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100 Days To Finish My Indie Roguelike - Week 1 [Disinherited Devlog #1] 

Lighthoof Dryden
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13 сен 2024

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Комментарии : 285   
@calebgilbertyt
@calebgilbertyt 4 месяца назад
"We are 7 days into my 100 day challenge" I know that those days are gonna go by so quickly, these wonderful and passionate moments make time fly, so treasure it while you work on the game, just know that we are all treasuring that same passion for the amazing game and I just can't wait to see where it goes!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
I certainly am loving every minute (except this couple hours where enemies were dropping double everything and I couldn’t figure out why) but other than that every minute!! Thank you for your kind words! 😃
@Goomaster101
@Goomaster101 4 месяца назад
Gamedev 1
@DualWielded
@DualWielded 4 месяца назад
Dude hell yeah I love Guillaume's back spikes, that's a very cool design choice! Also the Ocarina of Time double parry against him looked super satisfying lol
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Ayyy it’s Dual! And thank you!! I think I’m gonna have enemies and bosses designed specifically around playing tennis 😎
@Martick05545
@Martick05545 4 месяца назад
My two favorite game developers from blackthornpod!
@Goomaster101
@Goomaster101 4 месяца назад
gamedev 2
@Blackthornprod
@Blackthornprod 4 месяца назад
Brilliant progress! Looking forward to the next one!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Oh hey 👋 thank you!! 💪
@SYSyphysDelta
@SYSyphysDelta 4 месяца назад
Okay, but making Guillaume's attack parry was such a good touch
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you!! I wasn’t expecting it to add very much and then suddenly I wasn’t paying attention and was getting rekt by my own projectiles 😆
@onedev-tx3ub
@onedev-tx3ub 4 месяца назад
It looks very satisfying
@Dave_Clinton
@Dave_Clinton 4 месяца назад
This game has so has much potential
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you!! Working every day to make it happen!
4 месяца назад
I never wishlisted a game this quickly!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Haha thank you, that’s high praise!!!
@EscapeRose
@EscapeRose 4 месяца назад
A moment for the stunning art! It feels so emotionally impactful despite the more cartoonish style
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you, that means so much to hear!!
@user-ty6wp3cq7t
@user-ty6wp3cq7t 4 месяца назад
The wall damage stuff seems okay plus the names for the bosses are quite funny
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Haha thank you!!
4 месяца назад
Idea: Can you alter the boss visuals and/or face during the fight? For example, Guillaume Obligé can start with this "whatever" face at the start, but during the fight as his health starts dropping his attitude starts shifting and when he has only one hitpoint remaining he would be really angry / sad (dependant on your chosen personality for him). Also short boss intro cutscene could empathize his motive and game's story even further. It would answer why I'm fighting this guy and why is he so sad.
@LighthoofDryden
@LighthoofDryden 4 месяца назад
That’s such a good idea! I set it up so the face is a separate part, so in theory I can switch out for different expressions without *too* much difficulty.
@TriXJester
@TriXJester 4 месяца назад
1. I think using the ghost sheet as a parachute would actually be pretty funny and I would enjoy it, but it shouldn't be able to be used forever, maybe add an animation where the further you fall the bigger the sheet gets before it rips and the player character will fall the rest of the way (Maybe have 3 different sizes and then after the 3rd it will break). This can force players to be more strategic with their jumps and falls instead of using it constantly and incentivize them to kill more ghosts to collect their sheets. 2. The build up to the bash might benefit from a visual representation similar to what you see in Hades when charging up certain attacks. This allows the player a nonintrusive way to time their attacks. 3. My question with the bosses is if there is some sort of cut scene or transition before you fight them that might give players some clues into their character, as in other rogue likes you can gain some knowledge throughout a level about the boss youre about to encounter. I wish to know how it is we are going to be learning more about the different bosses, levels, and the rest of the story. Maybe we collecting something through the levels that can do this, since the original prompt that started this is 'Memento Mori', maybe they can be remnants of memories. Each run could have a different memory selected to load for the level so the players learn a little more over time and they wont have to collect the same thing over and over again. I mentioned Hades before, but the system of building the story over conversations/interactions with the various NPCs was a smart way they chose to build out the story/world of Hades.
@BoterBramKroket
@BoterBramKroket 4 месяца назад
Wow great ideas! As for point 1, in stead of having durabilty you could use it infinitely for short falling distances. This could also be used to travers gliding sections or to glide over boss projectiles. And for large falls it would just break when abovea certain velocity, this way thd player needs to time the deploiment of the parachute otherwise it would already be broken when furhter galling dowm
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Wow thank you for all this!! Agreed on all points. Hades is totally the Gold Standard for Roguelike story delivery in my book, too. I doubt I’ll be able to manage anything like the scope they achieved, since I’m just one person making my first full game, but I’m certainly gonna take my cues from their methods. Love the memories/mementos idea btw!
