I have 2 ideas 1. Enemys can damage the house. If the house takes to much damage you lose. 2. You can upgrade youre self with meterials. Forexempel: batteri pack. You lose power/stamina slower. Cost: 10 batteries. 2 metal.
Idea for end game: The final boss is a giant robot, kinda like the player. He spawns near your base, but only after finding coloured stones around the map. Lots of health and can place things such as scarecrows. But, when you defeat him, a cutscene plays. The the boy comes out of the house to gather the scrap metal and stuff or dismember the defeated robot, but there is another boy inside, unconscious or dead. you can decide what to do with him. I love your work so far. Great work :D
Idea: You could add different biomes like snow, desert, and grass, which would all have different enemy's. You can also add a virus type enemy that could act like poison and poison you and your allies for a short while.
i've been following this devlog for a while now, and i want to congratulate you on the progress you did so far, it's starting to look like a real game that i would absolutely play, the idea's great too! hopefully you will finish this project and not scrap it. (like i scrapped my 10 projects or something :D)
One thing that I’m wondering is; this is a very big world so in theory you can go super far away except you are always tied to the house which will eventually run out of resources or be attacked… so really you can never go that far away and right now there is no incentive to. I think something that could help with that is make it so you can craft a small drone which will deliver resources to the house for you when you’re far away. Make it so it can only carry a couple items.
Game is looking pretty neat. Ideas: 1. Add other power sources. It would be neat to add solar panels, or if you're near a waterfall/ river some sort of damn. Maybe this world has large roaming hamsters that you can gather up, and build a giant wheel for them to run in to gather power. 2. Add a night cycle which will stop the solar panels from charging. Perhaps the wind dies out at night as well. This will require the player to build up power storage, to help them make it through the night. 3. Add weather cycles as well. So if it's storming, solar won't gather as much, but the windmills will generate more. Speaking of storms, add lightning rods that gather energy as well. 4. To go along with the night phase, perhaps have creatures that specifically come out at night to hunt. Again this would make it so day phase is building, exploring, gathering, questing. And at night, you return to your house to defend it, and try to outlive the attacks at night. Maybe it doesn't have to be every night you're attacked, maybe every 3 days or so. 5. If you do have night creatures, it would be neat to have them vulnerable to light sources. You could build spot lights to help defend your home at night. But as enemies run into the light sources and take damage, it would drain your power, so you would want to monitor your power usage. 6. During the day phase, if the player wanted to take the attack to the night creatures. The player could explore nearby caves to find enemies. perhaps enemies that produce the enemies that come out and hunt at night. If the player slays them in a particular area, night attacks stop for a while. 7. I don't know you're lore for the story. I think it would be neat if the robot crashed there, and his ship was still in orbit. It would be neat if as you played, space debris would fall, and you would be notified of it. This would give more reasons to explore, and based off of timed played, the items that fell from the sky would become better and better. 8. With the space ship in orbit idea, perhaps that could be the ultimate end game goal. Gather plans, specific material to build an escape rocket. That would be fun. That's just a few ideas I have. Feel free to take them all, or if they sound awful, please ignore. The game is looking great so far! Keep up the hard work man. Little by little it's getting there.
The solar panels and day night cycle are something I definitely plan to add in the future. I like your idea I'd having enemy's that are weak to light and spotlights hurt them. I'll probably use that idea in some way or another
Yeah I was trying to decide the best way to handle that. Right now it will fully heal them. I should probably add a variable to track it's health or people could just abuse.
It is one of the things you can see the progress the best. A lot of game dev is doing big things that are behind the scenes so you won't really see it where this is actually putting more things into the world.
@@overphildev I feel you. Nothing worse than working on a save system or something similar for a long time and feeling like you accomplished nothing because it's not the most exciting thing.
Idea: you should add some bosses and new weapons and how about pets or robotic pet like creatures thats it and keep up the good work your vids are great
Here's an idea, add in a tower that all enemies 'originate' from and have a boss there as well. This could set up a story for the game as you are trapped here and you have to reach the top of the tower to free the boy from the land he is locked in. Just an idea and super late game development stuff but hey it's always nice to have a plan. Great devlog ;)
A very good optimisation that you can make, you can actually use this everywhere but specifically in your building manager - store the buildings as lists of CanPlace objects and PlaceFence objects respectively, instead of lists of GameObjects. This prevents the need for calling GetComponent every frame, as the object can be directly instantiated and stored as the desired class.
Great work as always! Game is looking more clean, polished, and fun as the weeks go by! One thought I had while watching this tho is: what are we fighting against/for? Who are the enemies, what sorta behaviors will they have to make them fun to fight against, and what’s our eventual goal in fighting them?
It feels so good to refactor your code and clear out the old bad habits you have grown out of. The players never care about that sort of thing, but it is such a W as a dev.
Idea: instead of being canonically (lol) you should have the boy come out and fix things at one point or another like the builders in clash of clans… it would make the process of protecting your home and it just magically repairing feel so much more real and I think it would be really cool to see too!
I have an idea for a tower: You could just make a tower that shoots slowing projectiles either directly at enemies or might even create an aoe slow field on the ground. A way to fill it with ammunition could be another plant that allows you to upgrade ammo to sticky ammo when you craft it, but this is just an idea on how to design it. Slows are generally an easy and nice way to provide utility I'd say. :)
Might be better to press and hold a key for a few seconds to remove objects in-game, instead of equiping the wrench. Also, since you have literally a robot, maybe add some sci-fi -ish power sources and stuff, just a thought :)
Idea: you should use the coal from my other idea to make campfires and furnaces and there should be animals like chickens cows pigs sheep Tim Cook on the furnaces and campfires
hey man, can do you do that generic sci fi colored lines around the robot? Like the coop version of the portal gun or basically the weapons in karlson, I feel that would add a little charm to the player and enemies
Maybe add a water paddle wheel that you can place when at a water source and it provides more power in a larger radius. Also maybe add certain towers that need to be powered by a water source instead of just any power source .
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i love ur videos. only issue with video, music is a bit to loud for background
Very cool. I'm working on a build system myself right now and so far I havent tried snapping objects together with empty gameobjects. I just get the normal from the face I'm mousing over and use math to snap to a location where it's flush with the object who's face I was mousing over. Do you know if there's any performance or memory cost to empty gameobjects? I want to make my build system as performant as possible so it can handle as much built-stuff as possible on the map at a time
Yep I already have it set up to craft them. I just didn't mention it because crafting is already a feature I went in depth on so it's basically the same for every new item
I have two ideas for you... You could add a robot hound as a pet for the main character, Or mini spider bots as enemies, Would you say anything of these are good ideas??