You need to understand how much leeway your streams give you - just the fact that you can still show that you’re working consistently on your game puts you a league ahead of most game dev RU-vidrs
Alright. First of all. And this is important.. Never apologize to your viewers about not delivering videos.. That is a guarantied road to stress and depression, trust me, you don’t want to go there. And I’m saying this to help you, as that is a big red warning flag.. 🙏 Now I will watch the rest of the video 🙂
Haha, you know it. I've been on Twitch for a long time and RU-vid just hits differently with that type of content creation guilt. That said, I appreciate your comment and supportive advice. I'm not letting it get to me that much, because in the end I know that I am serious about my game and game dev and that I will post again, once I'm ready and have something to share. Thank you man, appreciate it :)
Wait what?! He did?! I watch his videos on repeat since I learn so much from them. Thank you for sharing that and coming over to support. That made my morning! 😄
Suprisingly, this is the first devlog I saw from you and it's looking incredible (not exaggerating). As someone who took a few 3d art courses, I was pleasantly surprised from how well you work and design things. Not to mention how the 2d character looks lovely next to 3d objects! Plus, he's adorable ^^ Keep up the work
Looks really good, beautiful dog character. The gameplay looks a little dull so far, mostly jumping, but I understand this is extremely early stages :D
I feel like for the main menu have the blur more of a gradual shift rather than be entirely blurry only coming into focus at the last second cause it looks a bit strange how it is currently to me. It’s looking amazing tho keep up the great work!
Once the scene has all the proper set dressing, meshes and textures, I'm sure it wont be as jarring anymore. The thing is, I'm not blurring the entire screen. It's a focus pull on the camera. The camera's focus distance changes from very close to us, to where the dog sleeps. I could see if slowing down that change might make it a bit more incremental. Thanks for the feedback! :)
Really curious how you did the water in the game. Is cool to see th progress, is normal in the beginning to easily pump devlogs out and then stagnate on that as it seems like your arent doing as much even when you are. Just a lot of QA and polish needs to be done and it slows down significantly what you can show on a devlog.
You are absolutely correct. While the waterfall is an asset from a pack (which I will replace with my own eventually) the river isn't. I will go over how I made it (including links to tutorials) in the next episode. :)
Thank you for the kind words. I am glad you like what I've been working on. I'm just a hobby game dev. Feels weird to say that since I feel like I'm still super new to this. I'm an animator by trade and still work as a Director in animation. Hopefully one day, I can quit my job and do this full time :)
Remember, the main pattern of level design should be introduce a mechanic/test the player on the mechanic/play around with the mechanic/either integrate the mechanic into future levels or subvert the mechanic
I hope to provide this as constructively as possible. I love what you've got so far. 1) The movement of their far arm looks off. I don't know how exactly to fix this. 2) the charcter's art is great, I'd look into basic eye movement, such as a widening of the eyes when starting moving as the facial expression doesn't seem expressive. could be extended to track elements of the game as a sort of hint (LoZ TOTK does this, but that's a huge devteam, probably backlog the second part). Putting a paw, arm or sholder against objects might also be a good indicator.