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2 Years MAKING an OPEN-WORLD game 

AIA
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I've spent 2 years developing an open world RPG game. What kind of progress have I made, what challenges have I had, and how much more is left in development?
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1 июн 2024

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Комментарии : 317   
@Kikolek
@Kikolek Месяц назад
Even tho rescuing items after death is annoying, you have to do something that will punish players for dying, because ppl will quickly learn that death is meaningless and only speeds up their travel time
@supermysterious66
@supermysterious66 Месяц назад
I don't think total item lose is necessary, but I agree that there has to be a lose of some kind, or it just becomes a fast travel option.
@Kikolek
@Kikolek Месяц назад
@@supermysterious66 yeah, some games made it so you lose only your materials, some made that you keep your armour pieces and hotbar. There are many great ways to punish the player that won't make them wanna quit the game, but still will be somewhat punishing
@lasseringvoll1433
@lasseringvoll1433 Месяц назад
Having a shrine or something you have to feed a certain amount of crystals or something to transport your loot back could be a way
@RenCode
@RenCode Месяц назад
Yeah, i liked how Valheim did it
@SillyLittleDemon
@SillyLittleDemon Месяц назад
i mean death is meaningless and only adds to your travel time in minecraft, too. you just go back and pick them up again. obviously there should be a consequence for death, but it ought to be something more engaging and with more depth than "go back to where you died real quick." it also shouldn't just be "L all your shit's gone" either since that just makes death frustrating and unfun the value of these things also factors in how fun and rewarding the combat is more than anything i think it's less about the consequences of death and more about whether or not you gain something from combat my preferred system for handling death is if the reason you are in a do-or-die situation is to attain something and the consequence for death is simply not attaining that thing like in monster hunter, or any fromsoft game, or like deep rock galactic yknow sure you lose currency or whatever but the real consequence for death is not something being TAKEN from you, but that you never GOT the thing you were trying to get
@mafiapenguin007
@mafiapenguin007 Месяц назад
The biggest and most popular RPGs ever made are open world, lol. An RPG is by definition a ROLE PLAYING GAME. Good reminder that just because someone said something on the internet doesn’t mean they have a clue what they’re talking about
@NotJpTem
@NotJpTem Месяц назад
most popular rpg is pokemon which isnt open world (except for those new ones)
@CatKitt
@CatKitt Месяц назад
@NotJpTem Borderlands is also an rpg and (i wounldnt say is) not an open world instead having segmented maps that have long loading screens. An rpg that describes itself as open world despite doing the same thing is vesteria and its always made me upset that they called themselves that.
@Kirboisverycool
@Kirboisverycool Месяц назад
​​@@NotJpTemBaldur's Gate 3 is an open world rpg I'm pretty sure and I think it won the best game of the year Edit: nevermind Baldur's Gate 3 isn't open world my bad
@jaded787tiger5
@jaded787tiger5 Месяц назад
Witcher 3, daggerfall and Skyrim just existing in the corner
@Nobody_In_Particular_
@Nobody_In_Particular_ Месяц назад
@@NotJpTemWorld of Warcraft is also very popular
@CrzzyCat
@CrzzyCat Месяц назад
Even though i'm not one of the people who have been following the development of Mana Valley from the start, it's still very clear how far it has come! Wow! :'D
@rawallon
@rawallon Месяц назад
i'm one of the people who have been following the development of Mana Valley from the start, it's also very clear how far it has come
@devdath2957
@devdath2957 Месяц назад
4:37 I mean hey the player is a witch so you can just put some kind of item that works like an ender chest and allows players to have their items even after dying, and you can make this item some kind of objective that the player has to complete in the beginning
@solsystem1342
@solsystem1342 Месяц назад
Terra tech made having a storage system an unlockable and it actively irritates me every time I play. I have to place down a block, wait for the black hole thing to power up, and then sit and watch everything go into my global inventory. Just... don't make two seperate layers of inventory I beg of you. Even in minecraft it is clunky and kinda aweful from a UX design perspective. A player shouldn't have to file away every item into individual shulker boxes then store those shulker boxes in an ender chest to carry large items for a build. Like, genuinely it's just annoying.
