➤ Students & teachers save over 60% on Adobe Creative Cloud: bit.ly/34tUrVS ➤ Subscribe: ru-vid.com ➤ All previous episodes: ru-vid.com/group/PLwv43wkNGxP26aMPNSDfbLVO_Vcx7IFHy Seeing a lot of new viewers from the algorithm. Judging from some of your suggestions, I think many of you have misunderstood the kind of game I'm making. To clarify, Project Feline is NOT an infinite runner mobile game. Project Feline is an upcoming third person adventure game for PC. Please watch my previous devlogs before commenting, as a lot of the design choices in this episode won't make sense unless you've watched the rest of the series: ru-vid.com/group/PLwv43wkNGxP26aMPNSDfbLVO_Vcx7IFHy. As I said in the video, Project Feline is in early development and this map doesn't represent the exact look I'm going for, this was just the best I was able to do in two weeks. I would appreciate your feedback on the level design and layout. The graphics are not as important to me at this time.
To be honest i find the speed onnthe new map very hard then agian im not a sonic player my friend who is loved it alot everything was fun. We both had trouble on the colums in your new map
Your game is really cool! I think I've seen it before, but it really reminds me of the Dreamcast era. I don't know why. But anime and Dreamcast games seemed to feel similar. Anyway, it's really cool! I like it a lot. I want to tell you this, though. I think you need to make the game have something more for the gameplay. Because if it was open world, or had some other goals, then this game could easily last ten times longer, or more, for many people. I think an upgrade system is one thing that would help a lot. Maybe different parts you put on your character's body. But look at the Spider-Man 2 video game, that was a fun upgrade system with similar mechanics. And in Spider-Man 2, it was also Open-World, and you were a hero and saved people in events that would happen on occasion. Also, Raymond, I think you should expand your team. Watch some videos by *Thomas Brush*, he says that it's not impossible to get funding for an indie game, maybe $100k, if you have a Demo, which you DO!! So Raymond, I think you are way underusing your resources. I think you should make a Demo, find people to help you, and get help from a Publisher. It may mean a lower cut of the money, but you may make more from it as well. I think getting help from a Publisher is an *excellent* idea, please consider it. It could really make your life a lot easier. And if you had a small team (extra artist/level-maker, etc, whatever you need), then you can do a lot more! Anyway, I do think you should, I think it's a great option. Thanks for reading, Raymond, and your game looks great! :)
just an idea. have you tried adding endless mode. and good example from a game called jungle run app. where the path is random but loops forever and added environment changes. { for loop code.}
@@635574 Level(s) the hillarious inside glitches that like pokemon has alone is a great example of this XD. Theres like for some of the old games ways to glitch your way straight to the record room in under half an hour.
One piece of level design feedback I’m worried about it that glowing objects seem (at least to me) rather difficult to pinpoint in 3D space, so maybe adding some kind of bounding grid for the lasers (like a little machine or frame that the lasers project out of) might not go amiss
I think this can be easily fixed with 2 things: some kind of emitter panel stip rep representing where the lasers emerge from, and also a line of black soot/burn marks on the opposite side. 2 parallel lines should be enough to give a better understanding of where the laser exists in space.
Thanks for your feedback. I wanted to model these and little emitter nodes but had to cut back due to time constraints. I'll see if I can squeeze in time to make a frame of some kind.
Looking at the Tony Hawk's Pro Skater series for inspiration in terms of making the most of your individual levels might be a good idea. The levels in the early games weren't particularly large, but by incorporating any number of different challenges and collectables into the gameplay they got a ton of replay value of of each individual environment.
You're 100% correct. And they managed to make them fun and memorable because the challenges and all were actually good (not always, but a lot of times)
On a surface level that makes sense, but a lot of WHY that was possible in practice was because THPS was a skateboarding game. Even an Any% style player has to learn the course itself due to the mechanics of a skateboard and the minimum momentum involved. That's not so doable in a parkour format.
I absolutely love when games use the more open map style because it gives such a level of replayability. Also those spinning fans give major mirror’s edge vibes and I love them. Fantastic update!
3:49 oof, that complete stop in movement is painful. Perhaps there can be a "streak" kind of system: While being fast, a gauge fills it up. If you stop or lose your speed, you can spend that built-up streak to give yourself a boost.
