I feel that. Had spent 2 hours trying to find out why a goto command wasn't going to this part of my code (MS-DOS text based RPG I was making)... turned out I accidentally put a semicolon instead of a colon and kept overlooking it.
6:58 it would be interesting to make a level with ice where the sheep would slide and it would be difficult to coordinate them somewhere :D because if they jumped on the ice, they would go in the direction (vector) in which the ice jumped and if they jumped wrongly, they would bounce back or if you wanted it harder, they would die :D and a boss challenge would also be added where there would be a herd of wolves and they would attack the sheep and they would work on the cursor like sheep in that you would repel them but from a smaller distance 😀
we have a similar ice level in our plans for future levels! :) but a little boss battle is a really cool idea! id love to mess around with something like that
I think you could instead of resetting the level, keep the player playing when they lose a sheep and they gain one "star" (could be a sheep) for each sheep that reached the end, that way you can make harder levels while still making them accessible (kind of like overcooked). Also, you can lock the player progression by requiring just one star in the previous level but an x amount of total stars.
we totally agree and this is in out "definitely adding" plans! the idea is that you get a star as well as a coin for each sheep you save! stars unlock future levels and coins unlock customisation for the sheep! we arent sure if the coins should be collectable in the scene or just a bonus reward yet though!
You should add a level where the obstacle has some sort of tracking. For example, a wolf on a leash. So you need to be careful to guide the sheep to run past the wolves.
Would be cool if one of the saucers point their beam to the player after the saucer level ends and and then the space levels begin to make kind of an transition
This is really fun, A suggestion would be to have sheep randomly walk around when not being herded to add a bit more micro managing and generally increasing the difficulty which could be fun. Even if this is only in ‘expert’ difficulty mode
i think soem "organisation" of the level's themes would be a good idea. each "area" sould have some sort of unique gimmic with the difficulty ramping up each level (and more sharply as you progress through each area). for example, the fist level of each area should be basically impossible to fail, allowing the player to get familiar with that areas mechanic. subsequent levels ramping up the difficulty. for the fields area it's fairly straight forward and shouldn't really have a unique gimmic desert should be changed up so the tumble weeds dont "kill" the sheep but knock back the sheep towards the start a bit, creating 2 axis of pushing. the wind should also be variable in which direction and strength over time so you can have some levels with alternating wind periodically or some with subttle wind or gail force tornado winds. the cactus' placement would provide the threat to the sheep, where in the sheep are being pushed around rather than the threat ice areas should obviously be slippery, with "fishing holes" (dangerous) and snowmen (not dangerous, just blocking movement) in the way to make mazes. space area would be an interesting one and could probably mess with things like teleporters and space rocks. the UFO's from the night level should for sure be made to have been "collecting" sheep for the aliens, and the barn "vacuum" should be replaced with a similar beam as the ships. some other ideas for level themes and their gimmics would be; matrix - meta hazards that affect/hinder the cursor/player rather than the sheep (e.g "virus's" on the screen that chase down the cursor and "eat" it) lab - "potions" that affect the sheep (grow/shrink, speed/slow, attract/repel from cursor, poison/acid) candy - sheep get distracted by candy "traps" if they get close and get stuck if they eat it. bonus - various mechanics and themes mixed and matched for some "extra challenging" levels (e.g potions + wind. space + candy traps)
One suggestion is when they get hit a few small red blocks come out, like blood but cartoony to fit the style, they would shrink away after 1 or 2 seconds
@@HawkesByte I downloaded and played it and yes i had so much fun! One thing to say though is the transition animation is perfect for switching levels but for it to play every time a sheep dies is quite long so maybe switch that up. Otherwise it was fantastic!
I watched your sheep game video this morning ! I love that you choose to continue developing it 😊😊 it look awesome ! Congrats to all of you 🎉 great video ❤
I loved the first video about this sheep game, so I’m excited to see this update! I didn’t realize that I was still unsubscribed, so that’s been fixed :)
Great content! I have a suggestion where you should make the mouse cursor into a herder dog and that way you can give the game some more immersion and makes the game loop more interesting as you could have the player try to not kill themselves from the obstacles in addition to herding the sheep. Then you could add upgrades to the dog and fun new costumes for the dogs as well.
