Hello! Newcomer to your channel here! Your game looks amazing! I just have one question if you don't mind. I want to be an indie game dev, so looking at your channel, the game, your interaction with the comments and the amount of work you're putting into your game, I must ask, how much time does it take from you daily? Is it overwhelming? Like, do you have time to do other things in your life, be relaxed, do other responsibilities maybe even another side job? Sry if the question is a bit personal you don't have to answer. Just wondering to prepare myself mentally to what's to come.😂
Hiya, welcome, and thank you! So, the game and channel is about 60 hours of work a week, roughly! I also teach violin 10h/wk, and usually have at least one social event like a niece’s birthday party, and sometimes a gig like singing for a funeral. Daily I walk my dogs and hang out with my husband a little bit. And nightly I work on the game while chatting with friends on Discord until they go to bed, then I’ll usually keep going until i hit a stopping point. Then I’ll practice violin, watch an episode of an anime or play a game for study for about half an hour before I fall asleep 😴 I love doing it, but it’s probably not workload-sustainable long-term, and it’s nowhere near financially sustainable unless I have a *great* release or get funded, so we’ll see!
@@LighthoofDryden Bro that's amazing I could never have so much activities in one day even though I want to! Quite the healthy life thankfully. Thank you for the information, I understand each person is different and they could come up with different schedules that fits them better or worse, but its still very helpful for me so I'll keep this info in mind to get a decent idea of how efficiently I'm using my days. :D I know this isn't enough in return but here's some feedback of mine from watching the 10k$ challenge (which you deserved to win btw): I *personally* think the character's movement is a bit slow, or maybe it's the animation's speed. And the character could use some fun extra animations that he does at certain prompts or at random to spice things up, because I feel like it's "staticy" if that makes sense... Once again thank you and may you have a blessed life.
Do you know what is the problem with the new input system it doesn't not support therd party controller's by default 😅 However most people use xinput or PS4 or switch controller's. And those who don't use those probably use some form of controller emulator to play those game's.
@@LighthoofDryden ok i forgot about that part, but it wouldn't be that hard. All you would need is a conditional in each text node to check which type of controller is connected and displays different images or text depending on the result. Maybe an additional 8 lines of code on each text node?
@@LighthoofDryden ok so in the project settings you can register different named actions on an input map, like w and up arrow and joystick forward are forward. and when you are checking for input, the thing you check for is those named input signals. so if you all of a sudden wanted forward to be the y key instead, you would just go to the input mapping, disconnect the keys connected to forward and connect the y key to it. you wouldn't need to change any code, because you're still looking for the forward signal, it's just emitted by a different key now. the same goes for connecting things like controller support, since there are built in xbox and playstation and i believe switch button types you can connect to your mapping signals.
do you believe the game is headed towards a more traditional roguelike title,in terms of permadeath without any persistent upgrades after runs? Or have you thought of implementing them in the future ?
This is looking AWSOME! I’m glad you explained the beads because I kinda forgot lmao Deffo think the changes you made to them are for the better Also I hope the game jam went well!
Congratulations on completing the channel! From BTPD to almost released game, its really awesoem to watch your devlogs and watch it develop. Keep it up!
I know what you mean with UI for controllers. Setting up play controls was fine but omg I haven't even made a start on how I am going to navigate my menus with a controller I already did the same sort of refactor to plan for it. You did well especially dealing with the different controller icons.
Thank you! I definitely feel like it was the most hours of work I’ve done for the very least amount of “flashiness”, but function-wise it couldn’t be more important! (Not looking forward to implementing controller rebinding either 😬)
The beads gave me an idea: whenever you get around to creating a system that let's you see past runs, what if they were displayed as necklaces? Each of the beads would be, well, beads, and each of the relics could look like charms Idk if my brain is cooking with this but I wanted to throw the idea out there
@@LighthoofDryden Excited to see whether this becomes something cool! Watching this entire game come together over the past few weeks has been really cool!
I really appreciate you sticking with the controller support! I know for myself and many others that it's a must have for accessibility. I'm definitely looking forward to the demo. Good luck in the game jam!
Wooah imagine needed to implement controller support to ur game and have to learn something (jk obviously but that’s insane how much work it takes to do controller stuff can’t wait for the game to be out 😊)
Before beads shop was intriguing and creative, now it is as plain as it can get! ( Hope it really makes so much difference in the backend that simplicity of the new one outweighs the fantasy and beauty of the elder one.
I am not that great in English language, so I'd like to leave a note here, I just want to make clear that I wrote the comment above just because I prefer the old one, and not to press any view onto anyone.
Been here since you originally started this project in one of BTP's videos. So cool to see how far this game has come and I look forward to these videos every week. Too bad its ending but the final product will be amazing. I also love MashUp so I cant wait to see your game jam game!
The first few weeks were fine, but the more i see of the game and the more you polish it, the harder the waiting gets. *Imagine the "let me in" meme from eric andre in this position*