@supermysterious66
@supermysterious66 Месяц назад
As someone who has spent a lot of time on Minecraft and other Block based game clones, I have a few thought about death and inventory systems. Losing all items on death is very punishing, but makes death something players really seek to avoid. If you lose no items (or other things like exp or levels) on death, people will start dying as a method of fast travel... which feels lame. One particular Minecraft like game I used to play, called "Creativerse", found a nice balance between the 2 systems, with a lose all backpack items on death, but keep all items that are equipped and in the hotbar. Now for "Mana Valley", I don't think you have a hotbar, (maybe you do, and I just haven't paid attention), but what you could go for instead is to have "Protected" backpack slots, that stay with you, even on death, and the rest are unprotected. This way death has some sting, but isn't as rage-quit inducing. If you went this route, you could have different backpacks with differing amounts of protected and unprotected slots. You could also make it possible to "level up" you backpack, increasing either the number of total slots, or turning a unprotected slot into a protected one. Side note: If you do have items drop on death, have them all drop in a "backpack" or "sack" that can be opened like a chest, but you can only take items out of it. (One all items are removed, the "backpack" or "sack" will disappear) This will reduce lag in the game, and it also is more convent to your players.
@rawallon
@rawallon Месяц назад
This. Losing inventory , to me, increses value to exploration. If I found a super rare item and can just die to respawn at home/base it would remove all the weight on actually remembering the map and taking note on landmarks.
@AaelmfaoBDplays
@AaelmfaoBDplays Месяц назад
Moonlighter, while not an open world game, had a similar system. You had protected slots and a limited inventory space, so dying meant only keeping a handful of things. I kind of like Stardew Valley's approach of you losing things, but you can hire a service to bring back some of your items
@scotttimbrell8632
@scotttimbrell8632 Месяц назад
I actually find it to do the opposite effect. Why would I adventure out when I have good gear already? What am I doing other than risking great gear, time and effort, for potentially nothing? I would just rather sit in the comfort of my base and build. It limits mostly all the systems that make Minecraft fun and if I wanted to build I would adventure out naked just in case. Death is always something people avoid, but that doesnt mean if it happens, say by falling, or making any sort of mistake, shouldnt then waste your time retrieving those items, potentially losing them if you die again, or dont make it back in time. I would argue that using death as a means of fast travel is less intrusive as an unintended game feature, and does nothing but save the player time, whilst losing all items reduces fun, engagement and wastes a players time. Some players have to realise that although a mechanic might be fine for them, it doesnt necessarily make it a good one generally for most players. This adds nothing to people who dont already care, it limits all types of engaging gameplay, heavily punishes progression/exploring, reduces engagement with systems or experimentation all whilst in a calm, relaxing sandbox world. Dying will happen if you avoid it all not, its best not to punish the player for every instance of that, especially when resources or grinding is required for that good gear. Falling to your death a hundred miles away/or after you just found a good/rare item is the most dishearting thing ever and makes the next 20 minutes in this calm and relaxing sandbox world a mad dash to your items.
@scotttimbrell8632
@scotttimbrell8632 Месяц назад
@@rawallon I am the opposite and I see no correlation between your remembering of landmarks, and instantly losing all your items after death. Exploration is, more or less, a 1 time thing, once youve seen it, youve seen it. Most games have maps for you to follow either way. Unless you mean that you like the idea that when you die with good gear, youre enjoying the fact that you are re-doing exactly what you just did, for the same rewards, which begs the question to why that couldnt just be done without the need of recovering items?
@hamzahgamedev
@hamzahgamedev Месяц назад
Hands down, this devlog series is one of the biggest inspiration for solo game devs like me. I started my own passion project, an open world farming game a year ago and started posting about it after watching your Mana Valley devlogs. Very excited for the release and I can't wait to play it. All the best friend! 💪
@jeanlouis5619
@jeanlouis5619 Месяц назад
In tackling the issue of inventory loss upon player death, I propose a practical solution: a tomb system. When players perish, all their belongings would be securely stored at the location of their demise, ensuring they can easily retrieve their items. This not only encourages players to explore the game world and remember key landmarks but also adds a strategic layer to each death, prompting players to approach gameplay more thoughtfully. Compared to other options like losing everything or retaining all items upon death, this approach strikes a balance between challenge and player satisfaction. It maintains a fair gameplay experience while still providing a meaningful consequence for death. To enhance this system further, you could introduce enemy spawns near the tomb or choose to retain certain tools or items, adding an extra layer of excitement and challenge to the retrieval process.
