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My MAGICAL solution to weapon durability! | Devlog 

Challacade
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Play the free demo on Steam!
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Music: Gaur Plains (Night) - Xenoblade Chronicles

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26 сен 2023

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Комментарии : 381   
@arrowsden
@arrowsden 9 месяцев назад
If you’re planning to add in spells that are triggered for healing and throwing, maybe you could consider allowing the player to set what spell they want coming from what action? You could also potentially have the spell have different properties based on its trigger, like a fire spell on throw would cause an explosion where the weapon hits, but if it’s on your heal it could instead summon balls of fire that rotate around you as a sort of shield?
@madcontrollerx263
@madcontrollerx263 9 месяцев назад
This! This was what I was immediatelely thinking about!
@DylBro101
@DylBro101 9 месяцев назад
It reminds me of something but I can't put my finger on it. Selecting spells to buff a specific action and being able to swap interchangeably when needed.
@Alchemyst326
@Alchemyst326 9 месяцев назад
Another customization option that doesn't require player input would be to link different spells to different weapon types. This is the first video on this game i've watched, so I'm not too familiar with weapon variety, but you could make it so each weapon falls into a particular category, and each category has its own spell on breaking, i.e., heavy weapons do a big earthquake or fireburst around you, ranged weapons might do an auto-targeted lightning bolt, short weapons might do light AoE damage but also push enemies away and stun them, or freeze them. This would encourage players to gather a variety of weapons, even ones they don't necessarily like to fight with, as it would give them access to situationally useful spells.
@ericsilva6787
@ericsilva6787 8 месяцев назад
Also, different weapons could have different effects, the stronger weapos having bigger spells
@snuffy_tv
@snuffy_tv 9 месяцев назад
I really like your solution to the durability situation. Ive never seen a weapon break mechanic like this and I think its going to be great in practice. When you were talking about attacks charging weapons up I kept thinking of the soulreaper axe in OSRS, the more hits in a row you do the stronger subsequent hits become. Excited to see where you take all of this. :)
@timdithmer9184
@timdithmer9184 9 месяцев назад
Does this mean, more Devlog's now? :O Hyped! Love to hear you are working on your passion full-time now!
@datnastysalad5616
@datnastysalad5616 9 месяцев назад
Weapon durability works in BOTW and TOTK because they're everywhere, you can hold multiple, and they have unique interactions. Because you can only hold one thing at a time, i think scrapping weapon durability was a good choice. I also like the healing mechanic. Great solution!!
@catmaster42
@catmaster42 8 месяцев назад
Although, i'll be honest, it leads to -really -bad habits and a few other MAJOR problems as well. I do not think botw or totk weapon durability is healthy by any means due to them leading to bad habits. (I can go into more detail if want but I don't expect a response tbh)
@flyingfox3296
@flyingfox3296 8 месяцев назад
@@catmaster42 I'm interested!
@amandaslough125
@amandaslough125 4 месяца назад
​@@catmaster42Please share this youtube comment essay.
@catmaster42
@catmaster42 4 месяца назад
@@amandaslough125 Generally, how I played the game (Like breath of the wild and stuff) Especially for master mode... The game became very grindy and caused bad habits, trying to get the most durability type weapon (Royal claymore go brr) and even then, barely using it, and more cheesing most encounters to not waste weapon durability on most enemies. Turns into that holding until that "Perfect time" thing since weapons is a resource. Espcially for those that understand the game greater, it leads into just... NOT using weapons and using alternative means to kill enemies, which turns into the most cost effective way to kill enemies. Tears of the kingdom added weapon repairing, which only amplified this problem of grinding, which just turns into get best weapons, fight enemies with weapons until nearly broken, then just spend the -way- too long repairing and repeat this. Easily have 200 something attack with high durability within near the start of the game and will just cause the player (Me) to just fill up purely on preferred weapon (Breath of the wild, royal claymore / tears of the kingdom, high damage weapons) Just my experience with it... Now if the game added a system in place to reward the player for breaking weapons (somehow...) it might be a bit more interesting, but would need to be good and compliment am think? Weapon durabiltiy is just a very weird system overall
@dev.bodyaq
@dev.bodyaq 9 месяцев назад
I think that you can incentivise the player to switch weapons by making enemies more vulnerable to certain types/elements of weapons. One thing I always thought made sense was for spears to be more effective against armoured enemies but naturally less so against crowds
@dylanjackson0805
@dylanjackson0805 9 месяцев назад
Super excited to see where else this project goes! You inspired me to make my own game in the Top Down format, and I am LOVING IT! Thank you! Keep up with the amazing content!