@dwamp
@dwamp 4 месяца назад
You make so much progress in such little time 😮 (make sure you’re sleeping). I love the funny names you come up with. I love the little detail of giving Guillaume the last name “Obligé” as it translates to “obligated” or “required” which is definitely something Guillaume feels like he’s going through. You can see it in his face.
@LighthoofDryden
@LighthoofDryden 4 месяца назад
You don’t miss a thing 😉 I’m doing my best to sleep, nap, snooze, and otherwise 🥰 thank you for caring!!!
@Ujary
@Ujary 4 месяца назад
love the ghost sheet fall damage immunity idea
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you!! I’m gonna work it in 👻
@Flaafee123
@Flaafee123 4 месяца назад
I’m in an internal conflict. I want to watch these dev-logs to see the progress of this amazing game, but I also want to be pleasantly surprised by all of the new additions since the competition when the it inevitably releases.
@LighthoofDryden
@LighthoofDryden 4 месяца назад
It’s a tough call, isn’t it?? I also keep thinking about what to include or not in the devlogs for that same reason!
@bloducus9090
@bloducus9090 4 месяца назад
Man I love this game’s art style, I can’t wait to see every new item and enemies added in the following updates! Keep going, your game is awesome
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Hey thanks so much!! This is super motivating to read!!
@LPmitKev
@LPmitKev 4 месяца назад
This Game just looks so nice! Please keep the momentum going. Greetings from Germany 😅
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you!! I plan to keep on rollin 😎
@TheBillNye
@TheBillNye 4 месяца назад
Making this game alongside community feedback is such a good idea. It’s going to turn out so well!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
It’s really really cool seeing people get so engaged and offer their thoughts and insights. Even the criticisms-I’d much rather have them now than after launch, y’know? Thanks for stoppin by!
@REDZYD
@REDZYD 4 месяца назад
Love the dedication, going to be binge watching every video when they come out haha. Amazing as always 👌
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you so much, means a lot 😄😄
@jemwaite3364
@jemwaite3364 4 месяца назад
Found out about your channel through the competition and the other black thorn video you were in. I really loved your work, it felt like something very special and authentic. I'm super excited to see what you do with disinherited. Keep up the good work!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you so much for saying so! I try to make everything really come from the heart, in one way or another 😃
@Yuoaman
@Yuoaman 4 месяца назад
You're making very exciting progress already! The first boss being able to outright counter the player's bread-and-butter ability definitely shakes up the formula you're building in a very interesting way!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Ayy thank you!! Appreciate that!!
@LPgamedev
@LPgamedev 4 месяца назад
The 100 day challenge is a fun idea! But I’m glad that you’re taking time to keep yourself healthy. It’s definitely worth testing out fall damage. It can be a great way to balance out the incentives, as right now there’s 2 for going fast and only 1 for going slow as far as I can tell. The player wants to go fast because of the draining light and reaper. The player wants to go slow due to limited sight (making it easier to stumble into hazards/enemies) and the addition of fall damage would add to the desire to take things slow. Love the parry and new relics! There will be some really interesting choices from those. It’ll be fun to mix and match. And I absolutely love the gravedigger boss! I think the bill rush will be cool, perhaps a phase 2 attack? If I can suggest something for the projectile attack, I think it could be lobbing a skull in the air. It would bring some variety to testing the player’s ability to dodge: there’s a lot of small bones falling vs a single larger skull in an arching trajectory.
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Love this analysis! The idea of balancing pros and cons of going slow and fast is a lens I hadn’t thought of yet!
@LPgamedev
@LPgamedev 4 месяца назад
@@LighthoofDrydencool! It’s definitely a lens I’ve found very useful while designing games. Your devlogs are inspiring me to start up my own for my project. Keep up the great work! I can’t wait to get a hands on with Disinherited. You’ve got something special here :)
@codyjorgensen8170
@codyjorgensen8170 4 месяца назад
Franklin Sighting! You gotta get him into the game somewhere!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
GREAT point he’s gotta be in there somewhere 🤔
@LewieBababoey
@LewieBababoey 4 месяца назад
The fact bosses can parry back opens the opportunity for a really hard boss which just parry’s back and forth the speed of the object could also increase the more times it is parried
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Indeed it does 😈
@Suavemente_Enjoyer
@Suavemente_Enjoyer 4 месяца назад
It’s looking good man! I’m excited to see how it turns out!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Hey thanks so much!!! Appreciate you watchin :)
@FeederFTF
@FeederFTF 4 месяца назад
You got this king, meet that deadline! so glad you are finishing this project from the competition.
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you for the encouragement! We’re on track so far 😎
@Cognitive-Clips
@Cognitive-Clips 4 месяца назад
BRING BACK THE CAFFEINATED AUCTIONEER!! Keep up the excellent work my friend!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you my friend!!! And yeeaaahh I think i can get these videos down to a minute thirty for surreeeee
@EmilHelbig-ks7uz
@EmilHelbig-ks7uz 4 месяца назад
That different builds like light and darkness are a great idea so keep stuff like that up!