@ToonNoah
@ToonNoah Месяц назад
3:17 There are three ways to make projectiles: 1. Shooting it from the camera. Objectively good for simple games and beginner programmers. 2. Shooting it from the weapon, aiming at what the camera is aimed at. Objectively good for realism. And what you did in your video. 3. Shooting the hitbox from the camera, but offsetting the graphic to appear from the weapon, over time moving the graphic to the hitbox's position while it's in travel. Objectively, the best way to do it. This is how games like Overwatch do it and Fortnite too, I'm p sure. This also prevents the "shooting objects closer to you" issue like in example 2 while avoiding odd projectile spawn position issues like in example 1.
@youdyed
@youdyed Месяц назад
Overwatch actually does different techniques for different weapons. Some are moving projectiles, others are hitscan which literally scans what you aimed at in the moment when you pressed the button to shoot and confirms that as a target. There is a visual projectile to indicate that you are shooting but the actual shot happens instantly.
@Pakigi716
@Pakigi716 Месяц назад
this is what i was gonna type, i think number 3 is the best outcome for faster projectile but he need to future proof his code in case he want to make, let's say, a slow slimey projectile, the offseted graphic would look too noticeable i think
@RKIOrbMage
@RKIOrbMage Месяц назад
It felt like some of your devlogs (although very entertaining) where prioritising the video and not game. Here it feels like you went back and cleaned everything up, and it's really great!
@OfficialGless
@OfficialGless Месяц назад
It’s looking so good. 😍😍😍 Proud of how far you’ve come! PS. I don’t care what @mainwilly commented, being on that topwishlisted games is a great accomplishment! ❤️
@ChristinaCreatesGames
@ChristinaCreatesGames Месяц назад
You've had me nodding along so much for the whole duration of the video. My main project's about half as old as yours, but breaking systems to assemble them anew in a better state was critical to get where I am now. And the whole UI topic is a thing I had to figure out over the last couple of weeks, as well. Mana Valley looks really nice and I'm looking forward to see what you'll do next with it =)!
@Sweepy_Games
@Sweepy_Games Месяц назад
I'm very happy you never give up and stay focused on the project for 2years now! That's an achievement in itself. Especially knowing how hard gamedev is, and how often bugs and other problems want us to give up! Your presentation skills are great and I think that makes your videos and game so good. Everything has its feedback, placing a building or removing it, hitting an enemy or getting hit. And the effects are super juicy!!!
@reflex1377
@reflex1377 2 дня назад
sweet, been searching far and wide for a game with good magical flying mechanics. I hope you add flying carpets lol. One idea I've always wanted to see is a wizard with a magic sash that can transform into a magic carpet, , and a harry potter style camping tent and when ever your finish using it it just magically wraps it's self back around your waist.
@mohammadbintareef5694
@mohammadbintareef5694 Месяц назад
Regarding the issue of items falling after the player’s death, I suggest that items fall after death, in addition to making a character specialized in returning items using a spell that the player cannot learn in exchange for paying a certain number of coins or something of value, but the value of the return varies depending on the value of the items that fell. And how far are they from the person who returns them, and if you do not want to pay, you go to return them yourself
@foldupgames
@foldupgames Месяц назад
Learning to be more efficient is SO helpful to dev!!!! The other day, I started adding new features to my game and realized that a lot it already worked because I had set up other systems to have flexible, responsive code. So, when the new features started bumping into existing code, they all played nicely together and did what they were supposed to. Your game looks like it will be an absolute delight for your players! I hope you have fun making the world for them.
@KamranWali
@KamranWali Месяц назад
Wow! The game looks beautiful. Congratz on keeping doing it for so long. That takes some serious passion and dedication. The game play looks really fun. Looking forward to your next devlog. Keep it up! :)
@advancenine
@advancenine Месяц назад
DUDE! Looks so awesome and I'm amazed how much depth you have in Mana Valley. I cannot wait to play it. Great work as always...
