, while I suppose you're right in saying that the bell doesn't quite fit the fire theme, I think it's pretty cool. And the music: 🔥. Keep it up!
Hey, Idea for cleansing items. The bell doesn't just ring and cleanse, but also calls up a tornado of flame, (look up Fire Whirl or fire devil) and have it flow up from the magma into the bell. Bonus points if you have Lightning call up the Fire tornado, then physically throw the item into tornado, wich turns different colors as it burns away whatever impurities, maybe turning blue, purple, green or black depending on level/curse/rarity. Keep the black flame for the best stuff, because tell me a giant tornado of black flame that turns the level monochrome wouldn't be metals as Fuck. After the cleansing Lighting calls the item back to his hand and boom, you have a cleansed item.
Hey, great project man, I'll look forward the future devlogs.
I have a few ideas depending on how you want the purifying to work/what choices you make:
1st idea that came to my mind would be to have lava fall from the bell itself like a circular fall. (with an addapted recipient so it dosent go everywhere) In wich you coud have lightning "dip" the item in it, regarding you have assets for falling lava already it seems feasable, and if you take the path of adding NPCs make 1 sfor each main elements and the fire one being the one to purify the item in a similar theme kinda "Baptism by fire" vibe with the item being "reborn purified"
2nd Idea to still stick to the fire theme (and the bell, i find it looking amazing) would be to "melt the corruption away" from it, using some flames, making it catch fire in a green corrupted tint before bursting up in a proper and purer flame.
I love worldbuilding and such so i'll gladly come comment and answer on any other questions you'll ask in future videos, keep it going mate!
WOW, this looks awesome i hope to see more of it in the future. this video deserves to be seen much more
dude, game looks fire! best luck on your endeavours. wishlisted!
I've been following your development of VOIN for a while and found it very interest, but this devlog has really grabbed my attention now! I've wishlisted it and I am now eagerly awaiting being able to play it; though please, take all the time you need with it. I'm happy you're using UE5 for it, its tools are very powerful.
I have a few pieces of advice based on some of your comments in the video.
1. NPC interaction in the hub is a good idea, but I recommend only having like one well-developed NPC that the player can get to know well, as opposed to multiple different more shallowly developed characters. It like smaller casts anyways, and it'll help you avoid scope creep getting out of control.
2. I love the stylized look, but I recommend letting players adjust settings for the dithering filter that seems to be applied. Whether that means disabling it, or adjusting its parameters, as I find heavy color banding distracting, which this filter seems to cause. But I love the way everything else looks, and you've done an amazing job with the stylization of the models. Other settings such as vignette should also have options to disable as things like that can cause motion sickness in some people, but I think the camera movements themselves seem well-tuned to not cause motion sickness!
3. The Cleansing Bell is, in fact, awesome.
Good luck with VOIN, Nikita, I believe in you and I'll follow all of your future devlogs!
Absolutely incredible! It's clear that you have a lot of experience from previous projects, on top of having invested a lot of time into this one. However, this didn't even feel like a devlog.
More like an early showcase, or game presentation. See most #0 devlogs start out very bare bones, with mostly ideas, this project on the other hand has a lot of things already figured out.
You are showing us level design, a consistent style for the game, combat, itemization... So, I'm having a hard time looking at this project through the eyes of a game dev. Because of how complete this already looks, I'm seeing it more so through the eyes of a player.
Like, from what you've shown, I would already check this game out on steam, if this was an early access steam trailer.
So yea, stoked to see this game brought to completion. If you intend to elaborate more on the game dev side of things in the future, plase give a more accurate overview of where you consider the game to be, what parts of it you consider finished, which ones you consider missing or requiring extra work and what exact features you have been working on since the last devlog.
Oh yea, I really loved first Warhammer Vermintide. First person melee combat is usually quite terrible in most games, so I'm stoked to get my hands on this game to play it!
Yeah I was pretty much in hermit mode all this time because the game was in constant fluctuation and I didn't want to spread my time too thin with devlogs, so I focused on working on the actual game instead. But the point taken! I'll try to elaborate the game's state in the next video and just overall be more descriptive about the parts that are not yet solidified. Thank you! 🖤
Yeah I now understand why there are not that many games with good first person combat, - it's so tricky to figure out 😄But I'm extremely happy with the current state of VOIN's combat, and also I'm very excited to let people try it out in a few months!
Also thank you for such an informative comment!
For the bell cleansing thing It'd be cool if when the bell rang it shot some sort of fire spell / wave at the anvil, or the powerful sound activated something in the alvil that created a cool fire effect.
Breathtaking atmosphere and incredibly visceral combat. Really looking forward for it man!!! Good luck!!!
Looking good there, wishlisted and just hope it is going to work on my Steam Deck. Good luck on the development!
yo. This looks so fire. good job man. i cannot wait to play this.
the sheer potential on this one is unbelievable! great work!
All your prototypes looked pretty nice, but Voin really looks GOOD!
First time stumbled into your video, and got really motivated to finally start my real Unreal journey. Game looks amazing, I am chasing exactly these types of games, open-world, cool action combat, a solid RPG. Like Skyrim lacks the combat, while Vermintide lacks the world (exploration). And don't forget a great customization also! Combining these is amazing. Keep up the good work, wishlisted the game already!
Knowing that my work sparked someone to start their journey makes me feel what is best described by the word "happiness" 😁 I wish you luck and perseverence! The scope of the games that we love is a monster that will take years to conquer, but if I can do it, anyone can do it 🖤Thank you!
Incredibly cool man, keep up the great work!
If you include an option to hide damage counters on enemies (and even the entire hud if you can), I’m buying this immediately! It really breaks the immersion for some people (including me).