@EmilHelbig-ks7uz
@EmilHelbig-ks7uz 4 месяца назад
Because it increases the replayabilty a ton
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you Emil!! That’s what I’m hopin for 💪
@luce669
@luce669 4 месяца назад
Yooo that clip where you threw a bone and the boss parried it and you parried it back??? 😩So satisfying
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you!! About to include that type of thing literally as often as possible now haha
@tinytigertamer
@tinytigertamer 3 месяца назад
So happy to be here at the beginning of this journey! I can’t wait to see where you take this game. I just know it’s going to be amazing.
@LighthoofDryden
@LighthoofDryden 3 месяца назад
Thank you so much!! I’m glad you’re here too :)
@truck-kun535
@truck-kun535 3 месяца назад
As a person who when i see potential tends to actually happen i see huge potential in not just the game but your personality aswell
@LighthoofDryden
@LighthoofDryden 3 месяца назад
Thank you 😄 that means a whole lot!!
@truck-kun535
@truck-kun535 3 месяца назад
@@LighthoofDryden anytime as someone who's owned a lot and I mean alot of channels some successful other not so much I love to spread my knowledge on what I did wrong so others don't make those mistakes tip don't try to rush everything do it at your own pace so you don't burn out and lose motivation may lead audience to feel neglected but will bring quality up overall and fix the audience issue
@Diivoniis
@Diivoniis 4 месяца назад
This game had my favorite concept and direction during that $10K game challenge! I'm so excited to see you finish this! Awesome boss fight too btw!
@LighthoofDryden
@LighthoofDryden 3 месяца назад
Ahh thanks so much for saying so, and for bein here!
@iiropeltonen
@iiropeltonen 4 месяца назад
Really like the more technical stuff and not just art and "interesting content". I would watch a deep dive into that state machine ❤
@LighthoofDryden
@LighthoofDryden 4 месяца назад
I’d love to make something like that 😅 if you hmu somewhere like email or discord I’d happily share you the scripts and answer any questions.
@yaksher
@yaksher 4 месяца назад
For the fall damage thing, it seems a little redundant to have a fall damage negation mechanic when just briefly catching yourself on the wall is enough to prevent. Two things that could make it a cooler and more interesting mechanic are: - drops which get wider faster than you can move in the air so you can't catch onto anything. - making it so that when catch on the wall, you take a chunk of stamina based on how far you've fallen. If it's more than the stamina you have, you lose all your stamina and reduce your speed but keep falling. This would make it so that there's a limit to how far down you can just save yourself on the wall from and add a need for the fall damage reduction.
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Ooh, that second part especially is really good, way better than the “nerf” to wall climb than I had in mind! Thanks for the detailed comment, I agree!
@rob-rendell
@rob-rendell 4 месяца назад
When you said "take a chunk of stamina based on how far you've fallen", I suddenly had a vivid mental image of the falling character grabbing the wall and sliding to a halt (instead of coming to a sudden stop), with puffs-of-dust particle effects, and their stamina dropping at a fixed rate while they're "braking" on the wall. That would result in your suggestion of making the amount of stamina used be a function of distance fallen (well, a function of your downward velocity at the moment you grab on, which is the same thing), and it would hopefully be clear to the player that the faster they're falling, the more stamina it will take to stop.
@yaksher
@yaksher 4 месяца назад
@@rob-rendell Oh, yeah that could be a good idea. It would also mean you can't catch right at the bottom of the wall even if you're falling slowly enough to catch yourself in general, you have to give yourself some room to slow down. Though I think this should still be very fast in general.
@rob-rendell
@rob-rendell 4 месяца назад
@@yaksher "Should be very fast in general" yes, agreed. If the braking acceleration is say -3 times the acceleration of gravity, I think that means you'd slide 1/9th the distance you fell.
@27-Carrots
@27-Carrots 4 месяца назад
I love all the new additions! Also your dog is adorable :)
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you!! Franklin is such a good boy 🐶
@captainshado783
@captainshado783 4 месяца назад
Gonna be keeping up for the whole process. Hella excited to see how far this game goes
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thanks so much, that’s super motivating!!
@mblede
@mblede 4 месяца назад
one detail that I would appreciate in this kind of games: when the character is having some new piece of equipment (like the Twilit Slippers) it should also actually appear on its sprite and not being just another stats changer. I am aware this is not a priority and might come at a very late stage of development (I guess animations need to change/be reworked?) but it would be one of those kind of details I would notice. Hope it makes sense :) that being said, Guillame looks interesting as a character, and maybe you can make his face smile more/less as his hp go up or down (according to his personality)?
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Love both of these ideas! I’m not sure if it’s at all possible for me to swap out equipment visually :( definitely not with the current setup of the character and animations. But the way things are going, I might end up redoing his whole thing anyway, so we’ll see!
@emelinelondon
@emelinelondon 4 месяца назад
love the twilit items ! you can bet they will be used a lot for speedruns. i also think the boss has a great design and a perfect body shape.
