don't feel bad about your older scripts bro. every bethesda game has comments in the scripts saying things like "idk why this works, it shouldn't, but it does, don't screw with it."
With Godot going full heterophobic and stating anyone that is not woke are not allowed to use Godot or play games made eith Godot your market is greatly reduced. Then the CEO blames the Godot backers for saying keep politics out of games and call that toxic
17:36 bro once you start using sin() and PI in a script you already know you're never going to recall the flash of genius that bestowed your mind when it was made and if you ever have to touch that script again you're doomed
Me programming my own Wolfenstein-like game engine from scratch using either sin or pi (or half pi or cos or tan) practically every other line in half my files. Also yes, it is very unfortunate, but not as unfortunate as making my own file format and manually editing a file in said format using a hex editor. The pain is real. I also have to go back and document that shit because this is a project for school.
@@oliverdowning1543 i always use yaml or json for formats until its fully implemented and only then would i turn it into a a bytecode if its affecting performance. honestly props if u dove headfirst into hex lol
I'd counter those comments about using .Blend files directly in your project: when handled properly, it's one of the best ways to manage your models. About the only potential issue is the one about major Blender updates potentially breaking functionality, but you can always just stick to a specific version until your project is done, I guess. A couple of tips when working in this way: 1. Keep a separate work folder containing models that aren't ready to be integrated into your game and copy them over when they are. This saves on unnecessary imports 2. Learn Godot's import suffixes ("Node type customization using name suffixes" in the manual): these are special words you add to object names in your Blender scene that tell the importer how each part of the scene should be handled. Don't want something imported (cameras, lights for testing, etc.)? Add "-noimp" to the end of objects' name. Want pre-calculated collision for an object? Add "-col". They're really handy
As another Godot dev working on their own 3D schmovement shooter I endlessly appreciate how grateful you are with sharing information. Can’t wait for blood thief!
This is very inspiring. Nice take on the ultrakill gameplay style. If you want a tip make sure to avoid getting the scope too big: you reached the "add content" phase instead of "making systems" phase and it might turn into a slow slog if you are not careful
personally, i really appreciate minimizing the time between death and restart. a lot of games struggle with that concept, but nothing drives me more fucking insane than having to sit there, waiting to jump back in and try again. especially in a fast-paced speedrun/style game like this. just remember, though: if you add some kind of p-rank system, please for the love of god add a setting that lets you restart without checkpoints automatically instead of having to pause and accurately click restart level every time
That sky texture adds so much to the outdoor scenes, and the whole visual aesthetic of it all is just really cool. Also, good job varying up the textures on the walls! At first I thought the entire game would look "samey," but each area really has its own distinctive flair. Very impressed with everything you've done so far!
damn, got in the first 19 seconds edit: and now to say something of actual substance, devlogs like these ground the reality of prototyping games, and this'll be something for me to keep in mind whenever i eventually go on to make my own game
You are 100% correct in your assumption on the 2 second restart stutter slowly chipping away at a players sanity and I respect your morale responsibility to reduce it. I just followed the game on steam and was happy to find out how easy it is to get into play testing it, the player movement reminds me a bit of a game I enjoy called Severed Steel.
Ngl this channel has helped me a lot in wanting to be a game dev. Just starting out and struggling with nodes but ill learn and hopefully be able to record my thoughts and stuff like you did! Cheers to one year and may the next year be filled with easy coding and bug fixing!
that bit about getting things to 100% requiring an additional order-of-magnitude in terms of codebase size i found to be especially personally relevant =_=
When it comes to the art, my impression from doing a playtest was "there are some really awesome looking rooms but most looks rushed with basic shapes" So you're capable of making good looking stuff, it's just a time investment. Sometimes just some small changes to make the geometry a little more interesting or add some extra texture can massively improve the look.
I really, really enjoy your demo! It really ticks of a lot of things I wish other game devs would do. The speed of saving and reloading is one example. It feels soooo good to just restart without losing the flow. The high skill ceiling, the quick start and the general replayability makes the game really accessible for both: a quick round and a long record hunting session. And then there is the low heat generation. The last thing I want to do in summer is to play games that heat my apartment with hundreds of watts. It's a game I can play at any time (also of the year), slower paced (exploring), fast paced, for long and short sessions.
One interesting idea I had was dynamically changing the intensity of the music based on player speed. Maybe not right for this project but certainly interesting in concept
You definitely deserve more subs. I'm also a game dev but I have 21 years of coding experience under my belt lol. I use Godot also but my reason is because it's free. Game engine companies always switch up their payment methods. For instance Unity made it to where you have to pay for each person that downloaded of your game. They ran it back and said they weren't gonna do that. But they definitely tried and they will try something like that again it's only a matter of time. But for a single dev I have to say don't be too hard on yourself. You've done an amazing job. Your game looks better than 99% of AAA titles that have hundreds of devs.
As someone who is on their own solo dev journey, I really enjoyed this video. I went and watched that old dev log a year ago and man you've come a long way. It has inspired me to keep at it even when I feel no motivation. Keep up the good work!