Coming from Skyrim modding, I value immersion lot 😄 So yes, pretty much every HUD element can be tweaked in some way: damage numbers, healthbars, status effects icons, etc.
To expand on that, would you be open to consider making different HUD designs in general? I do like having a HUD that tells me if things are on cooldown, but the current iteration that's in the video reminds me a lot of something I would see in a mobile game with the big "button-like" appearance. It's a very small nit-picky thing but something that might affect how some people view the game and their likelihood of buying it when looking at preview footage/screenshots! @@Sozidar
I've designed the UI to be universal for PC's and consoles, so that's why some of the compromises been made, like some of the HUD elements being big. I do not plan to redesign the UI completely because I feel like it's important to stick to a specific identity, but maybe a slider for the HUD size will do?
@@Sozidar HUD scaling is very helpful for people playing on variety of devices and distances from their screen. There are so many games I can’t play on my couch because my TV is too far away and I can barely read text.
It's interesting because indie Devs usually have a great strength and hide the weaknesses with that said strength. Clearly you are a talented level designer. Like really good, grandiose vistas and world building are very engaging. So well done on that part. Can't speak much on the rest as it was quickly passed by. So will trust you are doing your best.
this looks amazing i love the style!!!!
Thank you so much! 🖤
Sea of fire that spawn around the the bottom of the bell right against the edge like looking at a lily pad in water from under it. The bell would look like an eye and when ringing it would sorta resemble an eye moving. Once the bell rings, the fire ripples like water but vertically with the item on a podium right underneath the bell.
This is absolutely brilliant! I adore the atmosphere and deeply respect the dedication and time you've spent making the game so far. The constant corrections and do-overs when something just doesn't feel right must be incredibly taxing. Can't wait to see updates on your developments, and even just some videos on the lore of the world and not just game design. I wish you the best of luck on your dream game and limited life span and I cant wait for your next video when you find the time for it.
Dude, another fellow dev here, this looks insanely gorgeous and interesting, I had to wishlist this. I've also been working on and off on my own 1st person rpg since 2019. I named my world Vion so when I saw 'VOIN' I thought it was a pretty fun coincidence haha.
An idea for the bell cleansing weapons and matching the fire level theme:
The clapper (swinging part of the bell) is always on fire, you place your weapon on top of the bell, the clapper swings to the side which catches the entire bell on fire, the flames rise up to the top of the bell and cleanses your weapon.
Really like the idea of a fire bell and a fire clapper specifically, it sounds pretty epic. I'll see what I can do with these ideas, thank you!
Subscribed immediately. Super impressive. Can't wait to see this journey unfold!
7:07 would be interesting to see as the bell roars ambers get agitated and flow upwards from below
Ah that looks promising, I really like the look of that fractal structures and what you do with the shading and vfx. Your project seems really ambitious and I hope it won't break your endurance in the long term. glhf!
Looking forward to more devlogs, I'm taking notes! :D
Your game's style reminds me of old classic fantasy in several ways and I'm here for it. Can't wait for more!
Very high quality graphics! I am amazed!
Looks awesome and so do all the previous projects you have shown in the video. 👍
This looks awesome! Great work, I will definitely be keeping updated on the games progress!
"Im a solo dev with limited life span" 9:03 😂felt that...
You are so passionate and enveloped by your own world that it's visible, and admirable. Couple that with experience and skill, you're really cooking.
Narration and production of this video is top notch as well, it's clear that you're a competent creator in general. My faith for your project is high
Amarict is giving me Deepfrost Citadel vibes I love it
This looks incredibly dope and fuels my inspiration to keep pursuing my dev journy, I am really keeping an eye on these dev blogs!
Great video, super cool game. You have success coming your way!
Friendly reminder for everyone to Wishlist the game to support the dev!
Absolutely freaking gorgeous art style. Animations look freaking cool as well. Definitely wishlisting.
For the volcano cleansing thing,
You can make a small box of lava that you hang your item on top of, then when you ring the bell, the lava boils and lets out a red cleansing heat that will... well, cleanse your items!
this looks very promising. keep up the good work. wishlisted!
btw, have you thought of using something like a "windmill" type structure for the cleansing mechanic. with like a water wheel moving the mechanism, but instead of water make it lava?
just an idea
7:00 The bell seems like a nice idea, but make it bit more mechanic, steampunk, make a reverse second bell that will trap the item inside it and cleansing will be sort of a ritual there the "fiery clam bell thingy" cleanses the item with the vibration and since its spherical let it be the heart.
Well.. or just dont.
I tried out the game today and i thought that it was developed by a smaller studio of 5-6 people. I know there are amazing games made by single person but its my first time seeing something so full of potential and breathtaking made by a single man, I tip my hat to you sozidar. You made a beatiful game even though its not out yet, and i cant wait to play it for 2 more hours tomorrow in my free time.
You just made my day man. Thank you so much 🖤 It's so rewarding hearing people enjoy the game, even in it's current state 😄
One of the few people who think of TFT when mentioning Warcraft!
Voin looks amazing
one idea on the cleansing bell is to make it so that the bell is not the one cleansing the item itself, but as a sort of a ritual, you could have a tiny volcano like thing to put an item to cleanse, and once the item is inside, the bell would ring and spit out the cleansed item
Turn the bell upside down, fill it with flames (or lava), and use the bell tongue as a hammer to cleanse your item. I know a metal husk fileld with lava wouldn't resonate as a bell, but who cares? Just one idea, hopefully it will spark some new ones if nothing more. I love the sound design and the effect for it.
I wish all the best for your project, keep going, this looks seriously awesome! Wishlisted!
This lools incredible! Can't wait!