LandonDevelops
LandonDevelops
  • Видео 11
  • Просмотров 18 686
5 things I suck at in game dev
#indiegamedev #gamedev #gamedevelopment #godot #devlog
Here's 5 things I suck at in game development. Nobody's good at everything...right?
My Games:
landondevelops.itch.io/
Music:
GameChops, Jokabi - Zelda's Lofi Kingdom
Music from #Uppbeat (free for Creators!):
uppbeat.io/t/pryces/music-is
License code: RQMJ6UDZN3IUZEUM
uppbeat.io/t/soundroll/the-incident
License code: D7IODTANPJAUKPNY
Просмотров: 1 093

Видео

I made a bullet-hell in 10 days | Game Jam Devlog
Просмотров 1,4 тыс.2 месяца назад
#indiegamedev #indiedev #godot #gamedev #devlog Hey! I competed in the 2024 GameDev.tv game jam. I made an endless wave bullet-hell roguelike game. It was super fun! Game link: landondevelops.itch.io/last-creature-standing Music link: soundcloud.com/landonstgeorge/sets/last-creature-standing-music Other links and attribution: Music from Uppbeat: uppbeat.io/t/prigida/moonshine License code: GHYO...
Making music for my indie game | devlog #3
Просмотров 4253 месяца назад
#indiedev #indiegame #roguelike #videogamemusic #indiedevelopers #godot #chiptune Hey welcome back to another #devlog for my indie reverse roguelike game Roguelike Dungeon Tycoon. In this devlog I talk about how I made the first song for the game. Assets: 0x72.itch.io/dungeontileset-ii Music: Music from #Uppbeat (free for Creators!): uppbeat.io/t/prigida/moonshine License code: GHYOKS2OKFRN7QKG...
Did analytics make my reverse roguelike indie game better? | Devlog 2
Просмотров 1,4 тыс.5 месяцев назад
#godot #devlog #indiedev #indiedevelopers #roguelike Hey everyone! This is the second devlog for my game Roguelike Dungeon Tycoon, a reverse roguelike where you build the dungeon. In this devlog I talk about the results from adding analytics to my game and having people playtest it. If you like this video don't forget to like and subscribe to the channel! Also, please playtest the game and let ...
Improving the AI in my indie game with behavior trees | #devlog 2
Просмотров 1,9 тыс.7 месяцев назад
#indiedev #indiedevelopers #godot Welcome to another devlog for my tower defense RPG indie game I'm building in Godot. You can play a demo of the game here: landondevelops.itch.io/project-trs-demo The password is: devlog Here are some of the resources I mentioned in the video: The behavior tree plugin by bitbrain: github.com/bitbrain/beehave The article that helped me understand behavior trees:...
Building a reverse roguelike where you make the dungeon | devlog 1
Просмотров 6 тыс.7 месяцев назад
#godot #devlog #indiedev #indiedevelopers #roguelike Hey everyone! This is the first devlog for a game I randomly made in a weekend when I should've been working on my other game Project TRS. It's called Roguelike Dungeon Tycoon and it's up on itch.io right now. landondevelops.itch.io/roguelike-dungeon-tycoon Links mentioned: Godot Template: github.com/crystal-bit/godot-game-template Quiver, th...
A month to build a prototype of my new Godot game | devlog 1
Просмотров 3,4 тыс.9 месяцев назад
#godot #devlog #indiegame Hey y'all, I finally finished the demo and video that I promised over a month ago. Better late than never...right? This is the first devlog for my new game that I'm calling Project TRS for now. It's an Zelda-like ARPG mixed with a tower defense. The demo is live on itch which you can check out here: landondevelops.itch.io/project-trs-demo password: devlog Assets I'm us...
The three big mistakes that led me to cancel my indie game
Просмотров 1,5 тыс.Год назад
I had to cancel my #indiegame that I was building in the #godot engine. In this video I talk about the three big mistakes I made and what's next for my #indiedev journey. Prototype Link: landondevelops.itch.io/house-hand-prototype Password: house&hand Asset Packs: UI: almostapixel.itch.io/smallburg-ui-pack Characters and Environment: danieldiggle.itch.io/sunnyside Chapters: 00:00 intro 00:25 wh...
Buying new cards in my cozy deck-building indie game - devlog 2
Просмотров 380Год назад
Welcome to the second #devlog for my #indiegame that I'm solo developing called House and Hand. It's a city-building strategy game with deck-building mechanics I'm building in the #godot engine. My name is Landon, I'm a software engineer living in Seattle. I'm making this devlog series to document my process of making my game but also to connect with other devs and indie game enthusiasts so don...
Developing a deck-building and strategy indie game in Godot 4 | Devlog 1
Просмотров 1,2 тыс.Год назад
Hey everyone! I'm excited to show a project I've worked on for the last 6 months in this introductory devlog video. I'm an indie developer living in Seattle and I'm using Godot 4 to develop a strategy city-building game with deck-building mechanics. Reach out with any questions or comments, or just to say hi!