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you!! My goal physique tbh 😂 💪
@Bearspray-videos
@Bearspray-videos 4 месяца назад
Love your videos and personality! You definitely deserve more attention!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Hey thanks so much! That’s very kind of you
@finnehrenberg4990
@finnehrenberg4990 4 месяца назад
First up: I absolutely love this game so far! It has everything that makes for a great experience and I am so excited to be part of that journey 🔥 I had an idea which I'm not so sure about, but wanted to share it anyways: Don't know if it is just me but maybe swapping the health bar for single hearts (similar to Spelunky) would work. I think it really could fit the game's overall theme. Keep the great work up and stay as you are! ❤
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you so much aaa!! Originally I did have 3 hearts-I’m a fan of things like that that are really simple and concrete. But it’s a lot easier to add incremental powerups and tweak balance when you’ve got some more “numeric room” to play around in, which pushed me in that direction!
@70122riley
@70122riley 4 месяца назад
Idea for projectile on Guillame: he can pick up skeleton/skeleton remain and chuck at the player which would add another incentive for dealing with spawns and using the remains. Another idea could be throwing the shovel and then he has to go retrieve it from wherever it's stuck
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Love that! I think I am going to do the shovel for sure! (Even if it is gonna be a bit tough with how I have the sprite drawn… hmm)
@otaviobz
@otaviobz 4 месяца назад
Wow really liked all the aditions! One thing about Guillaume (super cool btw) that i found a little weird as it is, is his unturn animation after stomping with his back. You could tweak the animation or perhaps make it so when his back stomps the ground he is flung up once again by the impact, and lands on his feet a bit foward in the ground (would also function as a 2nd part of the attack). One random perk idea: While holding a throwable object in his hand, Samuel's melee bash has increased damage. Or maybe, you could make it so it increases his damage even more but the object breaks after hitting the melee bash. This would make the melee attack more viable but still relying in the main projectile mechanics of the game.
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Yeah it’s pretty fast isn’t it? Haha. I’ll look at that this week! Also love that powerup idea a lot-I put it in my spreadsheet! (Could even be more specific like “while holding a bone” or “while holding a weapon” or something!)
@Bashfulhyena
@Bashfulhyena 4 месяца назад
I can’t wait to follow the progress of this game! I don’t usually play games like this, but I’ll definitely be trying this one out when it releases
@LighthoofDryden
@LighthoofDryden 4 месяца назад
That’s such a compliment that it could still draw you in!
@danDRogers
@danDRogers 4 месяца назад
My favorite part of roguelikes is variety in styles of play… could be cool to play off the inheritance thing with a few different playable characters to choose from that have a signature ability. This would be like parry being exclusive to your klaus lookalike and then adding a female with helicopter pigtails and even the family dog with a bite action. Excited for what’s to come
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Dog playable character ‼️ brilliance! More PCs are definitely something I’m interested in down the line :)
@thomasblanc6843
@thomasblanc6843 4 месяца назад
Can't wait to buy this game. Seeing the process of creation is soooo inteteristing
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you!! I’m glad it’s interesting to you guys too and not just me blabbing 😝
@Ujary
@Ujary 4 месяца назад
bruh im already addicted to the devlogs (after 1 devlog), cant wait for next weeks
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank youuu this means so much!
@leomaestri6464
@leomaestri6464 4 месяца назад
Oh the items designed around light radius is pretty cool stuff.
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Hey thanks!! I’m having lots of fun playing with that
@BraydenOverstreet-dg6yz
@BraydenOverstreet-dg6yz 4 месяца назад
I think your idea for the fall damage and the ghost sheet is a great idea! But I think that the ghost sheet should be a relic!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Ooh, maybe both?? The relic would be a big benefit to not have to deal with FD, but the ghost sheet would be a temporary fix (and you wouldn’t be able to hold anything else while you had it)
@tomschlaiss5735
@tomschlaiss5735 4 месяца назад
Great work as always, so much progress already. Cheers
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Hey thanks Tom! Appreciate that :)
@Baltux
@Baltux 4 месяца назад
looking so good already. And such a smart approach right away! I don't mind the idea of fall damage, but also don't feel like it's necessary. Love the melee Parry. The Gravedigger is a great design! and love the new items
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thanks Baltux!! Always nice to see ya here. I’ll definitely test the fall damage thing to see how it works out. I wanna balance it being frustrating with it providing a little extra tension
@leonardoluiz7487
@leonardoluiz7487 4 месяца назад
Great progress for an extra week! Something you could consider is maybe making enemies that can start appearing in the first level later on the game (maybe based on time played, runs, or reaching a certain level) so you can add diversity to the early game without overwhelming new players (if that's even possible).
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Very smart!! Anything is possible, it’s just a matter of programming 🤓
@endlesswar7480
@endlesswar7480 4 месяца назад
Oh my, I like this game, it is so beautiful and i like the concept!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you so much!! I appreciate you saying so!