@collegedegree8506
@collegedegree8506 Месяц назад
So happy to see the progress! I’ve been following since your second video on the game and I’m excited to play it
@SpeedSuiiieeeeeee
@SpeedSuiiieeeeeee Месяц назад
Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚
@_Kxks
@_Kxks Месяц назад
I really look forward to the game and follow your videos for 2 years already. Really excited!
@TheShelfman
@TheShelfman Месяц назад
2 years have flown by. Congrats on the progress AIA, you're killing it (also hi nathan, nice editing!)
@finnorex
@finnorex Месяц назад
Really excited to see these updates, Keep up the good work ♥
@LiquidMark
@LiquidMark Месяц назад
It's really nice to see that your channel grew so much, you are almost at 100K subs!
@Saberarts24
@Saberarts24 Месяц назад
man honestly seeing this kind of videos really motivates me to try and create my own game too :') , my main problem is that after i learned most of the skills needed to make the game i lost passion and drive to make one but you are changing that for me so thank you !
@bewky
@bewky Месяц назад
so cool to see the progression over the years! you da goat
@Q27Forever
@Q27Forever Месяц назад
I forgot about this channel I left exactly 2 years ago I see your game ( mana valley ) is finally perfected I hope mana valley keeps getting better and better
@ragbrogaming
@ragbrogaming Месяц назад
Cant wait to get this game, looks so well done!
@3xistism1.0
@3xistism1.0 Месяц назад
Good job AIA! It’s come a very long way and it’s looking amazing.
@alicewonder259
@alicewonder259 Месяц назад
Congrats on all the progress and thanks for the inspiration!! I finally committed to my own solo dev project ✨ if you have any advice that either would have helped you your first year, or for getting enough funding to focus on it full time lmk!
@lilylunamoonyt
@lilylunamoonyt Месяц назад
okay so i'm just gonna ask once, but: PLEASE MAKE MORE OF THESE KINDS OF VIDEOS PRETTY PLEASE, THEY ARE THE BEST THING TO WATCH
@sasquatchbgames
@sasquatchbgames Месяц назад
Someday you are going to be very very rich. And it will be well deserved. Can't believe how far this game has come. Keep it up my guy! Always love your devlogs
@GamesBySaul
@GamesBySaul Месяц назад
2 years is incredible, and look at how far the game has come already. I can't wait to see where this game ends up, I have high hopes! :D
@LufD.
@LufD. Месяц назад
Second time watching. AIA keep up the good content. When MV comes out I’m gonna play the heck out of it!
@nihuyevo_zhmihnulo
@nihuyevo_zhmihnulo 23 дня назад
I was so happy to see this video in my recommendation, thanks.
@Silo_The_Golden_Dragon
@Silo_The_Golden_Dragon Месяц назад
Congratulations on the progression your making. I have always wanted a rpg open world were your not stick to spam clicking 9n a quest button I appreciate you fam. Also the multi-player was a nice touch❤❤❤❤ we love ur work keep it up please.😊😊😊
@Skeffles
@Skeffles Месяц назад
Fantastic to hear about the systems you've put in place to enable the game to grow! It can get quite draining hearing about peoples woes when they don't do this for their games.
@CameronOwen101
@CameronOwen101 Месяц назад
Use a ViewStack. You Push views to the stack when they're active, pop them off when they're done. When it's empty there's no UI being displayed. Similar to counting but better because you can peek and search through the stack to jump back to particular points. It makes programming view navigation a breeze as you can emit transition in/out events from the stack for all your transition animations, and also just have some events when when the stack is empty or not so your input controller can disable itself when a particular stack is in use (I tend to use different view stacks for various parts of game - HUDs and in-world canvases are typically on their own stacks - for card games each card is typically it's own view stack.
@R.K_Chalkboard
@R.K_Chalkboard Месяц назад
4:36 You should make it so where the player respawns with some of their items already pre-loaded in their inventory. If you die enough times you'll spawn with nothing, but if you die a little, you will just lose your lesser-important items.
