Designing an Environment for a Roguelite | Devlog

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  • เผยแพร่เมื่อ 22 มี.ค. 2024
  • Environment 🌿 Design
    Sundercore is a top down shooter, Action Roguelike, Roguelite, with extraction looter elements.
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ความคิดเห็น • 72

  • @bodofragins1337
    @bodofragins1337 2 หลายเดือนก่อน +25

    Great new environment visuals! As far as the collision question, I think bullets actually destroying the foliage could get confusing and dilute a difference between combat and scavenging gameplay, so I prefer your idea of using prompts to scavenge. However, what would really level up the new foliage would be "jiggle" collision responses! If the player, an enemy, or a player projectile would collide with the foliage, just make it jiggle a little bit to make it feel like these things are physically in the world together. This would look especially good with all the "tall grass" :D

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน +3

      I have a little bit of jiggle on the foliage, but I agree, it should be cranked up. Maybe you are right and the bullets should jiggle the foliage instead of destroy them, I will have to test these things

    • @someguy2016
      @someguy2016 2 หลายเดือนก่อน

      ​@@SundercoreDev add it as toggle in a settings menu?

    • @perssontm1628
      @perssontm1628 2 หลายเดือนก่อน

      @@someguy2016 You can't just put everything as an option in the settings.

  • @mrblosh_69
    @mrblosh_69 2 หลายเดือนก่อน +5

    You deserve more subscribers man

  • @nktfamous
    @nktfamous หลายเดือนก่อน

    I can't comprehend A solo dev can do such a detailed and complex mech. topdown. Good luck

  • @Blaz3yt1
    @Blaz3yt1 2 หลายเดือนก่อน +17

    damn bro you are stepping up your game! 🔥🔥🔥🔥🔥

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน +3

      🔥

    • @Blaz3yt1
      @Blaz3yt1 2 หลายเดือนก่อน +1

      @@SundercoreDev might even have to make a video on your game once it comes out! 🤔

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน +1

      @@Blaz3yt1 hell yeah

  • @psychicchicken5263
    @psychicchicken5263 2 หลายเดือนก่อน +2

    I really like the new visuals, but the trap at 7:32 looks kind of obnoxious with how well it blends in lol. Great work overall, it's just something that stood out to me.

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน +1

      The floor trap? It becomes more obvious when you set it off (the sprite updates to a different image), but I was playing with it in the editor, so it doesn't update.
      It does blend in very well, I'll see what players think in playtests, once you know what it looks like, it's easy to identify.

  • @rfurthegamer3412
    @rfurthegamer3412 2 หลายเดือนก่อน +1

    nice, when I found this the first thing I though was how empty and underwhelming the screen was especially with the small amount of enemies compared to most rogue likes, nice work!

  • @halstenblack9258
    @halstenblack9258 2 หลายเดือนก่อน +3

    Game is still continuing to impress me each devlog, great job on the exits I really enjoy how they look

  • @cheemssupreme6209
    @cheemssupreme6209 2 หลายเดือนก่อน +1

    This game just gets better and better every episode
    Looking forward to the demo release :)

  • @Beets_Creations
    @Beets_Creations 2 หลายเดือนก่อน +6

    Looks amazing, I feel like I like the idea of having temple rooms next to each other. From a narrative perspective it makes it feel more cohesive. Although I guess I can see a few smaller rooms spread out as well. Either way, great work!

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน +1

      Ye, I'll have to see what works

    • @Worldfire_Interactive
      @Worldfire_Interactive 2 หลายเดือนก่อน +1

      Temple rooms next to each other would be cool if there’s an associated challenge or treasure room. Depending on the tile you’d know the special room must be somewhere close!

  • @noise_dev
    @noise_dev 2 หลายเดือนก่อน +4

    This project is amazing. The amount of details you are including is mind-blowing! New environment adds a lot in terms of the atmosphere. Good luck!

  • @shwooken
    @shwooken 2 หลายเดือนก่อน +6

    This is amazing! I love how lively it looks now, great work!

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน +1

      Glad you like it man

  • @eboatwright_
    @eboatwright_ 2 หลายเดือนก่อน +1

    This looks awesome! I love your choice of colors

  • @JuhoSprite
    @JuhoSprite 2 หลายเดือนก่อน +3

    the game is getting so much more lively, I love this new change!!!