Wow great video and game!!! I think it would be cool if there was something like "stars" to colect every level and force the player to go through some hard paths. Idk if that was your intention, sorry if it was, it world be a great adtion to have a sheep dog, you know, that guides like irl. Very cool game and vídeo! Loved it❤
i wouldn’t have added a secondary sheep movement. just kept the herding behaviour so players need to separate the sheep first by cleverly moving the mouse curser between them so they split up. this skill would in my mind be more fun to master than to have these switching control.
Yeah getting the 3D artist made this game look more original. The OG kinda just looks like every indie game ever but with a bit of work on the textures, you get a more unique look to the game.
I think it would be cute and possibly make a little more sense if the sheep got stuck in the tumbleweed and flew off screen while inside the tumbleweed.
You could make the sheep follow a cliff edge or bridge that they have to stay on or they fall off - maybe a mountain or city bridge ? Or some other related mechanic. Maybe a forest level where there’s an animal like a bear they have to avoid. I’ll come back later with more ideas hopefully 🫡🐑
You should make a game mode where you start with 20 sheeps and 60 seconds per level and you continue level from level until you loose all the sheeps. Time could also lower progressively to make it harder
It would be a level with a storm (wind) and a level on the ice where the sheep slide. Or a level where there are blue sheep who have to go in a blue pipe and reds in a red pipe!!
I love this project and I really want to be a part of this how does one become a game tester and how can I get updates on the game? Love this wish I was this good at coding!
updates are often shared on the discord! and im not sure if we plan on introducing any new game testers but if i do ive been posting on the announcements tab on the discord for that as well :)
Idea for the space section. Maybe you could add some sort of level or background desing where all the sheep are, that got picket up by the aliens in the Desert-Nigth level.
Hey Hawk I have been wanting to get into game development for a while, and even though I’m still a kid I take notes on game development and like to look at all the tiny details in games. and yours is the most inspiring one, I’ve seen. And if you had one tip for game development what would it be?
So great, that you remastering game! but I think it would be worth removing the vignette altogether 🤔 and the wind is too opaque, at worst it looks like rain Maybe you can give some hints about controls in minecraft style? like a popup on the right
Make a sheep herding dog that you control using wasd and can interact with objects with spacebar. (Like you can push or pull using your mouse(like using left click or left click)) And make the levels using pre existing assets just mix and match different mechanics to use skills you learned in previous levels
Wow, this game is even more awesome. The graphics still have the good feeling while being higher quality. The persistent you have for rewriting the spaghetti code to good code is nice. Keep it up and I wish you the best.
I would love if you could make one for Mac, I have one and would love if you could but I understand you have a small team and are more focused on levels right now :)
The game would feel a lot more alive if you could ad some small but random movement on the sheep while ”idle” so they doesnt just abruptly stop aswell as making the trees and fences sway in the wind on the thumble weed level
We actually play tested this idea a bit! The main issue was just that the sheep would just die by walking into areas they werent supposed to haha, love the other ideas though :)
@@HawkesByte yeah i could figure it would be quite a pain especially on like the cacti level but would work better on others. Hmmm, maybe if you make the sheep randomly move its head while idle but in the same direction when active to give the same visual effect?
Great video! I haven’t watched the first video so the title was a bit confusing, it might be more appealing to new viewers if you change the title, especially because you gave context about the previous video within the first few seconds :)
your work is amazing! you are a big maker and creative, how long have you been doing C# and Unity? and what is the fastest way to get this skill? study C# or do Unity tutorials and try to understand the context? it feels like I understand English but have no vocabulary 😂
Could we have more sheep? Maybe a heard mode where you get as many across as possible before time runs out?. For android you should have the finger placement a different type of animal to chase the sheep with as a reward or prize?
we have plans to add a little custom map editor to the project, the current idea is that you can upload your creations to a server and then everyone can play it! :)
I actually already tried to do that! I had two ideas, one where you guide the dog to a point you click and one where the dog is just a sort of floating rag doll, neither seemed to work quite like I imagined unfortunately though haha, maybe ill give it another shot sometime!