@ilkeruluseri8493
@ilkeruluseri8493 4 месяца назад
This is amazing for one week, and very inspiring. Thanks!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you!! I’m tryin hard out here 😤
@cmdrapollo9699
@cmdrapollo9699 4 месяца назад
You could have the ghost sheet be similar to BOTW's paraglider or the cucoos in OOT, I think that would just be a really fun touch :)
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Oh that sounds REAL fun. I’ll be trying this
@kirocetwhy
@kirocetwhy 4 месяца назад
I am so so looking forward to this games release! I love the art style and idea ❤
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you so much!! Hearing that is so motivating 🤓
@yungzonee
@yungzonee Месяц назад
you and your game inspired me so much that I want to quit making music and start learning and developing games… I have wanted to do this since I was a little kid but never actually put the time or effort to follow my dreams, thank you so much for this amazing video I really enjoyed it!
@LighthoofDryden
@LighthoofDryden Месяц назад
Oh wow, thank you!! And being able to make your own music is a huge plus for making games :D
@JônatasCôrtes-j4e
@JônatasCôrtes-j4e 4 месяца назад
The game is incredible so far! I’m willing to do a game on my own and your participation on the competition was realy inspiring 👑
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you so much!! Go go go, you can do it!
@helmiplayerone2670
@helmiplayerone2670 4 месяца назад
Love it! Can't wait for it to be done!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Me neither haha, that’s why im goin so fast! 😎
@BoterBramKroket
@BoterBramKroket 4 месяца назад
Even tho you arent adding as much as you were in the compition, I find that you have still done do much! And yeah better keep your sanity and mental health up 😅 keep up the quality content!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you friend!! I appreciate your encouragement so much!
@timberwolf2762
@timberwolf2762 4 месяца назад
So excited for this game to come out cant wait to play it
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank youuu that boosts my motivation!!
@Scorching_Cockerel
@Scorching_Cockerel 4 месяца назад
Game looking fire! Please keep up the good work!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you so much!! I will try 🫡
@skiBDman
@skiBDman 4 месяца назад
man, I'm really looking forward to this
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thanks so much man, glad you’re here again!
@skiBDman
@skiBDman 4 месяца назад
@@LighthoofDryden
@aleksp8768
@aleksp8768 4 месяца назад
Very excited for the game and I'm very glad you decided to continue its development. A bit of feedback though, the camera shake is a little much, and from what I could see from the parry demonstration the camera only shakes vertically (i think) and adding horizontal shake would make it look much better imo
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Yeah, I’ve been trying (a little bit) to figure out how to make cinemachine ignore the timescaling but it hasn’t worked yet haha. Will update!
@Dudewhoisthere17
@Dudewhoisthere17 4 месяца назад
5:46 he’s totally one of those gymbros that dedicate their life to “The Gym”
@sirefirefly
@sirefirefly 4 месяца назад
regarding fall damage: It really depends on how much more you add. If you do decide to add it, you could have it so the ghost sheet has durability and/or has a limited chance to drop. Could also add another item that isn't as easy to get
@sirefirefly
@sirefirefly 4 месяца назад
Keep in mind, I'm not a game developer, so take everything I say with a grain of *sand* lol
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Game player feedback is suuuper valuable!! I’m thinking you have to be holding the sheet in your hand to have the effect, meaning you wouldn’t be able to catch or throw anything else (pretty costly!)
@LycheeGameLabs
@LycheeGameLabs 4 месяца назад
Good luck!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Hey!! Thanks Lemon :)
@kizen3056
@kizen3056 3 месяца назад
Wow, keep up the good work
@NoCareGareBear
@NoCareGareBear 4 месяца назад
genuinely such an inspiration
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you, that means a lot to hear!
@rob-rendell
@rob-rendell 4 месяца назад
Regarding the wind-up for your cane strike: I wonder if you could get the best of both worlds by making it something you can hold. Press the attack button to wind up the strike, release it to actually strike. That might make timing things too easy though...
@LighthoofDryden
@LighthoofDryden 4 месяца назад
I think I might have a solution for that: maybe there’s a “perfect parry” window from about .4s-.5s that adds damage to parried projectiles and bonus stun damage. But there’s also a “tap” version of the bash that does a quick parry. 🤔
@HammerHeadGameStudio
@HammerHeadGameStudio 4 месяца назад
Your output is insane
@LighthoofDryden
@LighthoofDryden 4 месяца назад
🤪 thank you, I try my best!!