@MDVYN
@MDVYN Месяц назад
Dear solo game dev, this looks like it will be a fun game. Thanks for posting this video. Glad you gave a release date. Def on my wishlist!
@CowsDaBest
@CowsDaBest Месяц назад
I can't wait! The game looks amazing so far!
@Riptide_28
@Riptide_28 Месяц назад
Good to get another video bro! Love it
@dennismakesgames
@dennismakesgames Месяц назад
It's already been 2 years?!!! Yeeee.... Amazing video as always!
@Iamtessmay
@Iamtessmay 3 дня назад
It looks great and fun! Totally my style of game I can tell 😊🥰 subscribing to hopefully play when I get a PC ❤️
@ryanorionwotanson4568
@ryanorionwotanson4568 25 дней назад
Really great, this is coming along
@mallowskycotl
@mallowskycotl Месяц назад
YOOOOO HE RELEASED!! It looks so so amazing 🥹 Also mounts..... yay or nay 👀?
@limestoneMinecraft
@limestoneMinecraft Месяц назад
Your game is beautiful, you inspire me a lot, I would like to create something similar myself one day. I hope I can do this.
@Dardasha_Studios
@Dardasha_Studios Месяц назад
Wow the game grew nicely....Best of luck Sir.
@GingerNingerish
@GingerNingerish Месяц назад
This is still an insane amount of work for only 2 years. Things are looking great.
@ponodude101
@ponodude101 10 дней назад
Woohoo! Congrats on two years of continuing to develop a great game and here's to a successful year three!
@NightfallForge
@NightfallForge Месяц назад
Guys wake up! New AIA video just droped!!🥳
@Room_205
@Room_205 Месяц назад
Great insight into game developing. Game looks amazing 😁
@SpeedSuiiieeeeeee
@SpeedSuiiieeeeeee Месяц назад
Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa🎟 to earn from it, and I really want help in publishing it, please 🐸💚
@allenkeith7160
@allenkeith7160 8 дней назад
This game looks absolutely adorable. Gonna wishlist it now!
@playaneta
@playaneta Месяц назад
Your game is turning out really nice!
@SpeedSuiiieeeeeee
@SpeedSuiiieeeeeee Месяц назад
Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚
@Tarodev
@Tarodev Месяц назад
The issue of projectile origin, whether it's from the screen's center or the gun's (wand) tip, is a classic design dilemma. I think you made the right choice, though. If a spell hits a wall in front of you, you'll immediately know why and will adjust in the future. Good to see you're still hammering this game out, man. Prove to everybody that indie devs CAN finish games and we're not all useless! (I'm yet to finish a solo game)
@DaveTheDummy120
@DaveTheDummy120 Месяц назад
this game is looking good so far, I hope you can hit 100k, too!
@Suragato
@Suragato 9 дней назад
I encountered similar issues with menus and I decided to go with a Peer system, where each main UI is a peer, and there is a placeholder GameObject that if it is the last child, we can allow player movement.
@Daealis
@Daealis Месяц назад
About item dropping on death: The whimsical nature of the game to me could utilize an NPC that "fetches" your loot for you on death. Some Zelda-esque woodland sprite that once the player resurrects at the shrine yeets all the loot at you.
@greatkingkeenan
@greatkingkeenan 21 день назад
I like how the ocean water reacts to the air current of you flying. Does this also push grass and tree leaves when flying closer to them? If not, that would be a cool quality of life feature.
@gugomajo4161
@gugomajo4161 Месяц назад
Dope vid as always
@tomschlaiss5735
@tomschlaiss5735 Месяц назад
Nice video and project, cheers from Germany
@Vitaxses
@Vitaxses Месяц назад
is horses gonna be in the game pwease
@pedrozatravel
@pedrozatravel 26 дней назад
Fascinating insight on how a game is made.