Комментарии

  • @ItsCiaPro
    @ItsCiaPro 4 дня назад

    Having an art backgroud made it easier for me to think of game ideas, because i knew how to apply the ideas i had artistically. Programming is my 2° biggest issue, my first is making music wich i'm still bad at.

  • @sebastercats6123
    @sebastercats6123 29 дней назад

    Funny how outsourcing and finding free stuff on the internet into a game can be so simple and so alluring. But when trying make everything by yourself, it becomes a colossal task, especially when it comes to 3D development. Learning 3D game logic, modeling 3D asset, 3D sound design. I swear, the human mind is not capable of being a solo game developer unless you're super efficient and talented, not for the mentally weak, I mean.

    • @LandonDevelops
      @LandonDevelops 28 дней назад

      Haha yeah, you either need a massive brain or a lot of time, probably both! I'm always in awe of the devs who do everything themselves, I just don't think I'm that capable lol

  • @gamedevreasearch
    @gamedevreasearch Месяц назад

    5 things I suck at when it comes to game dev: - Everything - I'm so bad at everything - Please help me - Why do I like this - How do I enjoy this

  • @collinvisser7108
    @collinvisser7108 Месяц назад

    neat - good to be honest with your self.

  • @PinStudiosOfficial
    @PinStudiosOfficial Месяц назад

    bro thought he could make that joke in the beggining and we wouldn't notice "game dev is hard. If you've even tried to make a game, you DEVinately know this" great video tho

    • @LandonDevelops
      @LandonDevelops Месяц назад

      Hahaha 🤣 I wish I had thought of that

  • @Kin0ti
    @Kin0ti Месяц назад

    Lovely video

  • @NihongoWakannai
    @NihongoWakannai Месяц назад

    Most project management software is made for teams so it's easier to assign and manage tasks across a team. If you're solo you really only need the bare minimum of whatever it takes to stay on task and not forget what you have to do later. I like trello just because it feels more organized to drag a finished task to a different area, but I've also just used checklists in obsidian plenty of times in the past. Game balance is incredibly hard literally everyone messes it up across the entire industry, that's why most solo devs should probably pick a genre that is easy to test by yourself and iterate on quickly. If you try to make a game like Civilization or something I think you simply NEED playtesters or design your game in a way that it's fun even if it's unbalanced af. When it comes to finishing a game, finishing takes a reeaaaaally long time if you're putting in the proper polish, the last 20% takes 80% of the time as they say. In terms of enjoyment and improving skills making lots of prototypes is usually the way to go. If you want to finish something then I'd recommend a very small project which you know for sure you have the skills to confidently complete. Otherwise only try to finish something if you truly believe in it.

    • @LandonDevelops
      @LandonDevelops Месяц назад

      Very true about the project management, I feel like the market for the software is for managers who are trying to "maximize productivity" lol, not for the actual engineers 🤣 Picking a genre that's easy to balance is huge and something I feel like a lot people don't think about, I certainly didn't. Yeah finishing is definitely the hardest part IMO, I definitely get a bit of shiny object syndrome but I also jump into projects without first thinking them all the way through haha