@jonincannon
@jonincannon 4 месяца назад
I keep finding devlogs that are so recent that I can’t binge them 🥺🥺
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Need to give these videos a Roguelike structure so they’re more replayable 🙂‍↕️
@ivan05degtyarev
@ivan05degtyarev 4 месяца назад
This is so amazing, I can't wait to see how far this project is goignt to go. I have a suggestion, but of course I am no developer, and am also not the man behind the wonderful vision of this game, so take it with a grain of salt. But when animating a lot of the character, it looks as if their movement is a little stiff and lifeless at time, especially the new grave digger boss--who seems to be full of life, a bit of a sorrow one though. So when riggin and animating the character I would recommned to think of the movements of any limb as the come from the center of the body and not the end of the limb. So for example when the gravedigger charges their shovel attack, start it from the shoulder, and then the arm, to elbow, to forearm, and then the hands. I think this would make the movement appear more realistic, but again, please take this advice with a grain of salt, as I do not mean to bash on the amazing work you have already done. I can't wait for the next devlog and see what you come up with next!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
I’m gonna keep trying to polish ‘em-it’s definitely a struggle with 2D bone animations, and I’m still new at it too. If you know of any great references for this style of animation, or even just learning videos and such, I’d love to see em!
@alimansour3728
@alimansour3728 3 месяца назад
I almost forgot to mention! I have an idea for a a level & boss which I think you may like. So one comment suggested that the color palette may seem very repetitive, maybe make a level were everything seems peaceful, the colors are vibrant, the music is peaceful, maybe some 'dead enemies', the twist however is that this is due to a deceptive/trickster Deity who gives the players a false sense of safety, the boss fight would be show the area change back into the eerie palette as the illusion is raised. I would suggest Anansi, as Anansi could both look like a human however they would reveal their true form as the scary spider. I hope my suggestions help you in brain storming ideas!
@LighthoofDryden
@LighthoofDryden 3 месяца назад
Anansi is a character I’ve been researching and thinking about in the past week!! The Arachne cloak was nearly an Anansi cloak. I do already have a spider-themed boss in Cilice, but I really dig the trickster/illusionist idea and I’m gonna chew on that!
@alimansour3728
@alimansour3728 3 месяца назад
@@LighthoofDryden Eyy glad to hear it and can't wait to see what you come up with!
@Phoenix56888
@Phoenix56888 4 месяца назад
I just love how you put real life inspired bosses and characters into your game, and so far it’s looking great 👍
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you Phoenix!! You’re the best 🤓
@Selrisitai
@Selrisitai 3 месяца назад
Make the parry a different button and action. Now you can still have your bash wind-up, _and_ you can make the parry work instantly, but of course be disadvantageous if used carelessly: Instead of having a slow wind-up, it has a slow cool-down. Plus, you can then add that as a gainable ability, or have it there from the beginning. Maybe you can instantly parry projectiles, right, but 1) it'll only parry one (upgardeable?) and 2) a parried projectile just dies on the spot, meaning it can only be used defensively on projectiles. This can also give you a moment to set yourself up for a proper counter-bash.
@LighthoofDryden
@LighthoofDryden 3 месяца назад
Love this, and actually, pretty similar to what I’m working up rn! Though this has some really interesting details that might work out great. Thank you!!
@che3zburger
@che3zburger 4 месяца назад
how about an enemy which is a statue with a torch-like head (like the castle wall torch thingies irl) which can be lit to make it alive (or you can just lit its heart), once you defeat it you get a rewarding loot but its a lil challenging (something like a miniboss). or you could turn it to a passive mob which restores your light in some way. all up to u or maybe lore-wise you could make the statues as fallen people who tried to obtain immortality and manifested the evil aura from the place they fallen in (like the place overtook their body and now theyr a part of it), and you can revive them for a few additional minutes with your fire for a fight or smth (not sure bout this part). also in christianity (if im not mistaken), the fire represents purification, so u could make it so you purrify the fallen guy from the evil aura mentioned earlier and he becomes your companion for a few minutes before turning to a statue again and shattering or smth. also it has a good potential for a boss fight, you could make it so u ignite the good side in the statue with your light and during the fight, the evil aura inside of the guy fights with the good side you re-ignited it with (for example, the boss could purposefully stun itselfs for you to attack it since the good side cant retake control over the body). once you "defeat" the boss, it defeats the evil aura inside of it, turns angelic or smth, rewards you for saving it with good loot and ascends. the idea needs a lot of polishing but it could be a great addition if done well. hope ull like it!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
This is SO cool (also, mini-bosses?? That’s something I hadn’t even thought of somehow.) Torch head knights would REALLY fit in with this area I haven’t shown yet, I might just go ahead and add them in your honor!
@ahmadshittu3744
@ahmadshittu3744 4 месяца назад
Dryden i am so sorry you got robbed, your game was far better with actual lore and 3 bosses and a whole rougelike system already. In my opinion it still won in overall aesthetic and you had the best implementation of the theme and sub themes the competitiors gave you. (Sorry if my punctuations are wrong im working on it 😭😭)
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Aww thank you, I thought Lixian’s game was great though, I certainly couldn’t have made it!! And I’m so happy with how things have turned out 😊
@indigowater2225
@indigowater2225 4 месяца назад
Love this!