@joserobertodantas1516
@joserobertodantas1516 8 месяцев назад
These are some cool mechanics. Btw, I liked the idea of the weapon becoming dull after the durability was lost. The player being able to repair it would solve the presented issues.
@Dashmaster305
@Dashmaster305 9 месяцев назад
Subscribed! You're not like so many other devlog channels who describe their game and how they made it, but not the questions, mechanical interactions, and effects of each decision like you do. It makes the videos interesting without the need for that *_IN YOUR FACE_* fast pace editing style that's too afraid to stay on one subject for over 2 minutes. I feel like I get something of value as you explore a question with each video, and as a side affect of you explaining the mechanical _interactions_ , I feel like I know how the game feels without having even seen a trailer yet! Good stuff 😎
@GamingTardigrade
@GamingTardigrade 9 месяцев назад
I keep on admiring the art work. The animations are so smooth and satisfying to watch. Amazing to see!
@jovegraham6904
@jovegraham6904 9 месяцев назад
I stumbled upon these devlogs a few months ago and I've been following along ever since! Keep up the great work!
@bensdecoypoondummy1189
@bensdecoypoondummy1189 9 месяцев назад
I like hearing your in depth thought process on these. I think you're taking it in a good direction! Very inspiring stuff
@bholmesdev
@bholmesdev 9 месяцев назад
The amount of polish on all of these ideas is amazing, especially when you’re not sure it’ll stick. That healing animation + sound effect is so satisfying ✨ And congrats on the full time switch!
@robertpopowski4712
@robertpopowski4712 9 месяцев назад
I think that in general these changes are very cool and the animation of regaining life looks great.❤
@stray1239
@stray1239 9 месяцев назад
*the weapon shattered in your hands, as you are filled with the power of moonlight and your health increases. you feel that somewhere, on the other side of the screen, some youtube commenter's mind was blown by the genius of such a mechanic.
@mrIido
@mrIido 8 месяцев назад
that's honestly such a creative solution! First video I've seen of yours, immediate subscribe
@wolfeygamedev1688
@wolfeygamedev1688 9 месяцев назад
The consume to heal is good game design, I like it!
@SuperKendoman
@SuperKendoman 9 месяцев назад
Much love to you and your channel, my friend. I truly believe that by showing so many people your tutorials and ideas, that the indie games industry will thrive
@AtomSpirit_
@AtomSpirit_ 9 месяцев назад
Good luck in journey man! Love to see more progress keep up the good work
@Negreb25
@Negreb25 9 месяцев назад
Well done 👍 You are too underrated
@name-ie9qo
@name-ie9qo 9 месяцев назад
This is super clever and creative. I admire how you're really focusing on crafting a unique experience by tweaking fundamental things like durability - which most games would overlook and default to a standard durability system. Wishing you the best in your journey!
@mz_eth
@mz_eth 9 месяцев назад
Great video! And seriously congrats on going full time. It feels like a pipe dream for me, so it’s inspiring to see people find success
@_meowntain_
@_meowntain_ 9 месяцев назад
I saw this devlog series and noticed it was super similar in style to my own game I’m working on. Thanks for the inspiration and motivation :D
@eboatwright_
@eboatwright_ 9 месяцев назад
_Oooh_ that weapon snap animation looks so satisfying!! Good luck on doing game dev full time! :D
@IceTV123
@IceTV123 8 месяцев назад
your game looks really cool and i will definitely be coming back for more devlogs
@presuntomr
@presuntomr 9 месяцев назад
The idea of breaking weapons to heal is genius! I love it 😮
@woomod2445
@woomod2445 9 месяцев назад
This is an amazing solution to the design goal of weapon durability. Congrats and cracking the code there!
@darenn-keller
@darenn-keller 9 месяцев назад
Great video! Congratulations on going full time. 😊That's a great solution to weapon durability. I really like seeing the process that lead here and how your community helped you improved your game.
@Kiiaro3D
@Kiiaro3D 9 месяцев назад
Glad I found these devlogs, I really loving this artstyle
@leagueoflanky
@leagueoflanky 9 месяцев назад
Mate you really know how to make satisfying animations/sounds! The healing from the weapon is so satsifying dude!
@misticalinteractive
@misticalinteractive 9 месяцев назад
Thank you for the video! You put some really interesting ideas there! It was a little lesson of game design for me.
