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Gamedev Greedable
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Добавлен 4 окт 2022
Developing Dungeon Croaker - Wishlist on Steam today 🐸
Dungeon Croaker is a frog themed turn-based roguelike dungeon crawler. Navigate randomly generated dungeon floors, find and synergize relic effects, fight enemies with unique abilities, avoid dangerous environmental hazards, and defeat powerful dungeon bosses.
Dungeon Croaker is a frog themed turn-based roguelike dungeon crawler. Navigate randomly generated dungeon floors, find and synergize relic effects, fight enemies with unique abilities, avoid dangerous environmental hazards, and defeat powerful dungeon bosses.
I Added Gambling to My Game
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⚔️ Try the Demo & Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/
👾 Join the Discord: discord.gg/RYSrRjDwrM
i add more description later.
#gamedev #devlog #roguelike
⚔️ Try the Demo & Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/
👾 Join the Discord: discord.gg/RYSrRjDwrM
i add more description later.
#gamedev #devlog #roguelike
Просмотров: 5 122
Видео
3 Months of Game Development in 10min
Просмотров 14 тыс.Месяц назад
⚔️ Play Dungeon Croaker: store.steampowered.com/app/2600290/Dungeon_Croaker/ 👾 Join the Discord: discord.gg/RYSrRjDwrM 🌸 Flowerhead's "Somewhat Good" project: flowerheadmusic.carrd.co/ Hey everyone. Lots to talk about in this video, short version is that there is a new demo available for Dungeon Croaker that you can play right now, also the name is now Dungeon Croaker mainly because it is bette...
One Month of Game Development
Просмотров 24 тыс.5 месяцев назад
⚔️ Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/ 👾 Join the Discord: discord.gg/RYSrRjDwrM Good afternoon, everyone. This Devlog covers all the changes I've made over the last month including all of the relic artwork that was missing from the previous devlog, transitioning most of the remaining enemies over to the new system, creating new abilities for certain enemies an...
I did this to Fix My Game - Devlog
Просмотров 36 тыс.6 месяцев назад
⚔️ Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/ 👾 Join the Discord: discord.gg/RYSrRjDwrM Good afternoon, everyone. This Devlog covers all the changes I've made in the last 4ish months including reworking the grid generation system to include dynamic room shapes and custom layouts, while also redesigning those ugly hazard tiles that everyone seems to hate. I also comple...
One Year of Learning Gamedev
Просмотров 118 тыс.7 месяцев назад
⚔️ Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/ 👾 Join the Discord: discord.gg/RYSrRjDwrM Hello, this video goes over all the gamedev progress I made over the course of the last year. Penumbra tower has been a project that I have worked on part-time since March 2023. At the beginning of this journey, I didn't know anything about game development. The majority of the vid...
What I Learned From Steam NextFest
Просмотров 19 тыс.8 месяцев назад
⚔️ Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/ 👾 Join the Discord: discord.gg/RYSrRjDwrM
Developing a Boss Fight in 5 Days
Просмотров 4,9 тыс.9 месяцев назад
⚔️ Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/ 👾 Join the Discord: discord.gg/RYSrRjDwrM Hello, this Devlog covers the process of creating the Penumbra Tower demo boss. #gamedev #devlog #roguelike
I Made My Indie Game Demo Juicy
Просмотров 3,1 тыс.9 месяцев назад
⚔️ Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/ 👾 Join the Discord: discord.gg/RYSrRjDwrM This devlog covers all the updates i made based on the feedback i received from the play testers in preparation for the February Steam Nextfest. These updates include a boss fight, updating the ui again, adding tooltip data for player stats, enabling chests to be rerolled, updating...
Prepping My Game for My Friends to Playtest💎
Просмотров 4,4 тыс.10 месяцев назад
Wishlist Penumbra Tower on Steam Today: 👉 store.steampowered.com/app/2600290/Penumbra_Tower/ This slightly shorter devlog is covering what I did in preparation for allowing my friends to play a playtest version of Penumbra Tower. This includes updating existing Ui screens, adding a settings menu, adding a main menu, updating all the sound effects and adding one new item. /// CHAPTERS /// ▸ 00:0...
