The wait is over the next part of my devlog series is here! Join me while I try to learn how to punch a tree. Discord - / discord Instagram - / overphildev #unity #gamedev #devlog
Everything right with this video 1) You don't ask people to subscribe to your channel right off the bat. It's like passing the offering plate at the beginning of church; just tacky. 2) You give credit where it's due. You source your improvements. Super classy. 3) You're quick to the point. Thanks for cutting the fluff. 4) Your humor is witty and neatly injected into your content. I likes. We all likes.
In future devlogs I'd recommend adjusting the audio so that your voice is a bit louder than the music. Gameplay wise, I suspect it would feel a bit better to play if the size of the active hitbox of the punch to cover the center of the body as well (beyond just the tip of the fist) and probably cover a bit more distance in front of the player. Otherwise great video! Looking forward to your journey.
As your character is a robot, might it be cool to not use your inventory for tools but give the player the option to "enhance" the robot with certain parts? As if small woodsaw comes is carried within an arm and comes out when a tree needs to be taken down, or in terms of pvp, the option to enhance the robot with laser eyes. As the robot is limited in how big it is you can't have all enhancements at once, forcing the player to think about their loadout. That way you split stuff that needs to be transported and stuff that is used for practical purposes, making your game a bit more unique while fitting the robot theme. If you use this idea or not, love your vids :)
I literally just finished watching the previous devlog for the first time and looked at your channel to see the next one has been uploaded 1 minute ago.
You’re kinda inspiring me to make a devlog for my linear adventure game. I see so many positives but I also a ton of negatives since I’d had to learn how to make videos and that’d take up more time than game dev’ing
Go for it! Learning video editing is definitely a process and as you can see I'm still learning it lol. But I've had a ton of fun and learned a lot from doing it so far.
It Would be really cool to see some of the concept images that you want to make the game into, and even a little plan with check list stuff, looking forward to the end result. Already see mod packs and dlcs to this game when its fully furnished!!!
Hi OverPhil, this was another great video. I was so happy to see this when I opened up RU-vid! I really enjoyed the last one and it was great to get a update and see how far you’ve come. It looks like you are learning a lot , which is really impressive. The game already looks like a lot of fun and I am excited to see what you have next for us. I like your presentation and the bits of humor you add in for the videos. Thank you for taking the time out of the development cycle to make a video and share with us too. Best of luck and I look forward to the next one! Take care brother
I only just found this channel, but wow, it's practically everything I was stuck on when I was working on my own game, plus you've managed to fix things I've just put off.
I am already impressed, you've made great progress! Small piece of advice: don't get too hung up on the inventory system right off the bat. I lost motivation to do two separate games I was working on because I got so lost and frustrated with different bugs and issues with my inventory system. If it doesn't work out, just leave it be and work on other mechanics!
Not sure if these have already been addressed, but thought I may as well mention them, just a few tips: - Linking trees to a delayed timer is fine for now, but make sure you link it properly to an event based structure later ie the function that sets up the landscape, will call a function to setup trees after its done - I would definitely try go for a quicker and more impactful punch animation, for example his torso should be moving forward more following through with the punch, also needs a frame or two of wind up - For the weapon animations, linking them to part of an animation graph is again fine for now, but make sure you update later to dynamically take animations for each weapon in the object itself, which gets passed to the animation graph when switching weapons, so the animation graph only has one set of animations that get swapped out, ie WeaponIdle, WeaponSwing, etc
Really loving your ideas so far! I can't wait to see where it goes. IDK how useful it is, but looking at your lil robot dude I just want to see a cute animation of him looking in his belly hatch for things, like rummaging and throwing out random items till he finds what he's looking for. Adorable! :D
Hey mate! For someone who’s working a full time job and building this game/making these videos on the side it’s really impressive! Love the video and can’t wait to keep supporting you!
I really like the way you’re approaching your game development. It’s a good habit to get mechanics working before you finalize any graphical design elements, and it helps to prevent burnout.
it's really interesting to watch your devlog! keep working; it looks great! (as great as a funny lil robot man in a giant world full of trees and rocks can be, of course.)
This is really awesome! One thing I suggest is making it so that when you open up the tab menu it is see through/has a lower opacity. This would make it easier to move around when you have the menu open, overall great job though!
i'll be following this for sure, i've been getting into making video games for ab a year. I also make music and work a full time job so I don't have a lot of time to dedicate to game dev, so i'm excited to see how your game comes along!
If all the episodes are this short and this entertaining, I can't wait to follow the progress of this game to at least alpha. I've never been much of a game dev or code monkey, but this stuff fascinates me endlessly.
Glad to see more survival games. I've been working on a survivsl game for the past year. I hope our ideas don't overlap but I think both of ours will be quite different. I look forward to seeong this!
I think that when your chopping down trees or mining rocks should take more than 1 hit and I personally think it would help a lot basing off of stardew etc. :) And is way to early but when you make the home/base you should be able to interact with the person who is controlling you, I feel like that would add a nice touch to the game.
I'm super excited for this! I love survival games and I want to learn how to program games so you're basically giving me a hint on how I could proceed! I'm looking forward to watching more of these videos!! But could you maybe go over the code a bit more in depth in the videos? Or maybe even do a separate series where you basically show almost everything? May be much to ask for and could take valuable time from you that should be put into making the game lol.. Anyway, I love the videos, great editing and interesting! Good luck my man, looking forward to the next video!! :D
I’m exited to see where you go with this! Quick request, everyone likes having a bit of customization and I think there beauty in simplicity. Maybe you could add some super simple neat hats to choose from and different colors?
episode 2 came out yesterday, I started my journey into making my dream game yesterday so I'm gonna start watching these videos to boost my confidence!!!
Hey the hot bar stuff is actually not too bad, I made one for this personal project I’m working on. Just have the bar display the top X items in ur inventory and update it every time you pick an item up that goes into the top X slots! Looking cool so far so keep it up :)
If you are still looking for ideas here are a few of mine. 1. Loading screen and a better way to enter the world: First impressions are everything if the player is just chucked into a world at a super speed that is hardly ideal. 2. Variety in visuals and biome: If you had different types of trees such as pine or willow with slightly different colors that could help with variety in feeling like not everywhere you turn is the same. The same can be applied to the sand area or coastline, I think it would be cool to have palm trees and shells. 3. Sound effects and music: Having repetitive or no sound can make or break games investment or feedback to the player, having sound effects or music dependant on biome or combat or whatever would be great. 4. Skybox and day/night cycle: a skybox would be an excellent way to spice up the sky and a day and night cycle would give more opportunities to provide the world with new things. It could even lead to new items like torches or glowing mushrooms, or even fires. Although I am sure you are aware, the next place to go in that world is up to you.
I have very little knowledge for programming but I really want to learn because I’ve tried it before via courses. But I’m gaining motivation again watching dev logs. Super cool seeing people just do their thing making cool games 😄 I talk a lot… but I’m def gonna keep tabs on this game. Looks great 😎
the amount of feedback that you implement is insane. like, you're ending up such a more rounded and well-kept prototype because of how you include outside perspectives. its a very mature way of developing, like valve's crazy level of playtesting. good on you to use your platform well :)
also speaking of feedback, i think the hitbox for punching should be a lot bigger, its less realistic but i think players would get irritated having to line up the model of the fist with the tree every time they want to gather resources
I really like the humor combined with game development because it makes it interesting to watch And you did exactly that, so thank you and I also appreciate the work that goes into your videos And also... Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you