@woqu99
@woqu99 9 месяцев назад
The way your aprocing your game, mechanicaly first, then everything else is really fascinating,
@rpgamersgamecorner7181
@rpgamersgamecorner7181 9 месяцев назад
You're putting a lot of effort into this project, and I'm very curious about the future! Keep up the good work!
@thygrrr
@thygrrr 9 месяцев назад
Feels so satisfying, clean and polished!
@modernrecipes
@modernrecipes 9 месяцев назад
this is really cool, your approach is very good its clear the game design will benefit from the thoughtful approach. very very interesting
@tasoganedude
@tasoganedude 9 месяцев назад
4:35 This is an AMAZING idea! Receiving damage is the player's mistake. So sacrificing your consumables is the trade-off to fixing that mistake. They would have to trade their power and extra money method for restoring health.
@jojo.s
@jojo.s 9 месяцев назад
I just saw this and even though I'm not a fan of pixel art, I love how smooth & fast your game looks! I would actually love to play this
@heeho5495
@heeho5495 9 месяцев назад
Really cool, just stumbled on to this video but I've never seen a durability mechanic as interesting as this!
@SpikeStudio
@SpikeStudio 9 месяцев назад
Congrats on going full time! The magic almost “upgrading” the mechanics throughout the game is a cool concept :)
@szenosdev
@szenosdev 9 месяцев назад
Your devlogs are awesome!
@fabiolean
@fabiolean 9 месяцев назад
I LOVE simplified damage and health systems. And I think breaking your own weapons to heal is very elegant. Great ideas!
@Suavemente_Enjoyer
@Suavemente_Enjoyer 9 месяцев назад
Good job man! I’m excited to see how this turns out!
@doromgames
@doromgames 9 месяцев назад
absolutely love your content
@MarcusSanatan
@MarcusSanatan 9 месяцев назад
Your solution to encourage using different weapons feels truly unique, kudos for accepting feedback and bringing something brand new to the table!
@hynnd323
@hynnd323 9 месяцев назад
I keep being surprised by how creative and smart these design solutions are. Love it, I think this system has a lot of potential!
@FrogTonic
@FrogTonic 9 месяцев назад
Like the changes so far! I didn’t even think about the healing, but with the whole positive incentive thing, it seems like it is working out more! Glad my feedback was able to help you with some of your decisions. Can’t wait to see more of the game as it progresses!
@Challacade
@Challacade 9 месяцев назад
Thank you for the comment that made it into the video 😇
@zylo202
@zylo202 9 месяцев назад
Just found this series, but I really like your solutions to make the player not feel bad about durability. Besides incentivizing the player it also seems to have added more depth to your core gameplay loop. *chefs kiss*
@madmelon9993
@madmelon9993 3 месяца назад
I wish I had seen this video sooner! Very interesting solution for a difficult problem
@JJW410
@JJW410 8 месяцев назад
Really fun deisign decisions here! Glad this got reccomended to me :)
@foreducation408
@foreducation408 8 месяцев назад
your game looks really fun to play, keep up the good work.
@ovix4150
@ovix4150 9 месяцев назад
Wow, I love this art style!
@juni6020
@juni6020 9 месяцев назад
wow fantastic changes! Love your changes that is incredible!
@Jaxi._.
@Jaxi._. 9 месяцев назад
This is a dev log I’m actually interested in. Great work
@KaitheArtGuy
@KaitheArtGuy 9 месяцев назад
I always love seeing how other devs get around a problem, great thinking!
@Legendary_Honey
@Legendary_Honey 9 месяцев назад
I think a lot of devs don't realize that gameplay variety comes far more from interesting enemies - the kind that require a specific solution to defeat, like learning enemy patterns in a Souls game, or figuring out the puzzle for a Zelda enemy - than weapon variety. You could have one singular main weapon with only a few attacks (Ocarina of Time) but the combat never gets stale because the enemies always keep things interesting.
@UsernameNotTaken2
@UsernameNotTaken2 8 месяцев назад
Honestly- that's a cool idea. Love the idea of breaking weapons to cast spells- like- it's a component. Nice work!
@AllyProductions
@AllyProductions 9 месяцев назад
Whoa, I randomly stumbled on this video and I'm so glad I did - This game looks great!
@tannerb1475
@tannerb1475 8 месяцев назад
Superb graphics! I like the moons instead of hearts health system, looks pretty cool and is quite memorable. Thanks for sharing your progress! :D
@Mindstormer
@Mindstormer 9 месяцев назад
Great fixes and with potential abilities to enhance the heal and throwing abilities sounds very incentivizing. Well done good sir
@unspi554
@unspi554 9 месяцев назад
Very good changes !! Love to see it =)
@NexusBaum
@NexusBaum 9 месяцев назад
Progress! ;D I love your new system!