Ah, now that you point out the stop in movement, that reminds of Sonic and the Black Knight, which is not good with its mix of combat and endless runner style.
Reminded me of the Sonic the Hedgehog OVA, when Sonic burned his shoes. How is that for streak? Nevertheless, like Star Trek: Enterprise's Trip once said, it had to go somewhere; when he put the Phaser Cannon's overloaded energy burst into Hull Platingm
Alternatively just make it so that you dont collide with enemies while attacking, and have attacks preserve momentum. Therefor even when fighting tankier enemies that take more than 1 hit, you don't have to worry about bumping into the enemy, and you can keep your speed.
One thing I do think you need to improve on is how the character runs on the spot before gaining speed. (look at 13:15 for example). My point is that she(?) runs faster in the animation than shes going the first few steps. So you could add a jogging animation for the first few steps. Its just a minor thing, but when I play a game with high momentum, I want the character to feel like its in the world and not just something added on the screen. And as for ideas for the game, you could add monkey bars or what its called in english. So its not just jumping and gliding. It could add alot of swings and jump to swing gameplay to mix up the gameplay. As an object that you could swing from could be like a lantern or a pot thats hanging in chains like in assassins creed (the things on the house corners) and so on to get around the corner in a quicker way. Another thing you could add would be a hight gainer, either like a canon or a launchpad etc. I havent played the game and this is the first time I see it and I really liked what I saw so I hope you get something usefull from my comment!
With an open map you can hide secrets behind natural skill blocks, areas you can only access if you are able to pull off a certain set of moves. Making a level that you want to explore and find everything might be a good way to go with this. Think spyro, tonyhawk pro skater, etc.
I imagine the legs to work like the vents on the thighs suck in air and the propell it out of the shoes so that she glides across the ground, with wall skating I expect the shoes to create a vacuum effect by making the shoes suck in air the vents on the thighs eject it out to create a forward push.
As I mentioned at 7:40, I could do that, but that would take considerable time to process every texture in the game (especially after all the levels get art-passed). Instead, I've opted to give the entire screen a hand-painted filter for the moment. It's not as noticeable right now because I've had to add some blend distance to as not to smudge Gabi's model, so the effect is only noticeable for distant objects for now. Once I'm able to exclude cel-shaded objects from the kuwahara shader, you'll be able to see textures up close with a hand-painted effect.
@@RaymondCripps couldn't you do it through materials instead? Then it should just be an issue of changing the material of the object. You could even make a script that could do most of the work automatically on the click of a button.
That Steam review looks awfully familiar... I'd say one of the big things to look out for (at least personally) is to try to make the levels replayable to a certain extent, which it seems to be one of the goals you're going after. I'd also say try to make the process of creating new levels/content as seamless as possible, that's one of the things my game is struggling with at the moment.
The moving platforms could perhaps use a curve to smooth the movement, so it doesn't just stop immediately. The ones I used in my game I got from the ALS assets on the ue marketplace. Very efficient way to reuse your own blueprints with the lasers there, so smart
yea i understand that feeling you spend so much time creating this thing just for someone to spend barely any time in it. For me it was a drawing i did (first one i felt proud of after i picked up digital art) a few seconds was the time people took to admire the drawing that took me 20 hours to make. It was very funny to experience this for the first time.
Hey Raymond, love seeing the progress on the game! However, I am a French AZERTY keybord enjoyer and atm you're not detecting keyboard layout, so when I launch the game I can't move properly, I have to switch to English :(
I’d say add some secret areas within the levels and provide a challenge. These secret areas could contain upgrades for your character or collectibles to get upgrades with.
Honestly, if the movement feels good enough, I'll just mess around in the same level forever. A good playground shouldn't be underestimated. That could be a good fit for the shipyard or station. A side level the player can warp to for practice or just to mess around. Additionally, an inverted color scheme could be a easy placeholder way to distinguish the enemy skaters.
4:53 Thank you for talking about Respawn's "Action Blocking"! I checked out their GDC talk "Designing Unforgettable Titanfall Single Player Levels with Action Blocks" - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-CkHGuHd9BgU.html, and it's really useful and insightful. I hope others will also enjoy watching that video.