@kewlhotrod
@kewlhotrod 4 месяца назад
FYI you were totally robbed, that was sad how that went down. But to share thought on the fall damage, I think both ideas are fantastic! I think fall damage could definitely be a thing, especially if you keep the wall-grab as consistent/reactive as it is now. Maybe don't have the fall damage be exponential though, max it at like... a quarter health or half health or something. If planning to add difficulties later, this fall damage limit could be one of the variables changed! And I adore the idea of using the ghost sheet to negate it, it's simply a net positive idea unless a better one comes along later; more neat interactions greatly enhances gameplay, always. :)
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Great thoughts all throughout here! I definitely agree that I don’t want fall damage to be too high-juuust enough to make you a little worried about falling from a great height. And I like the idea of modulating it for an extra challenge 😈
@stickman8067
@stickman8067 4 месяца назад
Yes! I have been waiting for this! If you don’t mind, which game engine are you using? I make games myself and the fact that you only have been coding for 2 years is unbelievable! I have wishlisted and can’t wait for more insane updates 😁!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Hey welcome back!! I use Unity, but if I were starting now I’d probably choose Godot tbh 😁 And thank you! I just tend to get very obsessed with things, which helps with learning 😅 still so much left to learn though!
@cconorr
@cconorr 4 месяца назад
It's cool that the boss fights in the game are really unique from each other compared to other games.
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Hey thanks!! I definitely want em all to have their own rhythm, personality, and strategies!
@willypettersson4561
@willypettersson4561 4 месяца назад
I think the parry looks fun with the boss battle, normal enemies seems need some more refindment.
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Totally, they’ll get more too
@TheCheeseMan699
@TheCheeseMan699 4 месяца назад
You should make an attack that has a fairly long wind up so it tricks players into dodge rolling too early and getting hit by it, kinda like a dark souls enemy
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Don’t retraumatize me like this 😆 (very good idea though!)
@TheCheeseMan699
@TheCheeseMan699 4 месяца назад
Hahah mb mb, glad I could help though, love the work so far
@darkrozen4110
@darkrozen4110 4 месяца назад
Very nice update, I like the new boss!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you!!
@ReverseFlash.
@ReverseFlash. 4 месяца назад
I can't wait till the game releases
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you
@ReverseFlash.
@ReverseFlash. 4 месяца назад
@@LighthoofDryden ❤️
@user-zy8ug5pk1q
@user-zy8ug5pk1q 4 месяца назад
Hello there 👋 Thanks for your work! I believe, your game looks like millon dollars!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thanks so much for saying so!!!
@nerdchomp
@nerdchomp 4 месяца назад
Good call getting rid of the wind up animation. It's definitely more important for the bash to be responsive, especially since your combat revolves around timing. P.S. you're pretty good at drawing!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you Chris 🤓 appreciate you man
@locust426
@locust426 4 месяца назад
Maybe if you are going to implement fall damage you could also add some other ways to traverse the map. Without a sheet from the ghost, traversal might get boring or become frustrating if all you can do is climb down the walls (the wall hug/rappel trick looked like it could be tricky for some players) and I think some environmental elements like ropes, bounce pads, bridges between platforms you can drop through etc. could go a long way in making traversal and the level itself more interesting. Just an idea
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Semi passable floors are a great idea, idk how to implement it in a tilemap but they do open up a lot of possibilities!
@joshuagop5909
@joshuagop5909 4 месяца назад
Can we say indie game dev of the year!!!!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
This is so nice 😅😭
@Gunnin_yadown
@Gunnin_yadown 4 месяца назад
Suggestion for a boss move.. It might sound bland to you but i think it could fit with the overall combat with the game itself. Guillaume Obligé, seeing that in your design he has spiky armor in his spine, which makes me think that he should be able to shoot it out towards the player, obviously the player could parry it or dodge it.
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Yess I actually LOVE that. Could be a really tough “upgraded Guillaume” ability too, if he shot them out in a fan pattern and they ricocheted off walls and stuff
@indigowater2225
@indigowater2225 4 месяца назад
I absolutely love the idea of the game. Would it be hard to make it have an option for co-op, like Spelunky maybe? Maybe it's a bad idea; I don't really know, but I think it could add a lot to the game. I know it would take time to implement, of course, and maybe it doesn't fit a roguelike. Thank you for reading and for such an amazing game. I can't wait for the next devlog!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
I looove that idea tbh! I’ve never done multiplayer so it could be very hard, but I think a multiplayer mode could be both doable and very cool (maybe not within these hundred days, but later!)
@indigowater2225
@indigowater2225 4 месяца назад
@@LighthoofDryden Sounds Great! Thank you for responding btw
@alpha.sigma.games_
@alpha.sigma.games_ 4 месяца назад
Amazing!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you!!!
@appol2584
@appol2584 3 месяца назад
I am going to play the fuck out of this game when it releases
@LighthoofDryden
@LighthoofDryden 3 месяца назад
Thank you, that’s so encouraging!!
