As much as I feel that things like art style and story is important, the more important part of game design projects is the core gameplay loop being fun, In dark souls it’s about making progress through increasing challenge via its carefully designed leveling system Crafting mechanics in survival horror are hard to get right because you’ll want to make the player feel like crafting is helpful or powerful, but not getting in the way of the horror aspects of feeling vulnerable or helpless, I’d reference metro which had a great balance of horror and crafting where you had to manage resources like ammo and filters to navigate or progress, and even safe zones didn’t feel completely safe I’d also pressure you to flesh out how this system would impact your art style and general moment to moment player experience and cater that by careful level design, do you want the player to feel safe? Do you want them to feel scared? That’s the feeling that sticks with players, especially games that folks like Pyrocynical enjoy Every facet serves the same themes and every aspect of the game is interconnected to every other aspect as much as possible, that’s what makes the game artful in my opinion
Regarding the inventory/equipment system, you should look at how "Cataclysm: Dark Days Ahead" implements it, mind you it is likely much more complicated compared to what you want but it may still give you some inspiration.
Maybe have different sized items take up different amount of grid spaces like diablo and still keep the weight system to get what you are going for, then if you give different items different shapes on the grid you can turn it into a kind of minigame for the player if they want to squeeze every space out of their inventory
I liked the video and got a few laughs, will definitely watch more - im planning something along the same lines - survival, mystery type thing but coming from an art background with minimum coding knowledge.
Wow thanks for that. I’m finalising my steam store page, I’ll post you an update so you can wishlist it. When I finish and publish it (ah future) I will try to find you and give you a free copy 😁
I’m a big fan of devlogs, and I found your content funny :) One day I’ll bite the bullet and build up my own thing, it’s videos like these that make devlogs entertaining that will help, I’d love to see a more step by step tutorial perhaps on a second channel? Low editing and high detail type beat
Suggestions:player is nor a hero or bad guy.He is trying to just survive,there should be different choices good and bad, ending should be changed bcs of choices you make.
I love the idea that your just a normal person with nothing strange happening to you, and having a main character in the same world. Such a cool concept
i actually had a similar idea of a game to this one and wanted to start youtube and make devlogs on it but i dont know how to make videos actually enterataining to watch especially on game development and i have a lot of trouble making the game and i have no sense of editing videos so im just stuck. also even though my idea is similar mine is in a completely diffrent setting and focuses on very diffrent areas of aspects in the game
Don’t worry. I started this channel in 2018 I believe. My previous proper video (game dev tutorial) I published 1175 days ago! Can you believe it? During all that time I was thinking that I want to make a game. Everything comes with time. If it didn’t, it wouldn’t give you so much satisfaction.
@@Zorrio i mean I'm trying but i am stuck at the start literally at the player movement script and i have no idea on how to create decent maps, music, characters and more and don't get me started with recording and editing
I like the way that you are not a hero trying to safe the whole city but just a guy trying to survive. Suggestion:add different areas control by different team/gangs so you can team up with some team/gangs
Im not gonna use unreal because I would have to learn the whole design from the grounds up. It’s probably not visible yet but I’m aiming for purposefully retro look for a reason. I want consistency in the look and it has to be achievable. With pseudo triple A looks some of other solo game devs propose you will get shallow game because how can you achieve same level of detail and visual quality through the whole project? This or you will get beautiful scenes at first and then something lazy. Another thing is consistency in look which is something that is hard to achieve with what you mentioned. It’s all about models and textures in the end and most probably you will get a mix of assets from different sources all of which are beautiful on their own but simply don’t go together well. That’s why Half life looks, I aim for what I can do, I’m not that delusional 😁
11:52 dude its not a creepy pasta its part of a community / genera called scp where anyone can participate (make your own scp or scp games) and all scps exists within the same fictional world of course there are different scenarios. But its so far from creepy pasta dude fact check. And creepy pasta are usually based or inspired by real stories or hysteria
yeah of course such a reasonable scope for a game being developed by one person and of course you created game dev tutorials without developing anything yourself or having any experience and of course you made your first devlog without making anything, its just "oh i will do this and that, its gonna be so cool". oh almost forgot, your jokes are sooo funny that 99% of people who clicked on this video probably just died because they were laughing so hard that they couldn't breathe otherwise why would this video have such a few comments?