@babi8256
@babi8256 9 месяцев назад
Great idea to use weapons to heal. Also, maybe a fully charged weapon heals for 2... so you might try to get those last few hits in to get some extra healing. Also if there are RPG elements, you could alternatively consume a weapon to gain xp in some skill. With a fully charged weapon giving you more xp. Overall, super fun watching you develop this game!
@federicoc6839
@federicoc6839 8 месяцев назад
This is actually great balancing. Pro stuff!
@XenoPon2
@XenoPon2 8 месяцев назад
Gaur plains. Nice👌 Great music choice
@MajesticMindGames
@MajesticMindGames 9 месяцев назад
Yoo beautiful looking game man. Good luck with it ❤
@vaughnloertscher4572
@vaughnloertscher4572 9 месяцев назад
The weapon durability was the one aspect I was worried about but I think this new system works so much better!
@fygygufyufyyfhchcxgxy4290
@fygygufyufyyfhchcxgxy4290 9 месяцев назад
Think is a pretty good idea, and i have a small one. So what if they were enchanted weapons that can give them more range, speed, effects... but when you use them, you get another thing like maybe a temporary shield or shows down nearby ennemies, but idk it's your game, your choice.
@NicoA47
@NicoA47 9 месяцев назад
Very new to your channel and your game, but the art style is AMAZING
@michaelvicente5365
@michaelvicente5365 9 месяцев назад
congratz on being a dev full time!
@Wyatt360animation
@Wyatt360animation 9 месяцев назад
I think you should add moon crystals that give you more hearts like the life crystals in terraria
@noiadev
@noiadev 9 месяцев назад
Huge congrats for going full time!
@froggaming783
@froggaming783 9 месяцев назад
i really like the weapon destruction to heal/cast spells! gives a good sense of risk reward to getting those heavy hitting spells in since your also getting rid of a heal, simplifying the health down to one hit does one damage to the player is also pretty smart for making damage feel more meaningful, but i feel like the same being applied to enemies could lead to some balancing issues later, i dont know what youve got planned for balancing things down the line, but i noticed during the clips of the eyeball/beholder boss fight the damage tick of the torch fire was doing huge amounts of damage to the boss since it was applying the same amount of damage as a normal hit with a weapon but without any risk
@kermitkitchen
@kermitkitchen 8 месяцев назад
I love the weapon consumption for health idea so much that I actually gasped out loud.
@baysha3231
@baysha3231 9 месяцев назад
Just found this channel and your game looks pretty cool. Love the design of the protagonist. On the topic of having to balance weapons for the new system, you don't have to have weapons only deal 1-2 damage. Since enemy HP seems to be hidden in this game, you can have enemies have numerical HP while still having the player have hearts as health.
@pedrovillarrubiabetancort
@pedrovillarrubiabetancort 9 месяцев назад
i really like this change, gj :)
@canuniverse3367
@canuniverse3367 8 месяцев назад
using weapons for healing 🙌, like this idea so much, kudos!!!
@ascomol37
@ascomol37 9 месяцев назад
The idea is very cool: one thing i feel could work is making it so stronger weapons heal more, otherwise a player might only stick to using weak weapons to heal. however that would probably come with balancing issues
@bortimer96
@bortimer96 9 месяцев назад
The healing + spells idea is AWESOME!
@SergeyLergDev
@SergeyLergDev 9 месяцев назад
Very cool mechanic, great job! I also recommend changing your invulnerability transparency effect for the player, it's looks cheap and it's much less noticeable (since you are blending your character with the background). Flashing with the brighter looking sprite (e.g., color *= 1.2) would be much more noticeable and would look better in general. Flashing outline could also work.
@aduck5639
@aduck5639 9 месяцев назад
This is a fun twist! This sounds fun to try!
@owenbaraff4839
@owenbaraff4839 9 месяцев назад
i played the demo ! this is my new favorite game 1
@xuraith
@xuraith 9 месяцев назад
them mechanics you got there are pretty damn slick (sticks notes in pocket)
@Encarvlucas
@Encarvlucas 9 месяцев назад
I love this idea of a trade off between using the weapon you want and getting some life. Game looks great btw!