How I Made the Player Feel POWERFUL
Просмотров 5 тыс.11 месяцев назад
Wishlist Penumbra Tower on Steam Today: 👉 store.steampowered.com/app/2600290/Penumbra_Tower/ Hello, in this devlog I mainly cover adapting all the enemy abilities for the player to use (the cleric-odile's mass heal ability is not mentioned because it is functionally the same as the eat cheese ability). I also tackle some new item effects as well as the addition of a dialog system that will be u...
Why My Game is About to Blow Up
Просмотров 8 тыс.Год назад
Wishlist Penumbra Tower on Steam Today: 👉 store.steampowered.com/app/2600290/Penumbra_Tower/ Hello, my boys. Today's devlog covers the addition of 5 new enemies each with a unique ability, this devlog also includes the addition of the bombing mechanic. I feel like i lost my mind while editing this one, a lot of content is covered in a very short amount of time. I recently went back and watched ...
Penumbra Tower's Most IMPORTANT Devlog
Просмотров 7 тыс.Год назад
Wishlist Penumbra Tower on Steam today: 👉 store.steampowered.com/app/2600290/Penumbra_Tower/ Hello everyone, this devlog is going to cover enemy damage and health scaling as well as the introduction to the unit ability system. The ability system in this devlog will cover abilities for the 3 existing units (pikeman, roguedent, and ssskirmisher) as well as the addition of a new unit. In the past ...
BURNING ENEMIES in my Dream Game - Penumbra Tower Indie Roguelike Devlog
Просмотров 3,5 тыс.Год назад
BURNING ENEMIES in my Dream Game - Penumbra Tower Indie Roguelike Devlog
I Added ROGUELIKE ITEMS to my Game - Penumbra Tower Devlog
Просмотров 3,8 тыс.Год назад
I Added ROGUELIKE ITEMS to my Game - Penumbra Tower Devlog
Adding ITEM EFFECTS and SNAKES to my Roguelike - Devlog
Просмотров 3,2 тыс.Год назад
Adding ITEM EFFECTS and SNAKES to my Roguelike - Devlog
NEW Dungeon Tileset, Enemy Sprite, etc. - Devlog
Просмотров 5 тыс.Год назад
NEW Dungeon Tileset, Enemy Sprite, etc. - Devlog
Turning my roguelike into a DECK BUILDER - (Penumbra Tower Devlog #3) Indie Roguelike Game
Просмотров 4,6 тыс.Год назад
Turning my roguelike into a DECK BUILDER - (Penumbra Tower Devlog #3) Indie Roguelike Game
How I Changed Enemy Behaviors - Roguelike Devlog
Просмотров 7 тыс.Год назад
How I Changed Enemy Behaviors - Roguelike Devlog
Making a New Game - (Penumbra Tower Devlog #0) Indie Roguelike Game
Просмотров 5 тыс.Год назад
Making a New Game - (Penumbra Tower Devlog #0) Indie Roguelike Game
Adding UNKILLABLE Enemies To My Game - Devlog
Просмотров 9 тыс.Год назад
Adding UNKILLABLE Enemies To My Game - Devlog
How to Create 2D Sprites & Import Them into Unity - Workflow Tutorial
Просмотров 95 тыс.2 года назад
How to Create 2D Sprites & Import Them into Unity - Workflow Tutorial
Implementing A Status Effect System + Splines - Indie Game Devlog #3
Просмотров 13 тыс.2 года назад
Implementing A Status Effect System Splines - Indie Game Devlog #3
Switching From Pixel Art to Hand Drawn Sprites - Indie Roguelike Game Devlog #2
Просмотров 86 тыс.2 года назад
Switching From Pixel Art to Hand Drawn Sprites - Indie Roguelike Game Devlog #2
Making A Game With No Experience - Indie Roguelike Game Devlog #1
Просмотров 18 тыс.2 года назад
Making A Game With No Experience - Indie Roguelike Game Devlog #1
Twist board game idea I thach this is a good idea pleas a board games dude is just you got a good haer and it can be came well a bora game pleas dude
Great video and the very best of luck with your game!
