Haven't finished the video so idk if you did this but you should make the sword progressively bloodier and bloodier throughout the level as more enemies are killed.
you should add a giant boss fight with a health bar at the top like in dark souls. with the movement system its kinda like attack on titan. with a swinging mechanic could also be cool.
you probably won't read this but i gotta say bloodthief is probably one of the worst games i've ever played. i know it's still being developed, but it is severely, fundamentally flawed in pretty much every aspect, and i don't foresee it actually being a good game when it releases. it feels absolutely terrible to play there's but one objective change i can recommend to you, and that is to add an input box to the mouse sensitivity slider. even the highest setting was way too slow for my mouse's DPI. it should just be uncapped
I have never experienced the same problem in unity and DirectX my benchmark computer was a 7th gen Celeron (no dedicated gpu) and a intel 540m chip with a nvidia 630m gpu
This game is phenomenally fun. I grabbed the playtest on Steam just to check it out and I've sunk 10 hours into it already, despite the five levels that are available being able to be completed in under 10 minutes total. I also like how much the level of graphics fidelity and the art direction feels like Thief.
Beware of updating Unity or Blender if you're using .blend files directly. I had to go into and replace all my prefabs with .obj's and hook up all the specific bone stuff when I updated them. I can't remember which was app was the culprit but a pain in the ass either way. Possibly .blend file format changed or something I have no clue, I'm no Unity pro so I probably missed something obvious which would've fix or helped. EDIT: I commented too soon! The very next second you mentioned that you export your models to .glb's. My bad dude. Trenchbroom is really great though. It never crashes or produces invalid brushes no matter how you edit them. Coming from UnrealEd 2 and Source 1 Hammer I can't tell you how much that truly is a blessing.
I wouldn't read tutorial messages while my player is in motion or enemies are advancing towards him. Then my attenion is towards steering or evading. and the text is like an annoying cookie popup.
Hey Blargis! I think you should optimise your models a bit as when looking at 12:12 you can see that there are maybe 8 polygons per "square" in the fingers rather than two which would make up a square. I can see this in every single part of the player model. If all your models have this it could be a substantial performance hit in the actual game and fixing this could improve the performance immensely. Seeing that you made a video on optimisations i figured this could be worthwhile to do. Other than this Bloodthief is looking real good and I look forward to the finished game!
This is frustrating, as someone who makes tutorials on my other channel, non are this good!! Your examples and explanations work so well with my learning style. Thanks man!
What about a big boss which has several weak points you can latch and charge on to kill it? Or enemies that can also charge at you? Some which require more than one hit, maybe?
As someone who is just getting into making my first game in Godot this was very informative, thanks a lot for posting your thoughts! May I ask is this a side hobby project or a dive into full time indie dev?
What about a OpenGL safe mode which disables some features and forces the game to run in OpenGL mode, but allows it to run on non-Vulkan supported GPUs.
Why not also shift pathing calculations into a separate thread and use the last calculated values to update the actors. That way you won't suffer performance issues, but at most they will be wandering around more if you do too much work on that pathing thread. But in short: pathing should not run on the main thread. On the main thread dispatch calculations and update with the last results.
The problem with Godot is that if you ever want to switch to something else (and you will) and reuse parts of your code, there is no easy way to port it, especially the scripts.
One way to introduce fun into a game is to reward skill instead of punishing the lack of theoreof. That means less deaths, and faster completions for those that are good. Skill should improve finish time instead of deaths reducing it. So probably a difficulty setting can achieve it, where everybody can find their place.
This might not change gameplay but it would look cool to flip off an enemy while in the air right before you slam the shit out of them, like at 5:24. Just my opinion. Great game btw, the fast paced style made it fun to watch, I know it will be Real satisfying to play
You should add a mechanic that cleans your sword when you swing your sword in air, causing the blood to be thrown to the ground. Could be a small but satisfying feature.