Hey Adam, great video! Would you consider making a video about how you approach system/game architecture and the decisions you made or reconsidered while making Insignia? I think there's a lot of content on the development side of things many of us are really interested in seeing more of, especially from you as an indie dev. Anyways, love seeing all the progress on Insignia. Cheers!
The falling leaves are such a great touch. You can also add dripping water or sparkles on cave walls. I recently started playing Breath of the Wild and I've been really enjoying it. I love how every side character has their own name, personality, and story. It feels like such a lively world where every character has depth, almost like Animal Crossing. I think Zelda did it better than Okami and Skyrim did, especially with the cut scenes too. It's probably the body language and facial expressions that really pushed it ahead.
Another fine update! Just wanted to share an observation- my initial reading of the text boxes was that the character speaking was talking TO the person with that name (Charlie, initially) rather than that first bolded name signifying WHO was talking. I’m sure you’re trying to keep things streamlined, but a newline after the name could make it less ambiguous.
That's awesome! I really like that cutscene event system you have developed using timeline. I was wondering if you plan to implement some way to tell if the player has control or not. Maybe add a subtle cinema black bars to emphasis the cutscene is playing and that they won't have control, or add a 'cutscene' symbol to a corner.
Hello! I've watched all of your isometric videos and I found them really helpful. I have been trying to make an isometric camera, with 4 different camera angles(each at the corner of the world to keep the isometric look) so you can see every block from different angles. I have seen a few of these for 3D pixel art, but none for actual 2D games. I was wondering if you could make a video on this, or if there is even a way to do this? Thanks, love your videos!
It's always really cool to see your process! When I first saw you show off your world graph, I was instantly like "oh, dang, I'm probably going to need a tool like that for my game," and started building a version of my own. At the moment I'm about finished with the basic linking behaviors, and trying to figure out how you accomplished getting a visual preview up and working. It looks beautiful! It's also fascinating to hear about your solution for state updates and "deferrers." I'm curious: is there a reason why you chose that approach over triggering the cutscene, animating each change, and then setting the flag after to represent an "already on" state?
To your question: the objects are instances of prefabs that need to work with or without cutscenes. I guess the only thing there would be that, for the duration of the cutscene after I force them to change their appearance, the flag is still yet to change. So when the scene ends and the flag is set to true, they would be made to not react "a second time". But I think that approach would work too. I might try it and see how it feels.
Hey Adam! Hope you are doing well! I know you focus a lot on graphics and on some code development on here but I was wondering if you ever would like to do a video on all the surroundings with releasing a game like marketing and what is important to think about after releasing especially as you released arrowbound. What did you learned from that and have you done anything after the release? I released a game called canyonsurvivor on Appstore and playstore and feel a bit lost what to do now and what to focus on after the release
Your quest flag referrer feels a lot like an async put or a queue , where you request some state to happen and you get a callback when that state processes (if it succeeds or failed)
Not related to this video but It's really cool how you use figma for your workflow, how do you record it with that background? It feels like you key the background and substitute it with that purple animation, it's pretty nice.
For Insignia, in the worst case, it would mean about 1% of the revenue after most of the money has been made already. But I'm definitely looking outside of Unity for future projects.
@@AdamCYounis I think as you can see there'd be a bit of interest to hear your thoughts, feelings and concerns about the latest Unity news with respect to your current project and how rooted in the Unity system it is after many years of development. As someone who's also spent a few years on a project, I'd be keen to understand your cost / benefit analysis of staying vs changing given the increased costs from Unity. Love the project and content - keep it up
The idea would be to store all the IDs of the dialogue messages in each sequence and compare them to a spreadsheet where the translations can be stored. Then just sub the correct lines in when the user has another language selected.
@@AdamCYounis I’d imagined something like that, the thing is I saw plain text in some of the sequences and no ID to be found, and was wondering if it was gonna be a nightmare for you to implement this later down the line
Without getting too deep into it, a metroidvania drops you into the middle of a big dungeon and lets you explore outward with lots of backtracking. A typical action adventure has an overworld that you traverse as the story progresses, with multiple dungeons.
You really should have gotten into the habbit of using json for your data. All your data is intwined in unities weird UI and is impossible to see an overview of. Next time favour tooling outside of unity unless you need to make use of specific tools. You can still render the dialogue in unity, but you don't need to render them as gigantic textboxes all over the place in scenes/characters etc..
Honey, wake up! There’s a new Insignia devlog by Adam C Younis!
The fact that you made tools to make your game is really cool. You built a game engine in a game engine designed for you game. Super cool.
Dude you've taught me so much on my game dev journey. It's so cool to see your process and thoughts on your own game dev, very inspiring.
Hey Adam, great video! Would you consider making a video about how you approach system/game architecture and the decisions you made or reconsidered while making Insignia? I think there's a lot of content on the development side of things many of us are really interested in seeing more of, especially from you as an indie dev. Anyways, love seeing all the progress on Insignia. Cheers!
I love the idle animation! So cuutteee!😃
This looks so _gooood!!_ I love how the forge area looks :]
Ahh love me a new Insignia update!
200 k subs is right behind the corner 🤩
The falling leaves are such a great touch. You can also add dripping water or sparkles on cave walls. I recently started playing Breath of the Wild and I've been really enjoying it. I love how every side character has their own name, personality, and story. It feels like such a lively world where every character has depth, almost like Animal Crossing. I think Zelda did it better than Okami and Skyrim did, especially with the cut scenes too. It's probably the body language and facial expressions that really pushed it ahead.
