I have to say, I was expecting this devlog to get a LOT closer to 100 views than 100k. I really appreciate everyone who took the time to watch the video! I just uploaded the next devlog, so check that out if you liked this one: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-XwzTmW4klQk.html
Suggestion, for any chrono-temporal game mechanics in any game ever: Give flow effect haze/jitter/movement/trail effects to all movement during forwards reverse slow and paused, to show object/player momentum/trajectory at all times. But to make these effects render properly, the feature would probably be best designed simultaneously, rather than patched in. (Additional hint, specials objects might posses modifiers that override or subvert standard flow effect behaviors, adding further to game depth).
@@maxkore278 Thanks for your suggestions. I've experimented with some added visuals when rewinding, but haven't really liked anything I've come up with so far. Special objects with time modifiers are also on my list of things to implement.
I want to be a game dev but don't have the right equipment and I'll probably make a game dev channel too, but bot only do you have the courage to put yourself out there in the game dev community your game is even better! Great job man keep it up defently tuning in to the rest of the devlogs!
is this going to be available upon completion? i've been in love with video game grappling ever since Worms grappling race mods and then Tribes Vengeance (nearly unheard of games but incredibly addictive grappling). even the simple mechanics of grappling in a zelda game is so satisfying. i just watched the floating islands video and you definitely have an amazing recipe here. (i think sliding down steep declines could add yet another dynamic that can play into then gliding or grappling if you don't already have a million ideas haha)
@@StevenBloomfield from his own word : "The base "rewind everything" ability would not effect other players by default because that could get annoying if you are constantly getting input locked. I'm thinking about making it a setting for the host if for some reason players did want that to be the behavior."
@@ticketforlife2103 "Timeshift" is a very old one which i really enjoyed. Edit: oh and "Singularity" also, which is way newer and had a different "grenade bubble" style approach i think
"Now that I mastered the time space continuum, it's time to make something even harder... Online multiplayer!" As a game dev, this hits right in the soul😂
yo man , I'm working on project with way bigger scope creep and I get the feeling you have. I have been working on it for 3 years already, and the only tip I can give you with the "UTTERLY INCREDIBLE" amount of experience I have gathered is .... Stay motivated, keep thinking about your game in your everyday life, keep bursting with joy and emotion think of what your game could be in the future cuz I can assure you after 3 years of quasi-solo development it's really hard to stay motivated and this small burst of "WOOOO the game's gonna be soooo cooool" is what keeps you going. (also small suggestion : you can solve the grappling hook problem making the point no collidable if possible and if not have the player accelerate not directly to the point but in some angle diverse from that point (maybe you can test what angle works best or even calculating based on some condition) if you make that subtle enough the player wont notice and will work as invisible design kind of)
One of the best devlogs I’ve seen in a long while. Great pacing, and humor throughout. Bob looks savage with the eye ball head! What a neat accident 🤙🏼
I was expecting a channel that has some time into making videos about videogame making, with multiple projects, specially when looking at the quality of the content, and, after watching both the dev logs till now, i just realized that this is the first video, and that the channel is completly dedicated to this project apparently, so, i love this, subbed, expecting more devlogs
This looks super kool! Really am liking the idea of the game. The reverse time feature is spot on and looks really good. Also the grappling features looks nice. Really like how the bob's looked evolved and it matches well with the theme. Keep it up! :)
@@BobsMudHut bob looks cooler as a cyclops lol. I wonder what the lord would be, if any 🤔 You said that the eye-thing was meant to be an enemie, so is bob like… I dunno… related? Whatever, it’s probs too early for lore anyway lmao
@@alex.g7317 That is an interesting and clever point you made. I did not think about that. It really adds to the lore maybe like a demon mode where bob becomes this cyclops.
I had this idea some time ago but had to switch my focus into other kinds of projects. Good to see someone implementing this idea in such a marvelous way. Good luck!
Unsure how interesting the idea would be, but what if bob's right arm morphed into the hammer tool he uses instead of having a right hand? I feel like it could add more originality to the character :D
As a representative for the JoJo fandom, I will remain respectful to your vision, but I will always be here. In the shadows or not, we shall stain your creation.
When u said all the ideas you wanted to implement i thought it sounded like it would be a great game, but thought theres no way he can do it all by himself. then you did it all... in one devlog. amazing video and fantastic looking game
Ok, so I got this in my recommended, read the title, refreshed my feed, then realised I wanted to know what your dream time manipulation game was, so I searched it up. So if you look in your analytics and wonder why there are searches for your very specific title, that is why… Cool video btw❤️
I do the same thing so the specific title showing up in analytics doesn't confuse me. What DOES make me wonder is the person who searched for "winnie the pooh blood and honey trailer", somehow found this video, and then watched close to 4 minutes of it.
