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creating upgrades for a roguelike is NOT easy - Cat Survivors Devlog #3 

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It's been a few months since I started working on my survivors game using Godot 4. So it was about time I created all the upgrades for the player, as every Rogue-like needs them. Hope you enjoy this devlog!
Wishlist the game here (seriously, do it, now): store.steampowered.com/app/2794260/Cat_Survivors/
🎶 Some of this amazing music was made by: www.abstractionmusic.com/🎵
00:00 The Problem I'm Facing
00:51 The Way These Upgrades Work
03:03 Showing My Upgrades
05:08 Exciting News (DEMO!)
05:41 The Upgrade Selection System

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25 май 2024

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Комментарии : 27   
@brulufa9
@brulufa9 Месяц назад
Fur coat! From time to time, releases an amount of fur on the floor that slow enemies down and can catch fire
@AidanNieve
@AidanNieve Месяц назад
That's actually an amazing idea! I may implement it in the game if that's okay with you :)
@brulufa9
@brulufa9 Месяц назад
​@@AidanNieve Please, feel free to steal this idea :D
@dabiineee
@dabiineee Месяц назад
finally a cat survivors devlog #3 can’t wait to play your game !!
@AidanNieve
@AidanNieve Месяц назад
You'll be able to play it soon!
@Mikry._.
@Mikry._. Месяц назад
To bro this game looks fire!! keep up the work, i know how hard this is because me and my friends are trying to make a game together
@AidanNieve
@AidanNieve Месяц назад
Thank you for the support! And good luck with your game as well, tell me the name if you have a playable version in the future, I'll be sure to check it out :)
@Mikry._.
@Mikry._. Месяц назад
Sure! lol once we get somewhere
@reubenhaitsma2522
@reubenhaitsma2522 Месяц назад
ooh, fire breath would be fun.
@AidanNieve
@AidanNieve Месяц назад
That sounds great! that way you can be a bit more protected in the direction you are looking at, but leaving your back unprotected
@reubenhaitsma2522
@reubenhaitsma2522 Месяц назад
my favourite ability to have in this type of game is mines (or the magical/medieval equivalent). also, another fun ability is a arrow that flies around and randomly targets enemies to fly through. (might be a bit OP so maybe as an upgrade...)
@AidanNieve
@AidanNieve Месяц назад
The problem with mines is that in my game there won't be as many enemies as in other Survivor's games because of the random events, so they may be a bit underwhelming, but there will definitely be many magic and medieval weapons, I'm not a big fan of guns or other modern weapons as upgrades myself. Thanks for the comments btw!
@bullzey4722
@bullzey4722 Месяц назад
Can't wait to okay the demo. Lots of the games I've played got items like grenates or explosion like effect. I think you could easily add something similar that does explosions in a random direction. And another one would be some kind of area of effect fire. Also don't forget some effects thatgo around the player could be cool tho. Just so you do tick damage when something gets close to you
@AidanNieve
@AidanNieve Месяц назад
You actually read my mind hahahaha a "lava summoning" spell is already on the making, and another upgrade will be "Medusa's head" which will deal damage on a radius around you, as well as stun enemies :) those are actually the last two I wanna make for the demo. Although right now I'm working on the random events, I'd like to have 10 different ones before I release the first version
@bullzey4722
@bullzey4722 Месяц назад
@@AidanNieve uuu exciting! Sounds great. Keep it up. I really need to continue working on my stuff rather than playing games tbf
@AidanNieve
@AidanNieve Месяц назад
Honestly same, the good thing is that you can always say you are "looking for inspiration", just like being an artist and spending 8h on Pinterest
@tristangillis7365
@tristangillis7365 Месяц назад
I would use all three systems for upgrades, personally. It would be an easy way to add diversity between weapon classes. Do I want to roll the dice on this linear item that may not even get its upgrades? Or pick this conventional item where I'm almost guaranteed to get upgrades? Or split the difference on an item that has two branches?
@AidanNieve
@AidanNieve Месяц назад
Yeah I agree, I wanted to know other people's opinions but I have a few skill ideas that would work amazingly with linear upgrades. Now I have to decide whether I want to indicate the type of upgrade tree in the UI, or let the player discover that by replaying the game. Thanks for sharing your opinion! 😊