  • @Lampshadecollector
    @Lampshadecollector 2 หลายเดือนก่อน +4

    I'm really excited for this game. i'm probably going to play it near release

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน +1

      That's great to hear!

  • @Greedable
    @Greedable 2 หลายเดือนก่อน +2

    the new plants look very juicy!

  • @its_just_lag
    @its_just_lag 2 หลายเดือนก่อน +3

    For the closing animation u can make falling rocks block the exit.

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน +2

      The only problem with this is that I'd have to make a clearing animation for after

    • @its_just_lag
      @its_just_lag 2 หลายเดือนก่อน

      Good point/what if u can shoot the rocks when the battle is over and the reason u couldn't before because of vines (are just have vines)

  • @Suavemente_Enjoyer
    @Suavemente_Enjoyer 2 หลายเดือนก่อน +1

    Looks great man! Keep it up!

  • @atom104n
    @atom104n 5 วันที่ผ่านมา

    I loveee how much has changed and look right now. The visuals and aesthetic is so clean and nice. However, there is one thing that i sorta wanted to see ever since i saw u add the purple enemies. Is it possible to add “Raid Events” or something similar?
    What i mean by Raid Events is when u enter or after u clear a room, there is a small chance of Chaos enemies (this is what im referring to the purple enemies) spawn in the room like a 2nd wave. Also if possible, when backtracking to already cleared rooms, there could be a small chance for a raid event occur, keeping the player on their toes and adding danger and action in unexpected places. The chance of Raids could also increase whenever the player hasnt been taking any damage. This could serve as a buffer or challenge to players who are already good at the game.
    This idea came to mind when u first added those eyeball guys and seeing them come out of purple matter/smoke. I hope to see something similar to this and i do miss seeing enemies come out of tables and stuff so i hope that makes a return. Looking forward to the next devlog and happy coding!

  • @BoiGamer124
    @BoiGamer124 หลายเดือนก่อน

    Watching your videos has really opened my eyes to the amount of effort that game devs really put into their games. I would never think something as simple as the colour of the outlines would matter at all, but after watching this, it suddenly makes SO MUCH SENSE why you'd have all NPCs and objects that can be interacted with have a clear, thick, black outline to them. Your videos are honestly educational to me, and when this game releases in the future, I'll definitely be there to purchase it day one! ❤

  • @Kotbox575
    @Kotbox575 2 หลายเดือนก่อน +2

    love ur game your giving me insipiration for my game that im making

  • @Shanobrowno
    @Shanobrowno 2 หลายเดือนก่อน +2

    I think these are great changes! How are you capable of adding so much content so quickly? I need your dedication 😂

  • @fuseboxjackson2789
    @fuseboxjackson2789 2 หลายเดือนก่อน +2

    Cant wait for the demo!

  • @magnochuntey
    @magnochuntey 2 หลายเดือนก่อน

    very nice, your game is looking really bangin! good luck with future development :)

  • @ziggythezag961
    @ziggythezag961 2 หลายเดือนก่อน +2

    Not the point of the video but holy moly that lighting system looks so great

  • @BlueOctopusDev
    @BlueOctopusDev 2 หลายเดือนก่อน

    for the temple rooms i recommend making them in cluster, i find it better in a lot of aspect

  • @Volt-Eye.
    @Volt-Eye. 2 หลายเดือนก่อน

    I like your art style as well as Game.
    I also Liked that prototype you made in 2017,
    You can also develop that one as different Style or diffrent feel.

  • @aegis1108
    @aegis1108 2 หลายเดือนก่อน

    The generator thing is genious, love it

  • @BlueOctopusDev
    @BlueOctopusDev 2 หลายเดือนก่อน

    it makes such a big difference gg

  • @timmygilbert4102
    @timmygilbert4102 2 หลายเดือนก่อน

    The door are still a bit too hidden, the symbol should be a bit more indicative, something that look loosely like an arrow (triangle like shape) pointing in the direction of the door, to prime and lead the player, also first door the player encounter should be top door, such as the player associates door and symbol in a clearer context. I would also use some more visual cues, like specific plant, possibly with a different color to pop more, to frame and attract.