To help with level design maybe you could start by thinking about your ultimate amount by the end of production. So say you want 30 levels each have 2 sets of game modes (collect the coins and time trials) once you do that, have them fit into your story, why is Gabi in this level? Is she helping someone or trying to escape? Once you figure where the level fits in your story then start to work on what you want the player to feel, do you want them to be surprised? Or maybe feel pressured by someone chasing them? Maybe they have to go through a really difficult section that causes them to think outside the box. Also don't assume the player will always take the most obvious routes, we always find a way to fuck something up. Lastly to assist in more game time maybe make the trials open for community submissions where players can run around and set waypoints in a editor mode. Then other players can download other players routes and see who is the fastest.
I have a similar problem regarding playtime. I'm making a traditional horror game, so much of the playtime involves finding keys and solving minor puzzles. However for me, knowing everything about the game, I can finish the game in just a few minutes. Because of this I had to rethink my whole asset creating process and many story beats. So yeah I know the pain. Anyway your game looks great, keep it up!
Weird thing to appreciate but I love how optimized, reusable, and semi-future proofed the code is (can never be 100% sure with code after all) Subscribed for that and to see the progress of this project!
Very impressive and cool! This popped up on my feed randomly, but have you seen Sonic 3D Robo Blast 2? It has very cool 3D environments using the doom engine. I only mention this as you could maybe get some inspiration from the level design. There are branching paths and secrets, but it did have a very long dev time, still inspiration is everywhere. Best of luck with your developement
I don't need to watch your video to hear the insights. I can just simply tell you: intelligent level randomization. mechanics that change based upon elements you've coded into it. modular design.
What if when you jumped on a moving platform, there was some visual feedback to gaining that momentum in the character's animation? Like maybe if the platform is going faster than the player, the upper section of the body tilts back before straightening out. And if you're going faster than the platform you tilt forward a bit. I guess what I'm saying is that I'm having this image in my head of the feet planted on the platform leading the motion, with the rest of the body taking a bit more time to adapt to the movement. I understand though that right now you're working on mechanics, just wanted to share my idea.
i love the progress you got so far and i cant wait to play the full game. however i do think you should replace the textures with hand painted ones as it would fit the theme alot better. However i do love what you got!!
Any news about mods w steam workshop ? Gonna be possible create maps and things in near future? In future, servers like what happen w cs go in surf and bunny hop, death run ... this game have too much potencials guys
Really cute love the glitch low frame animations. Haven't tried the game yet however. If the game is to appeal to me I expect it to have some insanely difficult spots to traverse. Which I think could help with your length issue. Make it require several attempts to move on. I've seen a lot of games do that and it's generally a good way to increase playtime.
this is random and weird but i watched this while having one of the worst panic attacks of my life and it calmed me down. i love how much heart and soul you’re putting into your game, it really shows. thank you for sharing your indie game progress, you’re awesome!!
I have the exact same problems as you do. My game is about 2D slide hopping/bunny hopping. It’s quite difficult to make levels as, a long corridor for normal players would be boring and long. But for more experienced players it’d take a few seconds.
I really can't wait to play this game, the movement and open levels looks like it'll be so much fun to speedrun (even if it's just casually). My hope for the game would be for you to add difficult time trials for every stage that require you to spend time looking around for a good route. They'd be so much fun to try and complete, routing out the different possibilities to find the best route for the lowest time.
This is my first exposure to your project and it heavily reminds me of Bladekitten crossed with Jetset Radio and you've earned a new fan. Can't wait for a final release.
All I know is make it a rogue light where you unlock powers to make levels easier and open up new paths. On top of steam workshop support, If you get a good base down, your players can make maps to play off the tools you give them. It sounds lazy because it is how ever it's the best way to set a game up in which you give your players unlimited play time with new content you didn't make when patting out the content you made. Also it opens up easier ways to add content IE new skills or passives with the rogue light system or new maps to use those new tools.
So now and then I stumble on your videos and am amazed with the progress you've made. Level design seems hard. Maybe you could draw inspiration from Tony Hawk (especially 4) and the race mechanics in GTA5.
