you are a genious AND a super kind person since you`re willing to share all this knowledge right here on youtube. thank you so much, you`re an everyday inspiration to me as a dev
This is exactly what I've been needing. I've actually been watching your videos on repeat to get game feel right and failing miserably. Thank you! Well done. You are amazing.
I think these videos where you go through game mechanics and explain your thought process are really insightful and helpful for both those looking forward to Archvale and also other newer devs. Would love to see more!
Your games are the only games I want to play on youtube devlogs. You are good at the game design& making game juicy. Looking forward to more tutorials and playing your game.
Fantastic video IDoZ! It's amazing the difference that some minor details like this can really make to the look and feel of a game. Thanks for sharing!
I really love game-feel tutorials. This was lovely! Would you be up for doing a melee attack game-feel video? Your sword swings looks so heavy and punchy!
It is often said what sets apart a master from an amateur is their mentality on sharing knowledge and bettering the community around them. Thank you for taking the time to show these techniques and more importantly explain the underlying reasoning for the design concepts - It is truly appreciated! Im particularly interested and impressed by your simple solution for jumping (I went down the complex path of linear projection to achieve 'gravity' in the 2D domain) Awesome work friend, wish you success!
this video was so clear and informative and well put together - I can't wait to use these concepts to process as I'm beginning to reconsider my game feel
be careful when it comes to flashes, you can cause migraines or epileptic seizures in some people with it always have the option to turn them off be something the person sees before any flashing occurs (I'm aware this is quite late)
"It looks like it's in pain.. It's great" and later on "The death of the enemy is something that [player] should feel really good about.. like they just murded something mercilessly" - it sounds crazy scary when you take it out of context :D
You should make it so that bigger enemies make more smoke when they die. Also another thing that I think would be cool is if the smoke started out in the shape of the enemy and then dissipated like it does now.
Hitlag can be very useful to convey heavy hits. Although they should mostly only be used when the player deals heavy damage. Screen shake has a similar effect.
i have another question, not directly for this video but for the same game :-) how did you do the water animation? is this a shader? can you briefly explain how you did that animation? is there maybe a tutorial anywhere on this? :-)
Amazing how much is actually going into making what, in the end, appears to be a very simple animation. Game feel is super hard. Thanks a lot for making this video!
Hey, I might be a little bit late to the party here so I doubt I'll get any response, but how was the slime jumping done? It looks really simple and my approach is unnecessarily complex. Also, I've recently started Archvale and I'm loving it so far ;)
hey! i have a "height" value which is used to offset the draw position. i increment a counter from 0 to 180 over about 30 frames or so, and set the height to the sine of the counter multiplied by some factor to determine how high the jump height is! that's all :) thank you so much for playing archvale!!
value = lerp(value, etc) is kind of an abuse since values will never actually reach their target that way (it's an asymptote, as the amount of change decreases the closer it gets to the target). You need something like value = lerp(start-value, target-value, time/timetotal) for a proper linear transition from start to finish. Looks like it is working fine here for what you're doing, but with other stuff (stuff like cameras in particular) trying to use lerp like that will result in funky behaviour that doesn't feel quite right, so that's something to potentially keep in mind. This is also the kind of behaviour where using a tweening library/extension might be appropriate, to save from having to reimplement the same behaviour across a bunch of different objects.
1:12 could you do maybe a tutorial or describe in a few word how in general you make a top down slime jump function? its theoretically not that difficult but how do you move the shadow under the object accordingly? its probably super easy but my brain hasnt figured it out yet, for years.... :-( i can't find ANY tutorial on this :-/
maybe my brain just figured it out. lol. i have a parent object and two children, one child is the sprite, the second is the shadow that actually does nothing. i move the parent to the jump location and just move the sprite up and down on local-y-axis. need to check that out ^^
My objects have a height value which is purely used to offset where the sprite is drawn. The object itself remains in place! So, the shadow doesn't move with the jump.