  • @theConcernedWyvern
    @theConcernedWyvern Месяц назад

    I'm one of those artists who is also a game dev. Pixel art makes me want to throw things, if I'm honest. So does the fact that it has essentially become synonymous with indie game art in general. Pixel art is, in my opinion, super hard because youre imposing additional restrictions on how your art is conducted. Its like using a limited amount of colors, in a way, but more extreme. Theres probably a term for it I'm forgetting. I guess it makes things easier for some people, but I am not one of those people. I'm still learning my way around Godot, and my personal biggest struggle is just finding resources that arent saying the same thing over and over. There are a million beginner "first game" tutorials out there, but once you get slightly past that point, you feel like you're drowning. It's very fun as a hobby, but man most programmers are not teachers and it shows. I'm glad to see someone else who is iffy on the whole marketing and "selling a million copies" thing. It seems like a lot of advice is geared towards making development a career as fast as possible. I've actually noticed a lot of similar problems in the art community, where it's automatically treated as a job once you start to care about it. Art also has the tutorial issue as well. I personally really like your art. Its cute and you do especially well with color choice. Don't sell yourself short and make sure to make things you find fun as well. ^-^ Only doing exercises, practice and final pieces can make art more stressful than it needs to be. Try to let loose and have fun with it when you can. It will help art feel more like a creative process and less like a chore.

    • @LandonDevelops
      @LandonDevelops Месяц назад

      Thank you! That's some good advice! I've considered trying to move away from pixel art but I'm not really sure what I would do. I don't even know how other styles of art work haha! As far as Godot tutorials go, what do you think would help you move beyond the beginner tutorials? A few people have asked me to do tutorials, but I'm not sure what I would do them on so maybe I could help get people over that beginner "tutorial hell" hump.

    • @NihongoWakannai
      @NihongoWakannai Месяц назад

      Pixel art is a style that is easier to pick up for a beginner as you can get away with not having a lot of foundational art knowledge and hide it behind the low resolution. A pixel artist on low resolution never has to worry about the planes of the face or skull geometry. It's also much easier to copy other peoples styles and then adapt them to your game with pixel art which is again great for people without much experience with art. But if you already have art experience and are comfortable with regular illustration then the limitations of pixel art are going to potentially be quite frustrating.

    • @LandonDevelops
      @LandonDevelops Месяц назад

      That makes a lot of sense! I think the reason I like pixel art is it feels more iterative so it's easier to just bang my head against a piece until it looks decent. That and I just jumped on the bandwagon like everyone else after playing Hyper Light Drifter 🤣

  • @mthw
    @mthw Месяц назад

    The best project management technique is the simplest one, and in my case it's a paper notebook and pen next to my keyboard. Every day when you decide to stop working just write down what you're going to do next time you sit down at your desk as a bulletpoint list. That's it, and it works. The rest takes care of itself by you making that list at the end of every day - it self-rights your path to finishing a project.

    • @LandonDevelops
      @LandonDevelops Месяц назад

      Wise words, I also rock a notebook but I use it for more like life stuff

    • @simongassenschmidt7995
      @simongassenschmidt7995 Месяц назад

      Also simply tag your code with comments or have a readme, changelog, todolog in your vcs. but given, this problably works just for me, because my project is a browser-game... with no pictures or music atm.

    • @LandonDevelops
      @LandonDevelops Месяц назад

      I try adding comments in the code the problem is...you have to remember to look for the todo... 🤣

    • @loijz1740
      @loijz1740 Месяц назад

      I am a project manager. AFter trying out a lot of software, I still stick to my paper notebook and a pen. Of course you need some software to inform all stakeholders and when working in teams, but keep it simple is key.

    • @LandonDevelops
      @LandonDevelops Месяц назад

      @@loijz1740 Yeah I feel like most of that stuff is for stakeholders so as long as you all don't start requesting my burndown stats I'll stick with my dum-dum system 🤣🤣

  • @Godot-Bro
    @Godot-Bro 2 месяца назад

    You said you almost forgot to make the game public... That's exactly what I did on my first game jam a few weeks ago! Made a whole video about it... 🤣 Happy you didn't make that same mistake! Nice video!

    • @LandonDevelops
      @LandonDevelops 2 месяца назад

      Oh no! That sucks haha I'll have to check out your video

    • @Godot-Bro
      @Godot-Bro 2 месяца назад

      @@LandonDevelops Thanks for checking it out! Subbed!