When the day comes and when the finale game comes out I think you should make it possible for people to upload their own maps to play on or allow for people to make maps within the game 🤷🏻♂️
congratulations on your project, I'm from Brazil I've been following since the beginning, maybe you don't know, but there is a good community of developers in Brazil, and every devlog and every idea discussed and presented, even though it's not in our native language, is useful and inspiring so thanks for the video, but if i can give some feedback about your game, program some enemies, like robots or similar things that the player has to dodge, besides being popular with local NPCS, with some guards that could run after the player and common people that would make the passage difficult, here's the idea, and thanks again for the video
Hey Raymond well I just want the game hard like if it's hard it will be fun if it's easy well the game will be boring so focus on making the game hard and once a legend sid
How do you prevent this from just becoming a "collect all bits, cash in, collect more bits, press button to open door" gameplay loop? I feel like the desire to make a character and certain artstyle came before the gameplay ideas, which may hurt the project long-term.
Fair point, I admittedly got really lost at the time the v-slice was built. We had a lot of issues with level design that had compounded over the years, and we tried experimenting with a new format in this build for the sake of playtime. I didn't think it was much fun myself, but we only had 3 weeks and I felt that I would need more than 30 seconds of gameplay to be taken seriously by the board. In the two months between sending the submission and receiving a response, I completely redesigned the game structure and scrapped the v-slice level in favour of a linear speed-running format. We're working on completely new levels at the moment which I feel are way more fun and more accurately portray my vision for a fast-paced action-parkour adventure. I have some WIP clips on Twitter: twitter.com/Project_Feline/status/1592149665038110721
Amen on the part with the assets. This was something that hold me back so long with my game to overcome this mindset of "I want to this this on my own, because otherwise, it does not feel like I really made it". There really is only so much a single person or a small team can do. Kudos to everyone who manages to create all assets, music and blueprints etc. But there are so many great ressources on the marketplace, that it would be really dumb not to use I think. And as you said, the composition and post-processing allows single-devs to focus on one point, be it the technical or the artistic aspects, and still create a unique and interesting game in a reasonable amount of time.
I think there should be a mix of primarily more open levels but also one off linear levels like the previous ones that encourage a lot of time trials and learning new moves. For instance you could have a couple linear levels for the intro of the game and some story chase or run away scenes where the goal is to just book it to the end. These may even be themed around certain locations like having one where it's a chase in the slums and your wall riding through very tight alleyways only for there to be a drop where you land on the rooftops and chase through there.
Oh and also if you want to do some drastic thing in the story you could have a level be destroyed in the story and now when you play it there are different paths and things are blocked off and maybe ramps made of debre leads into a second half of the level or something. That way you can get even more mileage off the same levels.
I think one interesting idea that I would put in a game like this (of course this would probably be way later in development) would be little npcs/citizens scattered about startled as the protagonist runs around, oohing and aahing
I'm new to this journey of yours, those animations, are they incomplete? I ask because the low frame rate of them gives it this stylistic feel that I find pleasing, and was wondering if that was intentional or not.
Haven't been keeping up on the Dev logs the past few months but hey im back watching them! This is definitely one of my favorite devlog games because it has a little of everything i love!
Love that laser grid! Which you can go for low poly model which the PC touchs and spites for when it doesn't matter like in the orignal Doom, Duke nukem and Marathon. You can also look at the early Tony Hawk games, Super mario 64/Sunshine and most 3D platformers like a hat in time and Banjo and Kazoie, Titainfall/Apex legends multiplayer, Halo any of them Mulitplayer, Battlefield V multiplayer Odd I know but I play it like a high speed platformer, Rachet and Clank and finally Quake and Unreal tornmant and other classic/twitch FPSes. Yeah their is alot of games whose maps I think would fit your game's play style.
Would you be willing to create a custom "creator" option within your game. You could have alot of people making levels for your game in a "community levels" option.
Glad to see you're still on the game! For feedback: If the bear is an auto mechanic then the space she searches for the parts should be a giant auto mechanic garage. If you split your levels into that manner you'll end up with a lot of different levels that tie to the story which could be great! ( Garage, Construction site, Jungle, Highway, Supermarket, etc. ) Best of luck fellow Dev!