@appol2584
@appol2584 3 месяца назад
@@LighthoofDryden Good luck with the game development! The way you’re responding to every comment is already showing that you take community feedback seriously. This game is gonna be great I just know it
@ROCKJESUS1
@ROCKJESUS1 4 месяца назад
I loved your game when I was watching the competition so happy you are making it a full game! Also can we get a dog reveal
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you!! And hehe yes I will introduce Franklin (and my other, shyer dog, Missy) sometime soon!
@carloss1536
@carloss1536 4 месяца назад
Excellent
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Many thanks 🙏
@viniciusmoraes424
@viniciusmoraes424 4 месяца назад
it would be cool if the ghost cape has the same effect like the yoshi's float
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Ooh yess! Maybe you can hold the jump button while it’s active to parachute
@mateobefound1300
@mateobefound1300 Месяц назад
I love this
@LighthoofDryden
@LighthoofDryden Месяц назад
Thank you 🧡
@orbbb24
@orbbb24 4 месяца назад
Release the game when it's ready, but boy do I hope you can do it in 100 days because I'm ready to play this game! It looks amazing! So really cool stuff going on here. For what it's worth of my opinion, I think fall damage would hurt the game, but go with your gut!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thank you so much!! I’ll try it out both ways and see 🤔 at any rate, i don’t want it to be too punishing. I’m playing some Spelunky to get ideas and it just feels so abrupt in that game
@ladtheoneandonly4980
@ladtheoneandonly4980 4 месяца назад
Fall damage idea doesn't sound too bad, just don't go the same direction as Witcher 3 (death by half-story drop) I think it's important to provide a way to negate or lessen punishments that exist, especially for movement. but since you can already negate the fall damage with careful wall navigation, I'd say you're already on a good path there. Since you've already got speedrunners in mind (bless), I'd keep the ghost sheet idea since falling is probably faster. Loving everything else that I'm hearing Always remember to encourage whatever you find to be naturally fun, across the board, as much as you can. Looks like you're already doing so with the maintenance of light Perhaps consider adding a lock on feature (with target swapping) since I saw you kinda struggling to make sure you were faced the right direction to hit that skeleton Whatever you can do to make the flow of combat seamless And for the boss arena, I suppose you could play around with cover as an alternative to parrying the bones, or making it so bones pass through walls entirely idk Just something that came to mind Also, just as a general request, please make sure to add in keybinding for literally everything (with maybe two-three keybind slots per thing) because I like to play with esdf over wasd and sometimes that messes with people's menus and stuff, but I also like to rebind everything else too (and sometimes use different keys depending on what) lol (and this is just an idea that I had spontaneously and I'm just typing it down here so that someone can use it for whatever they'd like) a 2D feature where you have 2 degrees of space in the 3rd dimension, being that you could essentially dodge to the left or right of something. to show if you're in the foreground or background you scale the model up or down depending on distance from screen, or cast a shadow for the background/regular visibility in foreground. Although, it would probably complicate visibility of the background if there are attacks in the foreground. Could be color coded when attacks overlap (if you hate colorblind people [jk just make sure it's different shades too]) or you could decide to be intentional about whether or not attacks can be seen behind another and the player will just have to decide if it's worth the risk of dodging instead of parrying/blocking/jumping/what have you.
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Thanks for this depth of response wow! Key rebinding is huge, I’m going to make super sure I do it well! Also omg that game idea is actually so cracked in the best way. I would LOVE to see that realized.
@ladtheoneandonly4980
@ladtheoneandonly4980 4 месяца назад
@@LighthoofDryden haha, thanks! I'm no game designer, but I write on occasion :) I imagine some day in the future, some AI will find my comments and use them for good lol
@Trotleold
@Trotleold 4 месяца назад
I love the new boss! Maybe you can add an npc like sunny from series of unfortunate events or maybe count Olaf!
@LighthoofDryden
@LighthoofDryden 4 месяца назад
Omg CUTE. Wait… Olaf might be a good inspiration for the father character actually
@Trotleold
@Trotleold 4 месяца назад
@@LighthoofDryden That’s a great idea!
@rmasoni
@rmasoni 4 месяца назад
Cool!
@MeCantSpell
@MeCantSpell 8 дней назад
So here is an idea to implement the ghosts into the game in a kind of metroidvania-esque way. You can have... I am not even attempting to spell him... So uhh... Gravedigger have 2 phases. In the first phase yes he does dig up those skeletons. But in the second phase he digs up a coffin or something that contains these ghosts. So while in the battle during the second phase the player has to both fight the Gravedigger and the skeletons, while trying to keep their light levels in check for visibility. I mean you wouldn't want to be blind during a boss fight would you. So anyways the release of the ghosts can also be a narrative function where now there will be ghosts roaming the catacombs. So now to implement it as a metroidvania ability. You can have the next area be accessed through a large hole that cannot be wall-jumped down. The player could probably fall and see the next area as well. This will tell the player that they need a new ability and also that that ability will help them traverse long fall distances. So after the boss battle when the player returns to the hole they can now see a ghost enemy who upon killing drops... You guessed it... The ghost sheet! Anyways just my 2 cents! Best of Luck!
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