@brenesmasterv1262
@brenesmasterv1262 9 месяцев назад
Hey there! Newcomer to your channel, rn I'm starting a course for game dev, so I'm pretty new in programing. The thing is that I love gamedesign and I've readen a lot about it, so maybe I can tell an interesting ponint. The thing is that about what did you say about Zelda, the durability mechanic is to make the player think out of the box, like: Do I have to fight them, can I? Or maybe, do I try to steal his weapon, etc. It's a cool mechanic and a great way to make the player use all sorts of weapons, but it's not a must have, so you can just not implement it. Even with that, I love the idea that breaking your weapon heals you or casts a spell! Keep on going!
@RainySoulOT
@RainySoulOT 9 месяцев назад
I love everything thing your doing but I kinda like the cool down system but again o see the problems with that you pointed out and its up to you and the community I can't really change anything keep going
@TraneFirst
@TraneFirst 9 месяцев назад
RU-vid recommendation made me discover this promising game 😊 can't wait to see how this progress :D
@tommyford1301
@tommyford1301 8 месяцев назад
First time seeing your project, looks awesome dude! Love the art style. Just a little idea, might just be me but was a little hard to tell the cresent moon meant half a 'heart' before you explained it. Love the visual idea of moons, but maybe it's a little too curled around at the moment?
@soulfulfakealligator
@soulfulfakealligator 8 месяцев назад
I liked how Hades incentivized switching your weapon. In every run, there's a different weapon getting a boost
@soulfulfakealligator
@soulfulfakealligator 8 месяцев назад
I like the sound of your solution too 😊
@oldsoul3539
@oldsoul3539 9 месяцев назад
I like it. Perhaps instead of the weapon breaking you briefly hold it up and it turns white and bursts into magic, either transmuting it into moonlight or sacrificing it to the moon diety. Maybe "moonburn"? Idk how strong the moon theme is. Perhaps moonlight could be healing for you, you regen if you're outside but not while inside, though maybe there could be beams of light coming down from the sky you can heal at, that might be used as respawn points too. Only if that fits with your existing story, idk.
@lilgbluesavage2207
@lilgbluesavage2207 9 месяцев назад
Hello this is the first time I seen you vids and the game looks amazing like I want it it looks ssoooooooooo fun don't rush take it at your own pace ok
@ArthurPessoadeSouza
@ArthurPessoadeSouza 9 месяцев назад
Devil May Cry had a mechanic that encouraged weapon swaps mid combat, with style points. In general there a few mechanics that can be introduced. * RPGs experience/expertise bonus can be introduced based on how creative a combat was. * Combat loop (Shields stuns enemys => Swords deals more damage to stunned enemys => Swords can knock them far away=> Bows deals more damage on targets far, etc) * Enemy weakness (Rock monsters only take damage from blunt weapons, flying monsters from bows, etc...)
@sajeedkhan2168
@sajeedkhan2168 9 месяцев назад
Keep up the grind king 👑
@iuvenisprod
@iuvenisprod 8 месяцев назад
Love the whole vibe, reminds me of Archvale, keep it up!
@constantspider
@constantspider 9 месяцев назад
the fact that devlogs of games i see are generally forgiving, i now want to see devlogs for getting over it
@makeitsogames
@makeitsogames 9 месяцев назад
Congratulations!
@TAHUHOTSHOT
@TAHUHOTSHOT 9 месяцев назад
Maybe a sweet spot (spear tipper, axe close range, etc) could be fun for some of the weapons so theres still variety that carries thru the universal magic/throwing mechanics
@BlueBeetle1939
@BlueBeetle1939 8 месяцев назад
Moons as healthbar is freakin inspired game dev congratulations
@jeremiahrosa1329
@jeremiahrosa1329 9 месяцев назад
Your game already looks very polished, I’d like to see where it goes
@blikthepro972
@blikthepro972 9 месяцев назад
the way im seeing it now, instead of having my favorite weapon that breaks and replacements i don't want, now i have my favorite weapon and healing packs everywhere
@gogonifox8542
@gogonifox8542 9 месяцев назад
Love the way this game is going!! Maybe an idea for incentivizing throwing your weapon could be to get a short burst of movement speed. That would help you to get to other weapons faster so you aren't defenseless after you threw your perfectly good weapon. It makes sense to have an aggressive option aswell as the more passive one. You could even throw in some extra attack speed so if you have a new weapon right next to you you wouldn't feel like you wasted the advantage of throwing your weapon.
@MultiSoulZero
@MultiSoulZero 8 месяцев назад
youtube algorithm fed me this one, and as someone who loathes weapon durability, this is a super great alternative for "using up" a weapon! Def following this game's development now
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