dumb request/question it bothers me that when the character jumps from tile to tile his sprite is just being moved around, Have you thought about creating the jump sprites? Because if he has legs he is suppose to walk not jump, but if hes a frog he propably likes to jump. haha sorry for bothering ya
I know the art probably isn't 100% final but I think the dice stand should be based on the tileset your currently in. The gold looks a bit out a place to me personally.
can you help me to work with you as a collaborator,
Woaaah new demo! I wasn't aware; I'll have to give it a try. I haven't played Dungeon Croaker in a second but I question why a player would want to use resources for something that is so uncertain and potentially detrimental (losing a random relic). The game is great and the art style and little animations initially brought me to the game!
Humbly requesting you change it so you can choose which relic gets sacrificed. I don't think most players will ever use this so long as they have any relic they don't want to risk losing, which is likely most of the time. Otherwise great devlog!
thanks for sharing!
This is the best game as there us gambling
I think it should be a relic you choose, which then gets changed randomly (good vs bad RNG)
I prefer longer devlogs. Great video nevertheless!
This game reminds me of The Land Beneath Us
I like the format, but absolutely not the sound effects.
The shrine sprite dont match the game art style and pov. Its isometric view, 3/4, where the rest of the game is directly facing us. Put the shrine next to a chest to see the wrong ;). But nice feature
I prefer videos that are straightforward, informative and don't waste my time. However long you want to make the videos I'm cool with since I'll watch all of them 👍
alternative title: How I Ruined My 2 Year Long Game!
As a programmer that want to be game dev, and for now has a project running over a year and half already, just can tell you, amazing job man, i hope live from making games in a point of my life, for now, i'am strugglinh to keep everthing on place to even continue my own project. It all started as a vampire survivors like game, and now is kinda more complex, i'am trying to polish what i had and finish a first version, because i had some screens like shop screen and library (to show stats of each enemy kills) that are not finished, even my inventory screen need some work... Also, i had a lot of stuff without sound effects, almost getting any noise and put when need to sound something, also my music is two tracks a made using a beepbox webpage that leet us make music in basic style... The art is a pixel art that i just put together, and the entire code, i made using javascript and build a chromium to run the project, i saw someone that made it available in steam using this method, with achievments and stuff, soo, i kinda was okay with it LOL
You could make a rank by version, soo, anyone that is already high in old version will keep a prestige, and new updates will be easier to implement
I would love to see some updates to the Demo. But if your really worried about effecting times you could make so there is beta versions for each variation of the game like what tModLoader has.
The focused Devlogs are also great maybe do them alternately.
If you want to add a last, risky bet for the player that doesn't have enough Spirit, you can introduce a chance of losing the wagered relic without getting anything in return, based on how much Spirit the player is short. E.g. if it normally costs 30 to gamble, and the player has 18, then the player may spend the 18 to spin the wheel but with a 1 - (18 / 30) = 40% chance of losing the relic.
I don't think the gambling will feel good in its current state. I imagine it will feel really bad if the player replaces a relic they were relying on. Players won't want to risk losing anything and they'll just ignore the shrine. They definitely won't want to pay for it because they'll see it as a penalty. An alternate system is you let them pick the relic to replace, and then give them 2 options to replace it with. Players need to have more control over the RNG to see it as a net benefit to their run so that they'll opt into it.
I think both of your ideas could co-exist with the difference being your idea would cost more to use.
Really cool add-on, the vibe of the shrine is a little bit outside of the rest of the game tho Would have make more sense if it was a stone statue I think
LETS GO GAMBLING
aw dang it
It would be cool to stick to the dice theme of the shrine and instead of a card, have a die roll on the screen, with 6 potential relics that the chosen relic could transmute into. Functionally it is the same, but it fits more thematically (imo) and you can also do stuff like have 1 side of the die be a rarer relic, and the rest of the sides being equal rarity, or any combination of that sort.
The devlog format is great! Honestly, we're lucky that you make these videos. Whatever works best for you is great!!