Cool devlog! I'm your mom's Imaginary Friend in Sweden and she mentioned your channel. Congrats and good luck!! As a podcaster, let me say you have a great speaking voice and the explanations are interesting and easy to follow. I hope you have smashing success!!! 😃
Believe it or not I thought of this idea before hearing about the main mechanics of BOTW tears of the kingdom! I think this game will go in a pretty different direction though, its more focused on the time mechanics and floating islands. There are some interesting directions I could take the eye as well, but nothing 100% concrete yet.
Love the design and appreciate that you're cataloging your experience for all of us to enjoy! I can't wait to see where you take this - don't let yourself stop!
Just a tip: if you limit mobility and narrow the camera angle, the world will seem larger. You could either focus on making the game more exploratory/immersive, or focus on making it more of an action platformer. You could still keep the grappling hook thing, but if you lowered the distance it worked at, and increased the gravity with the physics, it might be more grounded. Notice how every massive open world game has very limited mobility. With Mario Odyssey, they made it a bit less open world to better accommodate for the mobility. Placing each grappling point in strategic locations is a valuable tool. It could lead to something like that cathartic moment in BoTW where you finished climbing up a massive mountain and finally paraglide all the way across it. For your own sanity, focus on emphasizing one aspect of the game or the other without completely removing either. Good luck
I definitely have a lot of tweaking to do with the camera/movement system. Right now it feels OK, but there is lots of room for improvement. Once I'm done with building all the basics of the different foundational systems for the game I can modify them so that they play well together.
No idea why Im getting so many vids recommended from game developers but I'm not complaining. I really like the concept of time you are adding in your own game and the fact that its open world is amazing. I also enjoyed that you showed us the thought process behind all this and the mechanics of the game. There dont seem to be a storyline yet but I was thinking "how did he get the power to change time in the first place?", maybe he was born with it or he finds something in the ruins in one of those floating islands like some kind of gauntlet or artificats. Also thinking about this concept idea from 0:48 it would be cool to add a mechanic where you can create a time clone of yourself for x amount of seconds. Overall Im really hyped to see where this project is going and I love the look of all the islands too, hopefully they look a bit different and not the same.
Totally agree. Going into a sandbox phase, when you the developer assemble things that you have fun doing, is really creative can lead to very nice new mechanics, but it might not result in a good / balanced game, unless you choose what to keep, what to throw, and ultimately focus on one mechanic, and maybe some secondary mechanics. Shape the mess, consider this first phase a draft. My two cents : forget about the multiplayer feature for now, and do a proof of concept of your core concept. Then, you'll see. Multiplayer can be months of dev & debugging alone. Finally, be aware that your DREAM game could become a NIGHTWARE one if you slip too much. Stay focused and frame your efforts.
Thanks for telling me the name, somehow I haven't run across the term "gimbal locking" yet (or if I did I forgot). This isn't the first time I've had quaternion issues, and it definitely won't be the last...
I really like it, and the consept is really good for a large team, but for only one person this can get to a bit much really quickly. Especially considering this is your "dream game" so you will probably overscope super much since you want the game to perfectly match your vision. Still, really good devlog! Ill be sure to watch future devlogs as soon they come out!
When ever I hear about time control I always think about the game Blinx before any other time control game. Will be keeping an eye on this as time is a fun mechanic.
Very cool ! I love the concept of the game, although I don't really understand when the multiplayer part comes in play. (btw if you need help with vfx at some point I'd be happy to fluff up my portfolio with such a cool concept)
I'll keep your offer in mind! Since one of the player's abilities will be to create copies of themselves, the areas of the game will already be balanced with the idea that there will be multiple copies of Bob running around, so they should work equally well in both single and multiplayer. Its definitely not the main focus though.
You should check out Hover: Revolt of Gamers. That game has a really neat approach to a time rewind / 'undo' button to platforming that could be a useful reference. Love your character design, btw
I would have replaced the character controller when he was grappling, swinging. Unity character controller when he is on the floor if he's swinging then a very simple character controller to adjust the direction of the swing.
Along with allowing you to speed up or slow down the reverse time effect, I think it would be cool to be able to sped up or slow down forward time. Maybe you could even add an upgrade where Bob could move in normal time when everything else around him is sped up or slowed down