@stickythestickfigue9548
@stickythestickfigue9548 Месяц назад
great job dude
@davidzdenek9806
@davidzdenek9806 21 день назад
4:30 What about a mailbox, you can build and after you die a black cat with backpack will appear on it indicating that your stuff is back
@samiscebba4332
@samiscebba4332 19 дней назад
i had a dream once i was playing a game version of kiki's delivery service. it was awesome. it had dating sim vibese when talking to NPCs and you could go out and get to know people at night, drinking and staying up late, giving you a debuf in speed or something the next morning, but you gained new favors with townsfolk who would open up new areas, traversal paths, new trade routes, shop discounts.. and customers who needed packages delivered. the game had hidden items that gave you different skills. the wind gave you speed boost one way and slowed you down the other way... you got tired and had to stop for a pint at the nearest pub. you had to plan routes and manage resources to make surre you got things done on time...all with small but enjoyable slice-of-life style stories opening up. i really wanted someone to make it bc i am not a game dev. then i saw mika and the witches mountain. and was a bit mad and a bit glad, bc i sure wasnt going to do it. now i see this and i am joyed with the possibilities. i almost wish you could slap both games together but i really like the vision you got and i cant wait to play.
@DontScreenPeek
@DontScreenPeek Месяц назад
Being able to see the progress you make on this game throughout these videos is one of the reasons I’m so hyped to eventually play this. Building something you actually enjoy so I know it will be a fun game, vs just a cash grab like most games these days
@TarrenHassman
@TarrenHassman 11 дней назад
Absolutely love the book menu system.
@Twisle
@Twisle Месяц назад
for menus and the pkayer input you could put all menus into a list and loop through it to check if any are active and call the function anytime there is a change in the menu like a input or something
@SpeedSuiiieeeeeee
@SpeedSuiiieeeeeee Месяц назад
Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚
@Future-Frost
@Future-Frost Месяц назад
I think a cool way to have the player respawn with their items would be to have the items fly over to you from the direction you died in when you respawn. This would achieve respawning with items, informing you of where you died, and it makes sense somewhat lore-wise, as it could be explained as a mechanic of the reclaim spell.
@SpeedSuiiieeeeeee
@SpeedSuiiieeeeeee Месяц назад
Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚
@therealgamewizerd
@therealgamewizerd Месяц назад
There are plenty of RPGs that are open world, linear, and a mix of the two. Just because the game gives you the illusion of being able to go anywhere, doesn't mean it's open world. Just because there's a plotline that progresses doesn't mean it's linear. By technicality, RPG stands for "role-playing game, ,so by definition you are taking on the role of your player character. RPGs don't have to be open world or linear by definition since, if you really think about it, most every game IS an RPG by definition of the term. If by RPG we mean "leveling up a character with stats and equipment as you explore a vast world of locales and characters" the same still applies. You can be given the role of a character with set lore or personality (such as in Final Fantasy, Paper Mario, and Yakuza, Castlevania) or you can create a role for yourself as you play (Skyrim, Fallout, basically any MMO) Bit of a long comment, but that was all to say: an RPG can be anything, really. As long as you're playing a game in a set role instead of being some large overseer that can control everything in the game, it's an RPG as far as I'm concerned.
@wrestlingdude07
@wrestlingdude07 Месяц назад
Another banger video, AIA!
@Beets_Creations
@Beets_Creations Месяц назад
I definitely agree collecting your items when you die sucks. having to travel back to where you were is usually punishment enough. Awesome video keep up the good work!
@SpeedSuiiieeeeeee
@SpeedSuiiieeeeeee Месяц назад
Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚
@kirkkek
@kirkkek Месяц назад
the game is looking REALLY cool so far!!!
@ronitgurjar5747
@ronitgurjar5747 Месяц назад
great work....BUT, will there be secret spells and witch academy and adventure guilds?? you can have the player collect their items from the guild by paying something every time they die and respawn
@LEPHROGFISH
@LEPHROGFISH Месяц назад
Idk what is all in the game but you could add a scavenger that will collect your loot when you die and you can buy it back from them to get your previous items back.
@lilylunamoonyt
@lilylunamoonyt Месяц назад
i like how you went with the genshin style of interaction for items and stuff, it's a great system
@1actose
@1actose Месяц назад
Can't wait to play this game when it releases tomorrow! ...It does release tomorrow, right?
@rootbindev
@rootbindev Месяц назад
this is AMAZING I love it
@KingDakrai84GD
@KingDakrai84GD Месяц назад
After you finish with the mechanics and enemies and how the game plays in general. Will you improve the graphics and some of the animations/movements? Like how it looks when enemies are moving or the player jumping.