You should do more devlogs. I love watching them:)
Another fine update! Just wanted to share an observation- my initial reading of the text boxes was that the character speaking was talking TO the person with that name (Charlie, initially) rather than that first bolded name signifying WHO was talking.
I’m sure you’re trying to keep things streamlined, but a newline after the name could make it less ambiguous.
That's awesome! I really like that cutscene event system you have developed using timeline. I was wondering if you plan to implement some way to tell if the player has control or not. Maybe add a subtle cinema black bars to emphasis the cutscene is playing and that they won't have control, or add a 'cutscene' symbol to a corner.
We were discussing this on stream, I really like it and I'll be adding it in, for sure.
You're so inspiring. Love you ❤✨
a masterpiece in the making!
I like how you're using coded *flags* for your game. It makes the game easier to crack when we speedrun and glitch into and out of walls.
Hello! I've watched all of your isometric videos and I found them really helpful. I have been trying to make an isometric camera, with 4 different camera angles(each at the corner of the world to keep the isometric look) so you can see every block from different angles. I have seen a few of these for 3D pixel art, but none for actual 2D games. I was wondering if you could make a video on this, or if there is even a way to do this? Thanks, love your videos!
Nice work!
It's always really cool to see your process! When I first saw you show off your world graph, I was instantly like "oh, dang, I'm probably going to need a tool like that for my game," and started building a version of my own.
At the moment I'm about finished with the basic linking behaviors, and trying to figure out how you accomplished getting a visual preview up and working. It looks beautiful!
It's also fascinating to hear about your solution for state updates and "deferrers."
I'm curious: is there a reason why you chose that approach over triggering the cutscene, animating each change, and then setting the flag after to represent an "already on" state?
To your question: the objects are instances of prefabs that need to work with or without cutscenes. I guess the only thing there would be that, for the duration of the cutscene after I force them to change their appearance, the flag is still yet to change. So when the scene ends and the flag is set to true, they would be made to not react "a second time".
But I think that approach would work too. I might try it and see how it feels.
Hey Adam!
Hope you are doing well!
I know you focus a lot on graphics and on some code development on here but I was wondering if you ever would like to do a video on all the surroundings with releasing a game like marketing and what is important to think about after releasing especially as you released arrowbound.
What did you learned from that and have you done anything after the release?
I released a game called canyonsurvivor on Appstore and playstore and feel a bit lost what to do now and what to focus on after the release
Hi Adam, I will buy your game when it is released, if you are OK with that of course
Would you open source and/or sell the Scene Graph feature? It’s really cool.
After this unity announcement, i feel bad for your game mate..
Comment to boost in the algorythm
Your quest flag referrer feels a lot like an async put or a queue , where you request some state to happen and you get a callback when that state processes (if it succeeds or failed)
Wooo Insignia
Is this Scene Graph asset on the Unity asset store?
any words about new unity pricing that will affect your game?
I just realized can't see your characters shoes. Doesn't look quite right, make the feet more defined
Not related to this video but It's really cool how you use figma for your workflow, how do you record it with that background? It feels like you key the background and substitute it with that purple animation, it's pretty nice.
Exactly right
Hey! Is there any maintained RSS feed for info about your channel/game?
is your scene graph plugin something you're considering sharing?
Not at this stage, as supporting it for outside use would be a big commitment.
Upon knowing the change unity is making, how much will it affect insignia?
For Insignia, in the worst case, it would mean about 1% of the revenue after most of the money has been made already. But I'm definitely looking outside of Unity for future projects.
@@AdamCYounis I think as you can see there'd be a bit of interest to hear your thoughts, feelings and concerns about the latest Unity news with respect to your current project and how rooted in the Unity system it is after many years of development. As someone who's also spent a few years on a project, I'd be keen to understand your cost / benefit analysis of staying vs changing given the increased costs from Unity. Love the project and content - keep it up
how are you going to localize your game?
The idea would be to store all the IDs of the dialogue messages in each sequence and compare them to a spreadsheet where the translations can be stored. Then just sub the correct lines in when the user has another language selected.
@@AdamCYounis I’d imagined something like that, the thing is I saw plain text in some of the sequences and no ID to be found, and was wondering if it was gonna be a nightmare for you to implement this later down the line
Funny to see someone else dragging the character around to skip sections😅
Why do you have the screen between you and your camera?
To reinforce the narrow DoF on the camera for funsies. Just trying stuff out while I build a "studio" video setup in the next few weeks.
Hi Adam!
Hello!
Nice
Is this game not going on steam? you could of been building the wishlist over all these years. A huge missed opportunity
noice
So let me get this right... It's not a metroidvania?
Without getting too deep into it, a metroidvania drops you into the middle of a big dungeon and lets you explore outward with lots of backtracking. A typical action adventure has an overworld that you traverse as the story progresses, with multiple dungeons.
You really should have gotten into the habbit of using json for your data. All your data is intwined in unities weird UI and is impossible to see an overview of. Next time favour tooling outside of unity unless you need to make use of specific tools. You can still render the dialogue in unity, but you don't need to render them as gigantic textboxes all over the place in scenes/characters etc..
You can fix errors, have someone read over it... and more without giving them your bloated unity project and trying to explain how to read it all
"Promosm"