The stats screen at 2:24 is super useful! Always nice when a game includes a comprehensive overview of what your items actually do. That being said, I think it might be a little cluttered given that all stats are displayed despite most of them not currently being affected by any items, such as the immunities. It might be nice to color stats green if they're not at their default values (or red if the game will have items that debuff certain stats). For the boolean stats and stats with a default of 0 or 0% you could even hide them until they change, though I'd still make them green once they appear so the player can see at a glance what's buffed.
Randomness is great! It adds so much complexity, with somewhat simple mechanics! However, talking from experience, balancing all the randomness makes my head hurt sometimes... 🥲 Sometimes, something being unbalanced is a feature, though. 😀
It might be more fun to receive and lose your relics with an animation similar to a game of Roulette. Just a thought 😅
You have my humble permission to push the gambling change 😂 If it makes the demo easier to beat, I'll have to re-earn my spot, but I'm all here for it :D Generally though, it's a nice change to combat the extreme RNG mechanics, so I like it, but I'll have to try it out a bit to see how much it really matters. Great video, as always! :)
i am pretty sure you are a fake, there is no way your videos are these good and the game looks this good this early. joking ofc, great job man, this is my favorite dev series to watch
haha, glad you like the series
Let's go gambling!
aw dang it
❌❌❌
Aw dang it :(
I like the idea of adding additional randomness to the game! I have one question though, do you plan on adding cursed relics or relics that apply a significant debuff as a tradeoff for something else, and if you do plan on adding cursed relics will there be a separate shrine for those items?
yes there is already something like that although I've only worked on 4 of them so far
@@Greedable Awesome to hear! Also, do you have plans to have a companion system? I think an interesting design space might be being able to recruit different species at some point! (just some food for thought! Cant wait to see the next update!)
Lemme know what you guys think of this style of devlog 👍
I like it. It gives a deeper inside into the whole implementation process, so us viewers are able to learn a bit more about Unity and it's also quite entertaining to watch! This also means you can upload videos of smaller additions more frequently, which is great for your reach. But the old style still works quite well for multiple features, so if you implement lots of stuff, the older "rambling" style might fit better. I'd say alternate between the two! :D
I like the old style of videos. But is just my personal opinion. Your game looks amazing though.
I love the concept of this compact adding feature devlog presentation -> why -> how -> result amazing
i love your art style can you create a video about it
my main problem is how can i separate the body parts
I played the game, it's very cool but for me it missed some littles things : - I find the movement speed quite slow, almost one 1 sec or more to wait each time, my brain work much faster, I always have the impression to wait a long time before making my next move. - If I don't have any more enemies (or maybe not), I'ld like to be able to directly go to the exit, if I click on the exit or the chest and my Player go towards it each move, instead of do it my self a lot of time. - The UX of the UI can be better I think, I didn't see directly the enemy info, it out of my focus range, the eye need to almost exit the game to have access to it. For a better UX, the info I need, must be close enough to not escape my eyes from the game (the distance to info ux rule). Same thing for the other UI - When I touch the "escape key" my timer continue to run. It's more logic to stop it If I don't play the game. - I find the sound repetitive and it could be have more variety for the background music and effects
Hey, i've got a fun idea. I see that there are a lot of status effects and things happening on screen when hitting. I don t know how the damage is going to be distributed, but for example if you suddenly deal a ton of damage at the same time it would be nice to see the fact that it was a powerfull attack by making some sort of animation with the damage numbers, like hitting a jackpot for example, i hope you got the gist. i am sure you could make something very pleasing that maybe would add to the excitement of the player.
“Dungeon Hopper” you’re welcome.
Guys how do yall remember line of code like how do you understand everything like this do you just go like yah these words and number work is there book or something
Nigga! Nothing is hand-drawn!
0:21 WE DO BE CROAKING WITH THIS ONE!!!🐸
Finally someone who doesn't have years of experience being a software developer before making games 😂 great game! It looks fun so far
The game looks great and you’re close to the finish line - stay the course and you’ll feel great once it’s done and you can move on to those new project ideas!
plz make this available for Mac OS and iPhone (I would loooooove to play this I love this vid it showcases this game greatly! 🎉😊✅
dungeon croaker bruh... 😂
open the sprite editor? How? We cant see your mouse, dude.
0:32 What's the name of the Song?
Awesome