@Pollux70
@Pollux70 Месяц назад
Having build my own large software system over 2 years, I too learnt the troubles of building a project using the wrong technologies because it was what I was comfortable with. It's a necessary learning experience, though. With development, you can't see major issues until you face plant into them. My learning journey took 6 years in total and I build the system 3 times over before it was good, you have to have some extreme self-destructive levels of drive to make it through the learning and prototyping phase. This game seems years away from release, so I would suggest to not reinvent the wheel for magic systems and copy Diablo 4, cut down last epoch or other magic system structure. That should prevent unanticipated architecture issue and speeds up building time.
@battlefora3dscollab
@battlefora3dscollab Месяц назад
Will you add any tamable mobs? Maybe you could go with a dragon quest/Pokemon approach and have your pets evolve alongside you.
@Bakerman2801
@Bakerman2801 Месяц назад
The game dev community has some of my favorite youtubers, and AIA is definitely among the best of the best
@AntiViGames
@AntiViGames Месяц назад
When it comes to the watering of plants I would make the dirt look drier over time so there's a semblance of time passing as opposed to having a water droplet float in the air.
@SpeedSuiiieeeeeee
@SpeedSuiiieeeeeee Месяц назад
Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa🎟 to earn from it, and I really want help in publishing it, please 🐸💚
@krai3495
@krai3495 Месяц назад
Using inheritance eliminates the necessity of manually tracking and iterating a count variable to determine the number of open menus.
@Nufshi
@Nufshi Месяц назад
I CANT WAIT TO CRANK 90s IN MANA VALLEYYYYY
@braindamagecontent
@braindamagecontent Месяц назад
lmfao
@facara4519
@facara4519 Месяц назад
This looks sooo cute! Whitelisted on steam as fast as I saw it xD
@TrentSterling
@TrentSterling Месяц назад
Overlapping systems really seems to be the core part of gamedev that really makes the GAME part of the game!
@lollol-gt6nv
@lollol-gt6nv 28 дней назад
Can't wait to play it
@NIKO2765_
@NIKO2765_ Месяц назад
amazing bro
@semicolon5585
@semicolon5585 15 дней назад
For the watering can, can't your witch just use a "Levitate" spell? No need to hold and carry the watering can with hands, just levitate it towards the plants. Just a suggestion.
@Love-ss5sj
@Love-ss5sj Месяц назад
Ready for a banger vid
@P0ly_m0rphe
@P0ly_m0rphe Месяц назад
Does anyone know the name of the music playing at the beginning (from 0:00 to 0:30)? It must be a remix of a the Great Fairy's Fountain theme from Zelda but I can't seem to find the exact cover
@BanditDev
@BanditDev Месяц назад
So much progress, can't wait for ALPHA! #ManaMuncher
@bear3s
@bear3s День назад
This game looks like it's going to be so fun, I just am not very fond of that part where enemies can destruct buildings... I'm definitely going to play it when it's out tho, doesn't matter the price 😍
@Griffin519x
@Griffin519x Месяц назад
The game looks awesome! The text that shows up when you die is kinda hard to read
@JasonAvis
@JasonAvis Месяц назад
I notice you mentioned about how making these devlogs took time away that you could have spent working on the game, would you still say doing devlogs have helped your development? Would you suggest doing devlogs for starting a new project?
@kharijordan6426
@kharijordan6426 Месяц назад
Can you give building some flavor.. maybe the player character is using their wand to place objects? Maybe some magic particles when deconstructing.
@mannyhyuga
@mannyhyuga Месяц назад
game looks so cute and fun fam ty for the inspo
@SpeedSuiiieeeeeee
@SpeedSuiiieeeeeee Месяц назад
Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚
@Josh-fw8ev
@Josh-fw8ev Месяц назад
Good timing
@forbiddenbox
@forbiddenbox Месяц назад
Can't wait for the game to be released on October 🙏🗣️
@rayl8160
@rayl8160 Месяц назад
In subnautica if you die, you lose the some or all of the resources in your inventory. You keep the tools, armor, and special items that are super hard or rare to get. This still makes a consequence for dying but doesn’t make it annoying or overly punishing.
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