Not going to lie, i cringed a lot with you trying to make the game look more "stylized" so here is some feedback: First of all, you can tweak Chromatic Aberration, i have no idea how powerful Unreal Engine is, but you can adjust its intensity with speed etc. Second, you can use a LUT for the environment and other materials , so you won't have to paint everything manually. You wouldn't have to make a custom LUT for every material, you would only have 5 or 6 different LUTs (One or two LUTs would be enough for 80s anime look but you want some modern looking style, and to preserve this style, you would have to use more LUTs but only 6 will be enough.) (I can offer help.) (Non-reflective materials, slightly reflective/smooth ones, metallic/reflective/shiny etc.) Third, the classic, a thin outline will be good. I know its not that important at the time but keep that in mind.
I did not know nothing about this channel, I didn’t even know this game existed, and I still don’t really know anything about the game but I saw the first 10 seconds and I love it already
Hearing you talk about the open ended style of the levels. Makes perfect sense why games like Jet set radio and even 3d Mario games were made the way they were. Awesome vid man. I wish you luck in your venture!
All I want in a game, is this movement, and a big sprawling city like cyberpunk. xD GO! Jk ofcourse, it would take a lot to do even with access to KitBash3D assets. But I dream of being able to parkour like this up on the side of builds and jump from roof top to roof top.
Hey uh , im kinda new in game developing , im still learning basics , but i do have super ideas and big goals , im trying to find help to develop my games , or at least tips on how to do it right , i dont have a pc ... YET. But rn all i need is help , how can i find any help?
Glad to see that Warframe clip in there. I have spent so many hours on that game. And the maps are reused, but the gameplay made me play 1,000+ hours because of 'collectables'. I certainly don't recommend that you inject the aspect of 'time sensitive collectibles'. Where only in this month, this item is available, and then it no longer exists except through trading. But that seems to make me play the most. However I have not played Warframe since, because I became obsessed, and I didn't bathe, and I didn't go to work. Making me quit the game overall, and not even approach games with the same concept.
Do you write a script before filming one of these development videos? I tend to just go blind, hit record and start commenting is in my recorded clips folder.
One suggestion I have is to word the mission objectives in a way that the player is going to be more interested in what they're doing. I suggest this because, retrieving parts for a mechanic can be uninteresting for many players. Why do I want to get this fat, lazy guy's parts? Instead of just collecting random parts for a lazy mechanic, if you made the objective to collect bomb parts for your mad bomber friend, the player would be more interested in the exact same mission. Though, the player would want to see the outcome, and if you don't want to develop the explosion, you can easily have the mad bomber friend say something goofy like "Bombs are so yesterday, I lost interest in making bombs." or any goofy line of dialog to avoid actually scripting an explosion.
I need to spend more time with the UE5 early access package. I've got many years of my professional career invested into DirectX and Unity, and I really want to expand my horizons and be able to work anywhere when I see an interesting game a company is hiring for. I've passed up some cool job offers in the past just because I didn't have the Unreal experience to feel comfortable with it. My interest in Unreal has grown since they've release UE5 and these new, impressive technologies like Nanite ... guess it's time to get my hands dirty here
watching thumbnail i've shat myself because recently i found out how long it takes to make basic game mechanics (not even speaking about stuff like geometry, textures, models) and then you are a developer alone, and some dude comes up and says "hey nice job, but its too short" and you realize that you spent around 500 hours on developoing this game and to make it long you gotta spend 1000 more hours, anhd you also gotta make new ideas to make it not boring though you are quick on making game for some reason
I wish people wanted quality over quantity. I'd rather play a short, cheaper game that wants me asking for more instead of a 300 hour RPG were all you do is grind
Most gameplay out of smallest map possible: Look at, Tony Hawks pro skater games. (Their pitch game was the first level of the first game and people spent a long time just playing because the mechanics were fun. There has to be something with the parkour mechanics that lets people want to stick around).
Looks really cool. Only thing i dont like is the game name. Its so cliché to call any soft "project x". Cause it might be a project for you, but how does it fit the story ? Was gabby part of a secret program hence the project part of the title ?
Hey I'm new here and I really like the art style and the idea of the game but it still fells kind of slow that is just my opinion but looks great anyways Edit: I just noticed that some levels have not good depth perception like the level with the lasers I could tell if the player was behind the lasers or in front of the lasers
Just an idea but how about adding cel-shading to the world since the character already has that and it would make it look more anime-style. I am sure you know what cel-shading is but if not , it is the outlines that most know as "borderlands style" referring to the borderlands games with it's black outlines on everything.