This video is 1. very informative while remaining short and contained and 2. very inspiring in terms of making me want to create my own game. Love the format and love the dedication you are putting into making your project. You just earned a new subscriber, keep it up!
just cleared the two levels in the playtest, its improved much better than when the playtest first started! The fluidity of the movement has gotten so much better and feels much more fun. Looking forward to the game!
Came across this today and looked awesome. From the theme, the atmosphere and the movement. Gave it ago and man, its fuckin awesome! Can't wait for more
Working on finding the right gameplay loop and making everything else as minimalistic as possible in the beginning is definetly the right move. This looks sick!
Man... seeing your hand made knight model and realizing you kept it is very inspiring... I recently had to decide between my hand modeled 3d character or one made in MakeHuman and decided to go with the hand modeled one even though parts of it look unrealistic. You convinced me with your knight I made the right decision because your knight look unique and really sets up in my mind a relationship between bloodthief and that knight model.
Love seeing the progress and love that you're using Godot! I'm new to Godot and am learning it by making small projects. Love seeing people like you making awesome stuff! Thanks for the inspiration, and best of luck to you with your game!
One thing that this really reminds me of is when I'm in a dream, sometimes my movement is something like this. Where I'm sort of flying and sliding. Very interesting to see it like this.
Man I laughed out loud so many times during this especially as the "WHATEVER YOU DO NOT TOUCH THIS CODE!" segment because it was a rabbit hole worth only going down once and never again be discussed or contemplated on ever again. Every coder has experienced that moment when you tapped into some magically wizardry and randomly got your code working correctly. I would love to make games some day, just currently strapped with obligations.
dude you're the comlete package. fantastic devlogs, a game that's shaping up to be great, and this summary was short but comprehensive piece about solo developer's (or small team's) life.
Oh my god, I have been so turned off by games for so long. This looks so refreshing and fun. I rarely will purchase a game for myself unless it really looks fun. You sir may take my money.
your game looks really fun and I love how it looks, too! the way you describe the process not only makes me want to play but also go back to the game i started making a year ago and then abandoned
This game looks really fckin cool, good job on it 🔥 A really cool feature to add to it after you release the game, would be user created levels that they can share in the steam workshop
What a journey! I grew up playing Wolfenstein3D/Doom 2/ into the Quake games, so this aesthetic hits a very pleasant note with me. Congratulations on making it this far, and garnering as much attention to your project as you have. A video on your thoughts on Godot would be cool to watch. I am learning the engine now, and excited to see what you would have to say about it. Both good and bad.
duuude im SOOOO excited for this game :DDD its gonna be such a fun retro style game also, i have been very impressed by your movement mechanics while I've been playtesting
I'm very exited for this game. The movement reminds me of a dream I keep having where I surf around the town in a similar manner like the movement in Bloodthief.
For me working in web, its crazy how much effort you put into this without making bank, its even more crazy how happy that makes you, keep it up, do what makes you happy
Cheers to a year of gamedev. You have one of my favorite devlogs. It is on the same level as Dave Frampton who made the game Sapiens. Your RU-vid channel is also one of those channels, which I recommended most to other people. I'm looking forward to wherever your journey takes you.
i just found out about this game earlier, immediately did the playtest, and im really liking it. i know you said it feels like quake and hotline miami and ultrakill and titanfall and a million other things, and while it definitely has that influence, my favorite part is that this game feels like BLOODTHIEF. it feels like its own game. even if im ass at it im gonna obsess over this for a while
This just cropped up in my recommendations and what an excellent video, I must say. Interesting and very well put together. Love your approach and attitude.
i feel like i’ve learned some stuff watching this. i’ve got a game project of my own and i reckon your own discoveries will make my journey easier, so thanks for sharing your progress brother
My brother showed me this video and I’ve spent the entire day playing the game and it’s insanely fun and the perfect game for me. I love games that are super movement based super fast and have a timer mechanic for levels. I love replaying levels over and over trying to get the fastest I can possibly get. I cannot wait until this is a full game.
Nice looking game and vibe. Hits really close to a hobby project I have been doing recently. I think you should add some variety to vertical elements so they look less uniform. If you want to be a little more fancy, then add some distance blending e.g. at 13:11 to blend in a more upscaled version of the texture depending on camera distance - would look a little nicer. Good luck with the dev! :)
Dude, the game looks absolutely amazing, the art style is so cool and nostalgia-inducing, I love it! Your and Goodgis' devlogs have been my favourite for the past year, been here since the beginning. Well done and keep it up!
You seemingly approach dev with such a reckless abandon but some of the conclusions you reach in this video are just brilliant advice, far better than a lot of other channels on this site. The game isn't done yet so if there's some future "I deleted everything and started from scratch" video then maybe I'll rethink but it seems like your process for rapidly finding a good gameplay loop and then knowing when to move on is an absolute winner.
Man I made a prototype with basically the same ideia, cool vampire, killing enemies, running fast with cool jumps, it's really cool to see the ideia working and so many people liking it, I stopped working on it because of my programer art, but you're a great programer and artist
Great work! Thank you for sharing your ups and downs as well as the dev process you followed. Good luck on reaching your release goal. Stay safe out there.
Love this game. It is amazing I liked the new 3 maps a lot. Good luck and thanks for making such a cool game, even though it did not come out yet, I already LOVE it!