  • @victoriadeineka3566
    @victoriadeineka3566 2 месяца назад

    Hey, the game is very cool, even i'm not a big fan of such type of games. The moment i realised i ll be a huge mommy boss and just destroy everyone 🤌The only thing is that i'm very bad at dodging and if u basicly made main hero immortal i d be playing it non stop till night, it's pretty addictive. in my opinion

  • @adventuretuna
    @adventuretuna 2 месяца назад

    7:16 sick setup bro

  • @arnegative9277
    @arnegative9277 2 месяца назад

    you should do tutorials... LOVE YOUR WORK

    • @LandonDevelops
      @LandonDevelops 2 месяца назад

      Thank you! I've thought about it but it seems hard lol any particular topic you'd be interested in?

    • @arnegative9277
      @arnegative9277 2 месяца назад

      @@LandonDevelops yeah like "gameMaker" or Godot, maybe create a full video just you making a game, it might not be enjoyable but will e helpful for a lot of people, mabye about GameMaker cuz there aren't much tutorials out there instead of the official ones

    • @LandonDevelops
      @LandonDevelops 2 месяца назад

      @@arnegative9277 Unfortunately, I don't really know how to use Game Maker

    • @cihni
      @cihni 2 месяца назад

      @@LandonDevelops you could start with easy and short videos, like how to make the player move or how to use animations and then move up to like how to make the enemy AI.

    • @landonsnodgrass5620
      @landonsnodgrass5620 2 месяца назад

      @@cihni Hmm, yeah that could be doable! I'll try it out and see what people think :)

  • @zxzx24th
    @zxzx24th 3 месяца назад

    This was a really cool video! Thank you for making it!

  • @cd2028
    @cd2028 4 месяца назад

    What's the sound wave of you have framed in that room?

    • @LandonDevelops
      @LandonDevelops 4 месяца назад

      It's from a song I wrote a while ago, my partner got it for me for Christmas one year 😊

  • @Nick-fy2de
    @Nick-fy2de 5 месяцев назад

    Absolutely loved your demo. This was really fun. Also, the music and sound effects work really well I disagree with you. Also the economy is busted but I'm sure thats just because its early and unbalanced.

    • @LandonDevelops
      @LandonDevelops 5 месяцев назад

      Thank you! Also, you're so right, the economy is incredibly busted 🤣it definitely needs some balancing work!

  • @kilthrall
    @kilthrall 5 месяцев назад

    Hey so I tried the game since I love roguelikes and tycoons, and while I wanna say I like where the game is going, I feel like the concept itself is fine, but there are some things that are both confusing and annoying. I know this might get fixed later and maybe u already got this same feedback, but it never hurts to say my opinion I hope. I'm not gonna comment on the amount of content because it's clearly a very early alpha version, but there is something in the design that I feel like u really need to figure out, and that's the fact that the dungeon HAS to be linear. This is an issue in 2 levels imo. One problem is with the randomly generated potions. I had a situation where 2 of them spawned next to each other and there was no way of grabbing them because the only one that I could get access to was the right-most one for some reason. I also had a situation where a potion was right next to the exit, so I just connected my dungeon to that and hit start, but I lost because I didn't notice that the potion room was NOT connected to the exit for some reason. The other issue that I feel like exists is that making it a whole corridor limits your options way too much. Even if u had 100 different rooms, if you can only lay them in a line, there won't be much to do. Therefore, it would be nice to maybe have branching paths and maybe have something like artifacts that could give the hero information on what path is the fastest one, or where is the treasure or stuff like that. Another option would be to make the heroes have personalities, so if they are a completionist they don't leave until the whole dungeon is explored and stuff like that. Regarding the hunger system, I don't feel like its a bad idea, but I really feel like an option of either adding areas like the potions but for food, or some other way of regaining hunger are needed. I also feel like since traps only take 1 hp and don't really risk losing time like puzzles, they are WAY too op, but that's basically what u mentioned in the video. As a potential balancing solution, maybe make monsters drop more gold and puzzles have potential for healing could be an option? As a last feedback, I am not sure if I imagined, but I think my hero went over max hp with the potions, since I saw him getting hit and not losing any hp on the bar, but I might have seen that wrongly so take it with a grain of salt. Anyway, I hope u continue the project and I already subscribed to keep up with ur work. Have a great day! On a side note, loading screens are ungodly long for such a simple game, u should probably take a look at that at some point, although it might be a browser issue.