I think the contrast between walking speed and wallriding/action speed is too stark. I get that the point is to encourage using special moves instead of walking but I think the walking speed is a bit jarringly slow and breaks the flow a little when having a lul between actions.
Tatemae & Honne. Looked like Amy Rose running… Then again, SEGA unofficially put a lot of Amy designs out there, like Spy x Family's Anya for example. Then there is the internal SEGA stuff like 7th Dragon 2020-II's Marina. And of course, Sega Toys handled My Little Pony toys in Japan. And Sweetie Belle once voiced by Taeko Kawata… 'Candidate for Goddess'
Comparison to Sonic Unleashed, had Amy Rose-ish character running. Randomly generated ('procedurally generated') enviroments might offer more 'gameplay time'. Minecraft after all, offered its uniqueness by having deformable enviroments & randomly generated enviroments. Just have the Runner being able to manipulate the enviroments (e.g. blown stuff, fallen ledges). And each time a new game start, the previous changes were incorporated, creating a new enviroment. And so on… Tatemae & Honne.
I like the idea of having buttons to turn the fans and lasers on or off. Imagine security guards that patrol and once they spot you they attempt to turn on the lasers. If you fail to beat them up before they trip the alarm then you have to now fight through lasers as well.
thank you watching your constructing of environments in the digital form here has given me a little inspiration on some of my own table top wargaming terrain projects
Eh for me how long or short a game is mainly depends on what type of game it is. For games that want a heavier focus on story/narrative (rpgs, some action games, action adventure games, visual novels, etc) i prefer around 25 to 30 hours at bare minimum focused on the main narrative with extra hours on side content (so if a game had little to no side content it'd be about 25 hours long). As for platformers, fighters, racers, puzzle games, etc i don't mind a minimum of about ~10 hours as long as it has a lot of replay value. As for things like Metroidvanias or Souls style games it can actually be any length as long as they give a lot of items/skills/etc to create different builds/playstyles for later playthroughs (Ender Lilies for example is one game from last year that was about 20 hours long that did this). As for your game (this is the first video i saw about it mind you so I'm not sure what it's really about besides being Sonic like) I'd say 5 to 10 hours would be a good amount of time for it if you can add quite a few different power ups that are hard to find/may not find until either NG+ or you go back to an older chapter (don't know if you'll add NG+ or let you move chapters/missions as you see fit). Would also say if you add different routes with different bosses that you can't fight in the same play through (if it's a game with NG+) or after you complete all missions and you let players go back to previous missions (what would happen in Mission based games that unlock all chapters again after beating the main story...best comparison i can think of would be Star Fox 64 with how you can go to different planet routes which will lock other planets out and even change the final boss at the end of the game...hell it's also a game that probably can be finished in an hour or less that easily is lauded as one of if not the best Star Fox games and even one fo the best on rail shooter games released). As for if I'll try out any beta of your game...probably not but that's more so cause my computer is a 8-10 year old piece of shit (crashes when watching videos/streams above 480p) that may not be able to handle it (unless the game's basically SNES era or RPG maker graphics and all i barely play games on it and stick with my PS2-4 and Nintendo consoles). Need to buy a new one sooner or later but no cash for it now and the prices are becoming BS due to supply chain issue on top of scalpers and the Blockchain bros buying up loads of parts needed for PCs (hell it's bad enough console makers are saying they wont' really be able to make many more units until mid 2023 at earliest now...which is already a delay by 1 year from what they said a year ago lol).
SpidermanVR Dev here. Inspiration from Sonic Adventure 2 missions--try to re-use the same levels with different missions. I do think time trials spread around the same map works very well for this type of game. Also can lead the players to unusual areas. It helps because you get to explore/get familiar with the same area. Props are a huge deal too. As for the anime look--realistic environments WITH anime characters are the new trend in anime movies--has a good look. For laser/windmill hazards, there should be an indent on the walls to show where the hazard's seat is, it can be hard to tell visually. Last note--if you want the game to have a more "grounded vibe" vs feeling like a prototype--just insure every platform has a support beam/hydraulic bar underneath it (makes a huge difference).