  • @TheShinyShrimp
    @TheShinyShrimp 2 หลายเดือนก่อน +1

    so pretty and cool you the best dude

  • @SofyCodes
    @SofyCodes 2 หลายเดือนก่อน

    very nice :)

  • @andrewsamoil8570
    @andrewsamoil8570 2 หลายเดือนก่อน

    i love your art style. is this made is godot? also how do u make your pixel art I really want to know

  • @rimaproductions9369
    @rimaproductions9369 2 หลายเดือนก่อน +2

    I love it 🐴 👍

  • @DrNabeel20
    @DrNabeel20 2 หลายเดือนก่อน +2

    I love your UIs, great update 🎉 what framework do you use?

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน +1

      I use Gamemaker

    • @DrNabeel20
      @DrNabeel20 2 หลายเดือนก่อน

      @@SundercoreDev Thank you :D

  • @nemene8585
    @nemene8585 2 หลายเดือนก่อน

    Sick

  • @rfurthegamer3412
    @rfurthegamer3412 2 หลายเดือนก่อน

    seems like the level editor could be implemented as a feature, would be great!

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน

      I think so too, but it's out of the scope of the game, maybe later after the games release

  • @cherl1e
    @cherl1e 2 หลายเดือนก่อน

    Epic

  • @jeffersonbellon4432
    @jeffersonbellon4432 2 หลายเดือนก่อน

    I like the design of the wood doors, bit I don't like when You can't SEE the traps like for example in enter the gungeon the hidden floor traps, in mid combate You can't SEE them

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน

      I hear you, playtesting is needed

  • @Voidpug
    @Voidpug 2 หลายเดือนก่อน

    Noice :P

  • @lost50
    @lost50 2 หลายเดือนก่อน

    What software do you use for animation? Is the foliage animated frame by frame or is it a shader?

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน

      I use Aseprite for the frame by frame, but the foliage is actually just sine wave movement mapped to the sprites rotation, no shader needed.

  • @aneskatzaev9152
    @aneskatzaev9152 2 หลายเดือนก่อน

    Will the rooms be procedurally generated or will they be hand made and there will be a set map ?

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน

      The room layouts are handmade. The map is randomly generated, so it's a random shape, and each room in the map is randomly picked from the created room layouts, so if you've played The Binding of Isacc or Enter the gungeon, it's like that.

  • @SaadTheGlad
    @SaadTheGlad 2 หลายเดือนก่อน

    Don't use AI for reference man...

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน +3

      if you are referring to those 2 AI images of the coral reef and fungus, they were just graphics for the video, I didn't use them as reference, I used the coral forms image.
      But also saying "Don't use AI for reference" is like saying "Don't use Google images for reference", AI imagery can be a great tool for reference and inspiration, but if you want realism, best to use real images, but that's up to the individual artist. This doesn't concern me because my game is pixel art and is not supposed to be any kind of representation of reality, so it really does not matter whether I use Ai or Google images for reference.
      You are missing the point of why AI is dangerous, if I were laying off artists and replacing them with AI, then you'd have a point to make.

    • @SaadTheGlad
      @SaadTheGlad 2 หลายเดือนก่อน

      @@SundercoreDev I have a very extremist point of view when it comes to AI art, and that's one should not go near it, period. Not for reference, not for ideas, not for anything. I only said what I said cuz I really like your video and channel and seeing AI being used in the workflow for just a bit diluted that enjoyment for me.
      You do you though, and in the future I guess it wouldn't really matter anyways, as the consensus on this whole matter is that most people really don't give a damn.

    • @SundercoreDev
      @SundercoreDev  2 หลายเดือนก่อน +1

      @@SaadTheGlad it should be used as a tool by artists, not to replace artists, that's my opinion, but I understand where you are coming from. Glad you liked the video

    • @pushkar000
      @pushkar000 2 หลายเดือนก่อน +1

      Don’t sacrifice your passion and your vision to keep some random artist happy. If AI helps fulfil your creative direction then use it. It’s nice to look out for the art community but why should you sacrifice your creative endeavour to keep their pockets lined? You’re no less talented than any artist. Game devs need to stop kowtowing to the art community and begin to learn to respect themselves as fully fledged creatives with a voice of their own.

    • @thequipseeker
      @thequipseeker 2 หลายเดือนก่อน +1

      @@SundercoreDev I agree and support using AI for reference or at least building the scene/ asset with a "lookalike" or "mockup". It helps for visualizing the final product and hastens the workflow