    • @LandonDevelops
      @LandonDevelops 5 месяцев назад

      Thanks for such detailed feedback! I agree with everything you said. The issues you ran into with the chambers not connecting correctly was a bug, I've fixed it now. I like that you mentioned the personalities thing, that's actually something I've been thinking about myself. I'm not sure if I'll implement branching paths in the dungeons because that adds an extra layer of complexity but maybe I'll try it out and see how it feels. I'll take a look at the loading thing, I know the first loading screen takes a long time and I think that's just a browser/build thing.

  • @PaperMouseGames
    @PaperMouseGames 5 месяцев назад

    Found this while researching behavior trees, great video! Keep up the good work, really enjoyed how chill this was!

  • @LoftiestAutumn
    @LoftiestAutumn 5 месяцев назад

    looks cool! sorry I didn't watch the first video so if this comment is repetitive I apologize. I think the time for the hero to complete the dungeon way too long, from just the one video you showed it took about twice the time for the hero to run through the dungeon as it did for you to setup the tiles, and I don't think you setup the tiles very quickly. Right now this is wandering a bit into idle game territory but without the automation I feel like that could get kind of tiresome. Games like Loophero require quite a bit of constant management to offset this issue, and games like super auto pets have a way for the player to skip through the summery phase.

    • @LandonDevelops
      @LandonDevelops 5 месяцев назад

      It's not repetitive, I think you're the first person to say something about that! 🙂 It's definitely something that's been on my mind but I haven't thought up a solution for it yet. I've considered having the option to just fast forward time or maybe adding some sort of interaction during the dungeon phase but I'm not sure yet.

    • @LoftiestAutumn
      @LoftiestAutumn 5 месяцев назад

      @@LandonDevelopsAwesome, it's worth trying a few things. I'm looking forward to the next Dev update!

    • @LandonDevelops
      @LandonDevelops 5 месяцев назад

      Thank you!

  • @denkkab1366
    @denkkab1366 5 месяцев назад

    Can you summarize what the hunger system is supposed to achieve? Maybe condensing the idea and goal of the system into one or two sentences will help you with thinking on how to improve it

    • @LandonDevelops
      @LandonDevelops 5 месяцев назад

      It's really just another way to lose because puzzles don't take health away they just take time so if you didn't have a time limit to complete the dungeon, the puzzles wouldn't be a hindrance.

    • @denkkab1366
      @denkkab1366 5 месяцев назад

      @@LandonDevelops Ok! Why not use simply a timer then? Right now it looks a bit arbitrary, at least based on the video I had no idea how much hunger one puzzle would spend

    • @LandonDevelops
      @LandonDevelops 5 месяцев назад

      Yeah the hunger meet is just a timer, the different chambers don't consume variable hunger. I think it would probably be better to do something where the meter is consumed by actions rather than just continuously ticking down

    • @denkkab1366
      @denkkab1366 5 месяцев назад

      @@LandonDevelops that sounds good to me. Also it might help if the hunger bar also showed a value like 50/50 etc, and then maybe the puzzles could also show like a floating text "-10" for the hunger effect. Then the player had a much better understanding how to deal with it

    • @LandonDevelops
      @LandonDevelops 5 месяцев назад

      @@denkkab1366 That's exactly what I was thinking 🙂

  • @LandonDevelops
    @LandonDevelops 5 месяцев назад

    Second time's the charm! I accidentally uploaded the wrong video file like an idiot and then immediately flew off to New York for a week so I couldn't reupload immediately. Sorry for the weirdness!

    • @AlexWilkinsonYYC
      @AlexWilkinsonYYC 5 месяцев назад

      It's all good. Life's too short to beat yourself up. Maybe I missed if you did this, but you might want a north star metric like "time user plays game", which is then broken down by "if they pick X class" or "if they survive X long". That helps avoid the "measure everything and then try to draw insights randomly" tar pit.

    • @LandonDevelops
      @LandonDevelops 5 месяцев назад

      @@AlexWilkinsonYYC That's a good idea! I'll have to try to implement that in the next build, thanks!