@tristangillis7365
@tristangillis7365 26 дней назад
@@AidanNieve Either option can be fun, but in this particular instance, it might be fun to discover the combos ourselves, but maybe have a kind of "recipe book" in the game that shows us the things we've discovered, and how to re-unlock them in future runs.
@AidanNieve
@AidanNieve 26 дней назад
@@tristangillis7365 yeah that's what i decided to go for, magic survival has a similar menu with all the spells and I prefer that over getting too much information during the game, stopping every minute to read for 3 minutes straight doesn't sound fun
@PhantomThiefXI
@PhantomThiefXI Месяц назад
shouldnt you capitalize more on the cat element? none of these skills made me think of kitty, so i dont know why this is cat survivors other than to be legally not vampire survivors
@AidanNieve
@AidanNieve Месяц назад
Some future upgrades will be a bit related to the cat, but the cat is not really the main thing. I like cats (my pfp is the cat from the game) and I had another character before, but the idea of a cat fighting off hordes of demons sounded fun. Also vampire survivors is a copy of magic survival, I gotta eat so I need a name that's easy to remember. That doesn't mean that I'm making an asset flip of vampire survivors ofc, the game is quite different and will be even more different once I implement the events and bosses for the game, which should be ready soon :)
@hamsu7453
@hamsu7453 Месяц назад
What engine are you using?
@AidanNieve
@AidanNieve Месяц назад
Currently I use Godot 4 for all my projects, I have a video where I go over all the software I recommend, you can check it out if you want: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ho7Yzh99arA.html but to sum it up, Godot and Aseprite are my two most used apps :)
@KryyssTV
@KryyssTV 29 дней назад
Your approach to this is wrong and that is why you're worried about needing to balance skills. I'm seeing this mistake more and more as devs move into rogue-likes because they don't understand the appeal of where this genre's roots. Have you played Nethack or Rouge to understand the driving force behind their appeal? If not you should but try to understand the simple fact that the players are hoping for a "Jackpot". You may wonder why I use that term. But the fact is that classic MUDs did not balance around skillsets but rather balanced around ratity. The same way a slotmachine or casino games are so popular despite their simplicity. Your skill tree approach is therefore not going to result in players being capable of achiving those seemingly gamebreaking power fantaies because there will be attainable metabuilds that are always available on each run. You need to purposely design these overpowered synergies and then balance around the odds of players getting all those parts just like a slotmachine needs all rows to allign to get that jackpot. Once that is done you then fill the game with a linear progression of progressively weaker synergese that feel satisfying as a minor "win" so that runs are satisfying even if they're not a jackpot.
@AidanNieve
@AidanNieve 29 дней назад
I get what you mean, but at the same time I personally don't enjoy games that depend too much on those "Jackpots", for example I don't like Enter The Gungeon, because whether you win or lose will mostly depend on the weapons you get. Meanwhile I absolutely adore Nuclear Throne because if I play properly, I can win with any upgrade and different play styles. That being said, I am designing different synergies between all skills, so that players don't feel forced to "complete" a specific tree (that's why I was hesitant about adding linear trees), but my goal is for many different combos to be interesting and fun to play, like a build with lots of cool down reduction and strong individual spells, or a build with increased spell size, and AOE spells. But to be completely honest this is not an easy task, and I've been reworking every skill for so long that some don't even fit the description anymore. Hopefully with a few months of demo and valuable feedback like yours I'll be able to create a few of those "Jackpot" combos for the player to discover, while maintaining it fun if you don't get lucky. (I hope I understood what you meant)
@KryyssTV
@KryyssTV 29 дней назад
@@AidanNieve Probably better that you don't try to make or market this as a rouge-like then because by doing that you're going to be setting player expectations for one thing but then delivering another. RPG Arena shooter or Robotron-like would be what you're making.