"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!
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! 😃
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
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.
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.
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.
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
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!
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.
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.
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!
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!
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!
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.
@@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 :)
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 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
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.
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!
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.
@@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.
@@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.
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)?
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!
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! ❤
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!
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
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.
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!)
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
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)
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
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
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).
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!
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!
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
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
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!)
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...
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. 🤔
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!
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!
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!
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!
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.
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!!
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!
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!
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 😭😭)
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. :)
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 😈
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 😁!
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!
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
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!
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
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.
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
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!
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!)
@@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
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!
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
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.
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.
@@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
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!