  • @siidaf
    @siidaf 6 месяцев назад

    really a nice idea, this genre needs new things :)

  • @neerajramnj7598
    @neerajramnj7598 6 месяцев назад

    did u have discord

    • @LandonDevelops
      @LandonDevelops 6 месяцев назад

      I don't have a discord server set up but I would consider it if there was enough interest

    • @neerajramnj7598
      @neerajramnj7598 6 месяцев назад

      @@LandonDevelops in case I have douts in unity were to ask bro!

    • @LandonDevelops
      @LandonDevelops 6 месяцев назад

      I actually don't use Unity so I don't think I'd be much help, sorry!

  • @charlesthedev
    @charlesthedev 7 месяцев назад

    This is such a cool concept - great work!

  • @yxgen4
    @yxgen4 7 месяцев назад

    Would love to see a full video about the data collection. Cool video!

  • @brandonjacksoon
    @brandonjacksoon 7 месяцев назад

    Liked and subscribed, mate! Good luck in your gamedev journey!

  • @malcusG
    @malcusG 7 месяцев назад

    love what you're doing here! i just watched through all of your videos and am definitely looking forward to seeing more in the future. i'd be super interested to see some more technical videos breaking down the code behind some of your systems, if that's something you'd be willing to do. i'm just getting in to programming & game development and your videos have been inspirational for me. thank you!

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      Thank you so much! I'd be willing to do more technical videos, any specific topic you're interested in?

    • @malcusG
      @malcusG 7 месяцев назад

      @@LandonDevelops Personally I'd be interested in seeing more about enemy behavior/behavior trees and what that process looks like. Definitely would be interested in other topics as well though, if you have something different in mind

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      @@malcusG That's a good idea!

  • @_xtel
    @_xtel 7 месяцев назад

    From one dev to another - great devlog! Not too long and kept me engaged. I’m curious to see where this goes. I’m coming along for the ride. Subscribed!

  • @viditnigam1509
    @viditnigam1509 7 месяцев назад

    cant wait to play this!!!!

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      Thank you! There's actually a demo on itch.io right now but it's an older version, I believe the link is in the description of the video

  • @rudranshmakesart
    @rudranshmakesart 7 месяцев назад

    this looks really good count me in

  • @WagudCode
    @WagudCode 7 месяцев назад

    Keep up work, looks good

  • @dungeonmasterdave1617
    @dungeonmasterdave1617 7 месяцев назад

    You could look at this as you are trying to overwhelm the hero, or you are trying to push them as they gain enough experience to defeat the boss.

  • @dungeonmasterdave1617
    @dungeonmasterdave1617 7 месяцев назад

    One minute in, and I immediately think you have a hit if this is done in fast turns and you only get about five tiles to choose. The hero progresses through your selections and you get five more, etc. Similar to Slay the Spire.

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      Thank you! I've actually never played Slay the Spire, maybe I should for inspo

    • @dungeonmasterdave1617
      @dungeonmasterdave1617 7 месяцев назад

      @@LandonDevelops When you do, notice how fast your turns can be. So what's your vision for this game going forward? I really like the idea of the chambers. When you have multiple chambers, I think you can build on that idea by forcing the player to choose which one to build their tiles into. Kind of like a path they have commit to. They can't reach every chamber. Why does this matter? The hero develops weaknesses as they progress, or possibly starts with one. Certain chambers are effective against certain weaknesses.

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      Yeah the idea is to kind of play on the idea of when the hero does a certain thing like a fight or a puzzle they get better at it so the hero will develop certain strengths and you can play to those strengths to help them get through the dungeon

    • @dungeonmasterdave1617
      @dungeonmasterdave1617 7 месяцев назад

      @@LandonDevelops Then what does that make the player as far as how would you label their role? I'm big into narrative, even if the story is very small. Reason is, if you can label what the player's role is then designing mechanics becomes way easier and is sure to have logical patterns. Is the player a guardian angel who can manipulate earth, or a computer programmer who who overseers heros like Tank in The Matrix. Also I'm curious what you have in mind for bosses. Also what is the antagonist or conflict exactly? Is it the hero's weakness or laziness, or is the boss of each level, or a rival programmer? In other words, what is going to make the hero's journey difficult and thus the player's objective difficult?

