Environment 🌿 Design Sundercore is a top down shooter, Action Roguelike, Roguelite, with extraction looter elements. Join the discord here: / discord / discord / discord / discord
Great new environment visuals! As far as the collision question, I think bullets actually destroying the foliage could get confusing and dilute a difference between combat and scavenging gameplay, so I prefer your idea of using prompts to scavenge. However, what would really level up the new foliage would be "jiggle" collision responses! If the player, an enemy, or a player projectile would collide with the foliage, just make it jiggle a little bit to make it feel like these things are physically in the world together. This would look especially good with all the "tall grass" :D
I have a little bit of jiggle on the foliage, but I agree, it should be cranked up. Maybe you are right and the bullets should jiggle the foliage instead of destroy them, I will have to test these things
Looks amazing, I feel like I like the idea of having temple rooms next to each other. From a narrative perspective it makes it feel more cohesive. Although I guess I can see a few smaller rooms spread out as well. Either way, great work!
Temple rooms next to each other would be cool if there’s an associated challenge or treasure room. Depending on the tile you’d know the special room must be somewhere close!
I really like the new visuals, but the trap at 7:32 looks kind of obnoxious with how well it blends in lol. Great work overall, it's just something that stood out to me.
The floor trap? It becomes more obvious when you set it off (the sprite updates to a different image), but I was playing with it in the editor, so it doesn't update. It does blend in very well, I'll see what players think in playtests, once you know what it looks like, it's easy to identify.
nice, when I found this the first thing I though was how empty and underwhelming the screen was especially with the small amount of enemies compared to most rogue likes, nice work!
1:20 I'm working on a dungeon theme game, I was thinking how I could add vegetation to the game - I really liked the idea of corals! It looks so cool, it's very good) 2:20 About grass - watch the video from DaFluffyPotato, "I simulated 40K blades of realtime grass with Python" 6:07 Should try a glowing plant instead of a phanar? 6:51 Is it worth trying to replace the stakes with plants? Some kind of prickly ivy?
I like your art style as well as Game. I also Liked that prototype you made in 2017, You can also develop that one as different Style or diffrent feel.
I loveee how much has changed and look right now. The visuals and aesthetic is so clean and nice. However, there is one thing that i sorta wanted to see ever since i saw u add the purple enemies. Is it possible to add “Raid Events” or something similar? What i mean by Raid Events is when u enter or after u clear a room, there is a small chance of Chaos enemies (this is what im referring to the purple enemies) spawn in the room like a 2nd wave. Also if possible, when backtracking to already cleared rooms, there could be a small chance for a raid event occur, keeping the player on their toes and adding danger and action in unexpected places. The chance of Raids could also increase whenever the player hasnt been taking any damage. This could serve as a buffer or challenge to players who are already good at the game. This idea came to mind when u first added those eyeball guys and seeing them come out of purple matter/smoke. I hope to see something similar to this and i do miss seeing enemies come out of tables and stuff so i hope that makes a return. Looking forward to the next devlog and happy coding!
Did you create a procedural room generation system or did you create a procedural level generation system and are you creating the rooms with the room editor?
The door are still a bit too hidden, the symbol should be a bit more indicative, something that look loosely like an arrow (triangle like shape) pointing in the direction of the door, to prime and lead the player, also first door the player encounter should be top door, such as the player associates door and symbol in a clearer context. I would also use some more visual cues, like specific plant, possibly with a different color to pop more, to frame and attract.
I like the design of the wood doors, bit I don't like when You can't SEE the traps like for example in enter the gungeon the hidden floor traps, in mid combate You can't SEE them
The room layouts are handmade. The map is randomly generated, so it's a random shape, and each room in the map is randomly picked from the created room layouts, so if you've played The Binding of Isacc or Enter the gungeon, it's like that.
Watching your videos has really opened my eyes to the amount of effort that game devs really put into their games. I would never think something as simple as the colour of the outlines would matter at all, but after watching this, it suddenly makes SO MUCH SENSE why you'd have all NPCs and objects that can be interacted with have a clear, thick, black outline to them. Your videos are honestly educational to me, and when this game releases in the future, I'll definitely be there to purchase it day one! ❤
if you are referring to those 2 AI images of the coral reef and fungus, they were just graphics for the video, I didn't use them as reference, I used the coral forms image. But also saying "Don't use AI for reference" is like saying "Don't use Google images for reference", AI imagery can be a great tool for reference and inspiration, but if you want realism, best to use real images, but that's up to the individual artist. This doesn't concern me because my game is pixel art and is not supposed to be any kind of representation of reality, so it really does not matter whether I use Ai or Google images for reference. You are missing the point of why AI is dangerous, if I were laying off artists and replacing them with AI, then you'd have a point to make.
@@SundercoreDev I have a very extremist point of view when it comes to AI art, and that's one should not go near it, period. Not for reference, not for ideas, not for anything. I only said what I said cuz I really like your video and channel and seeing AI being used in the workflow for just a bit diluted that enjoyment for me. You do you though, and in the future I guess it wouldn't really matter anyways, as the consensus on this whole matter is that most people really don't give a damn.
@@SaadTheGlad it should be used as a tool by artists, not to replace artists, that's my opinion, but I understand where you are coming from. Glad you liked the video
Don’t sacrifice your passion and your vision to keep some random artist happy. If AI helps fulfil your creative direction then use it. It’s nice to look out for the art community but why should you sacrifice your creative endeavour to keep their pockets lined? You’re no less talented than any artist. Game devs need to stop kowtowing to the art community and begin to learn to respect themselves as fully fledged creatives with a voice of their own.
@@SundercoreDev I agree and support using AI for reference or at least building the scene/ asset with a "lookalike" or "mockup". It helps for visualizing the final product and hastens the workflow