Im Mike, a solo, self-taught game dev with a love for all things gaming. I've been making games for over 6 years now with several projects and 2 steam releases. On this channel we dive into the world of game development, crafting unique gameplay behaviors, immersive worlds, and game design. See all the struggles and achievements of solo development as I bring my latest creation, Wildkins, to life - from inception to release.
Be careful you're not straying into patent infringement territory with your current project. Nintendo is in the process of suing the creators of Palworld into the ground. Consult a lawyer and best of luck to you.
I'm late but this is a really cool idea. This style of combat also reminds me a bit of real-time-with-pause cRPGs like Pillars of Eternity. I think your slow-mo is more interesting than a full pause.
I like the way you've always been able to hold up a mirror to yourself. Learning from your mistakes and always improving the development process. Your journey looks great and I hope we hear great things about you! Thank you for the motivation!
Hey good for you to address issue with youre game and make a decision to make it better to many gamedevs make there games and want to get paid for it right of way even when their stuff is buggy thanks for keeping it till it is ready
When it comes to VR what you should have done is do both simply because VR is not as cutting edge or as interesting as it once was when it first launched into the market and when you do VR you must simplify it because if people are too lazy to do VR then the least you could do is just give them a view into that world just a head position is all you really need pretty much but you give them both making it the default for the normal way without the VR. So you'll have the best of both worlds which is the normal gameplay which is the default and then you'll have the VR part to it which would be optional.
Niiiice! I had this idea so many years ago, but never got into making games for real until just recently. Glad to see you/someone doing it. I would absolutely love to chat with you about features & stuff and even help make it if you're down to collaborate (I've been playing around in Unity picking it up kinda quickly ~!). I just wanna do it for the LOVE of it, truly. --Bruce
I meant to add that your approach to making this is so cool & pragmatic - the way you initially tested concepts, and now the direction you're taking it. Very impressive and so inspiring. I would love to support you in your vision, I'm bubbling with excitement
Wow, dude your determination, your dedication, and focus are really inspiring. 100 % agree with you about just having fun, keep churning out games and refining your skill. I think you should also join up or go to like meetups. Also get good at math. Once your good at math, everything becomes easier
I'm assuming that your entire goal of making games is to make money. If that's the case then you need to get a JOB at someone else's company working on making games. Otherwise you will ALWAYS fail at what you're doing.... The goal should be to Start and Finish the Game. That is where you're Success or Failure lies. Don't base it on rather you get paid off of it unless your only goal was to get paid off it...IMO there is NO passion in Game Devs that market for money instead of creating projects for the love of it. This is why the gaming market sucks so bad. Companies and devs are building BS games only for profit....Focus on the game and you CANT Fail!
This is one of the best "getting started" videos I've seen. Thank you for making it! Liked and subscribed...and watch all the way through at Normal speed =) Take care.
As a warcraft 3, Archeage and League of legends enjoyer....I approve.... lowkey a unique approac in combining these 3 games....he rts managment of Warcfaft, the raid mechanics of a MMo and the team format of league ...and then Max Payne bullet time....really sick ......Is there anywhere we can play your demo?
Thank you! Glad you liked it. Currently i dont have a public demo, however ive been working the past month building the game out to a more complete demo which everyone will be able to check out. Hopefully it wont take too much longer!
I think you create a way to big of a scope for all of your games. Personally i think smaller more polished games would be beneficial for you. Never the less i hope you will succeed.
This looks great. Take a look at the battleheart series. The first few were 2d, but the last one, Battleheart Legacy was in 3d and needed to solve similar problems.
I'll check it out, ya it's been difficult to find similar games in this format. Very helpful advice. Thank you so much for the donation, I really appreciate it!
I think what could have happenend in the second game is that your target audience has changed. If you do a horror shooter you will get a very selective audience that will invariably compare your game to a bunch of other titles in the genre. Instead, if you go for something more relaxing and relatable (hunting, collecting, exploring), you may catch the kind of non-gamer gamer who is actually happy to enjoy the experience you have prepared
Damn man, props for having the balls to take that leap. I work a full time job and make games in my free time like you did. I so wish I had the means to make games full time but they pay me way to much at my job to take the leap... Maybe one day I'll be able to do it full time, until then, I'll continue grinding a few hours each day.
This awesome work man. I'm really impressed how fast you pulled this together after your last video. The proof of concept stuff you showed off looks really responsive and professional. I look forward to seeing if you decide to keep going on this game idea, or if you decide to "Make More Pots". "Make More Pots" A pottery teacher split her class into two halves. To the first half she said, “You will spend the semester studying pottery, planning, designing, and creating your perfect pot. At the end of the semester, there will be a competition to see whose pot is the best”. To the other half she said, “You will spend your semester making lots of pots. Your grade will be based on the number of completed pots you finish. At the end of the semester, you’ll also have the opportunity to enter your best pot into a competition.” The first half of the class threw themselves into their research, planning, and design. Then they set about creating their one, perfect pot for the competition. The second half of the class immediately grabbed fistfulls of clay and started churning out pots. They made big ones, small ones, simple ones, and intricate ones. Their muscles ached for weeks as they gained the strength needed to throw so many pots. At the end of class, both halves were invited to enter their most perfect pot into the competition. Once the votes were counted, all of the best pots came from the students that were tasked with quantity. The practice they gained made them significantly better potters than the planners on a quest for a single, perfect pot.
I gotta say, that is a pretty cool idea, but I’m even more impressed with your way of approaching it with making small mini games to test the mechanics. I always run into my ideas head first and abandon them eventually. Really looking forward to seeing the results of this, keep the devlogs coming! :)
i had the same idea few years ago~~ haha but i wasn't skill enough to make it back then. And then i found that there are simliar games that does this. e.g. : Aliens: Dark Descent on Steam. but the slow mo ibar thing s neat though~ i like that~
I'd like to play the demo!, seems like a cool concept. You should look into what Final Fantasy 14 boss mechanics are, they would fit this game pretty well