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      I honestly haven't figured out the narrative fully, it definitely still needs some thought, the current idea is that it's your 9-5 job to build the dungeons for the heroes to go through over and over but it's not a fully fleshed out idea yet

  • @Any_key404
    @Any_key404 7 месяцев назад

    This looks promising. Keep it up and keep up with the “it works for now” attitude over getting lost in the weeds of premature optimization.

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      Thanks! Yeah, I constantly have to remind myself not to prematurely optimize

  • @zejugames5045
    @zejugames5045 7 месяцев назад

    This was a great format, keep it up! And congrats on your progress!!

  • @giampaolomannucci8281
    @giampaolomannucci8281 7 месяцев назад

    ever tried Loop Hero?

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      Yes! I love that game and I'm definitely taking some inspiration from it

    • @giampaolomannucci8281
      @giampaolomannucci8281 7 месяцев назад

      I'd say go for it and take even more, 'cause it can make your game more unpredictable, where you have to learn how tile mixing and matching works as in, two potion tiles could turn into an infirmary or two enemy tiles could turn into an enemy encampment, or something like that there would be some mechanic to learn

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      That's a really cool idea, thanks!

  • @jeterf3649
    @jeterf3649 7 месяцев назад

    This ides feels...*familiar* (daisybell song starts Playing)

  • @landergames_
    @landergames_ 7 месяцев назад

    So cool! Looking forward to see how it progresses!

  • @Desvelar
    @Desvelar 7 месяцев назад

    Fun little game thanks! Can't wait to see where you go with it.

  • @robertbutchko5066
    @robertbutchko5066 7 месяцев назад

    Awesome video

  • @CristalCorp
    @CristalCorp 7 месяцев назад

    Great job, thanks man !

  • @Yipper64
    @Yipper64 7 месяцев назад

    While I imagine that was fun to program I am wondering about the game design of it, what is the strategy that comes in? Like what causes the player to have to make decisions here? Because right now I dont see much a difference between different tiles other than a visual one, and basically it seems like you just want to connect as many as you can just so you can get to the pre-laid down tiles.

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      Currently the strategy surrounds placing tiles that the hero is best at completing so they don't die or starve before making it through the dungeon. I think I'm still in the discovery phase of the deep strategy but if you have any ideas I'm open to them!

    • @Yipper64
      @Yipper64 7 месяцев назад

      @@LandonDevelops Well given you have "cards" as the dungeon tiles it makes me think this would be like a deck building game. Maybe you can add some extra tiles to your deck every floor. And the strategy would come mainly from what tiles you keep in your deck so that each floor you have useful tiles. But some tiles wouldnt go back into your deck (mainly heals), and other tiles might even upgrade to scale with your character (enemy fights for example) I could see that leading to a lot of strategy like "do I use a healing potion room now or hold off until ive lost more health?" And then some really cool stuff could happen with the enemy fight tiles like "do I risk taking damage to get Exp or do I hold off" because then if you hold off too long you dont have good enough stats to deal with the enemies because you held off too long. But if you do it too early its also risky. I also think its a fun idea to have a tile with a chest in it which would have a random effect of giving maybe a health potion, maybe something else, but it could also hold another card to potentially add to your deck. While im throwing out ideas, maybe some cards could effect the character rather than being placeable.

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      Thank you! Those are all really good ideas!

  • @Yipper64
    @Yipper64 7 месяцев назад

    Ive seen a game with a similar concept to this, a "reverse dungeon crawler" but this one goes all in on the roguelike aspect and doesnt make the "player" essentially an antagonist. Which definitely makes it a completely separate take.

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      What game was that? I'd be interested to see how it's done!

    • @Yipper64
      @Yipper64 7 месяцев назад

      @@LandonDevelops I found the name, its called Veggiequest.

    • @gdog9010
      @gdog9010 6 месяцев назад

      Also "Crawl" is kinds like a role switched roguelike

  • @Xarkost
    @Xarkost 7 месяцев назад

    I checked it out and a bit of feedback. The most I made so far was clearing 4 levels 1) It is tough to get started. The combats and levers can take up a lot of time so some levels are impossible based on starting titles. 2) I didn't see a way to get items though there are slots for them. Is this implemented yet? 3) I don't understand how you get gold. Sometimes empty rooms or potion rooms give the gold. Sometimes they don't. 4) I find the "hunger" loss mechanic a little frustrating sometimes. There was once where I had walked into the final room and was standing there for a few frames and still lost. 5) Someone mentioned below swapping energy for hunger. I think this is a good idea. Also, to pause the bar between rooms. If you don't build out your map fully once you reach the dead end it drains it all very quickly. Would be nice to have more strategy if you could build one room at a time to see how much energy you have left and be able to make decisions about the next rooms you are placing. 6) I've also run into issues where I attempt to place a room next to an existing and it doesn't correct properly. This makes it impossible to have enough tiles to reach the end of the level. This seems to happen if 2 potion rooms spawned next to each other already connected for example. 7) Sometimes it is impossible to reach the end without connecting to a potion room. I could use two tiles to reach the end for example but if there is a potion room to the north or south it automatically connects forcing me to go through the potion room and then I need an extra tile to reach the end goal. So if I know I won't have enough energy, instead of placing two tiles and reaching the end I am forced to go through 4 even though I know there won't be enough time. I do think a lot of this could be resolved if energy isn't consumed on a timer but per room. Then as you build out to can choose to connect to existing rooms or skip them if you are running out of energy.

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      Thank you for the in depth feedback! I agree with a lot of what you said. 1. Yeah, this is very true, the combat and puzzles take up a lot of time and need a lot of balancing 2. The items aren't implemented yet, I probably should've removed that UI because a few people have asked about that lol 3. My original plan was to have treasure rooms randomly spawn like the potion rooms but I didn't have time to implement it so I just made every chamber have a random chance of giving gold so that you have the option to buy new chambers because there are times when you don't have enough chambers to complete the level 4. & 5. Yeah, I think making the meter paused between rooms might be smart because of the slight pause even in empty chambers. I think I may have to rethink hunger in general and maybe calling it energy is a better idea 6. & 7. Yeah, there are definitely some weird quirks with the chamber placement that I need to figure out. I added in the ability to buy a chamber card to bypass a little bit of the frustration but it's still not great

    • @Xarkost
      @Xarkost 7 месяцев назад

      @@LandonDevelops Good luck!

  • @ClamShel
    @ClamShel 7 месяцев назад

    nice! but have you ever been told you look like Sean from 1 minute talk show? (Also this is a very awesome idea... it wild that it only has this many views)

    • @Ankhaz
      @Ankhaz 7 месяцев назад

      OMG, Yeah, ur right! but he sounds like the other one

    • @ClamShel
      @ClamShel 7 месяцев назад

      :0 True!@@Ankhaz

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      Haha no one has told me that before but I just looked him up and I kinda see it! Also, thanks!

  • @BenBen-bb7bb
    @BenBen-bb7bb 7 месяцев назад

    Small nitpicking thing: instead of the ‘hunger’ bar I would change it to a more general ‘energy’ bar. I think a hunger stat seems replenishable, changing it to energy makes more sense as it resets between floors. Really interesting concept!

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      That's a good idea! Thanks!

    • @XenocraftGalaxy
      @XenocraftGalaxy 7 месяцев назад

      I believe a sanity, or morale bar could also work, depending on the setting or theme, if you want to get fancy.

  • @Evangeder
    @Evangeder 7 месяцев назад

    This is literally a video game version of Boss Monster card game :D

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      I actually got this game for a Christmas and I haven't played it yet so now I definitely have to try it out!

    • @Evangeder
      @Evangeder 7 месяцев назад

      @@LandonDevelops I've got both base games (base + independent xpac) and dlc's. It's fun if you have friends lol

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      Oof, gotta get me some of those 🤣

  • @samsungtabs6liteisthebest
    @samsungtabs6liteisthebest 7 месяцев назад

    This looks so cool wish I could try it

    • @LandonDevelops
      @LandonDevelops 7 месяцев назад

      Thank you! You can try it, check the description for the itch.io demo link!

  • @Vandreic
    @Vandreic 7 месяцев назад

    Awesome devlog! 💎

  • @Groovecharge
    @Groovecharge 9 месяцев назад

    I like this games premise a lot! You have a new subscriber here thats already excited to play it my guy! :D