I originally thought that but i think it would become too close to ghostrunner if i added a sword, and i cant do any better in the melee department than them
@@Wishbone_Games i think this game should actually have a melee of some sort as from what i see from gameplay it kinda turns into closerange magdumping at parts, even if it was just a melee button to punch the enemies or something, it'd be a well needed speed improvement
Yooo just found your channel. You are going to blow up man. The editing, funny clips and jokes and overall seeing your progress, it was all fantastic! Earned a sub. You give me HUGE Dani vibes and I'm with it! Cannot wait to watch more.
WOWWWWW, thank you, this is such a great comment it put a smile on my face. Im gonna stay on the grind so i know ill blow up eventually hehe. Though i dont wanna become dani 2.0 because i wanna have my own style of videos, but im glad i remind you of such a legend
@@Wishbone_Games well its true that this video is giving dani vibes, i am sure your other videos are different, right?, also this is my second video, the first one was you making a game for 3000$
i actually like the horror aesthetic i get its not what you're going for but i feel like there isn't many modern looking shooters that have that type of setting
Well it looks like you have put more effort into this then many games that make full release these days, what ever happens your learning skills for your next project. Good luck with the project.
Thank you, actually youre not the first person to say it was good, doesnt suit my game though. But i still have the assets so some day i could use them for something else.
I have an idea for a bit of polish later down the line, not too useful at the moment, as there's only one level, but I think it would be neat if between factories you get a little Omnitronics ad of them addressing allegations of their robots starting to glitch out and stop working as you progress through the levels, eventually leading to something like a "temporary" shutdown of the company after the final level. It's always fun to see big corporations slowly lose the PR battle, and it would be a good lore reason to keep your slogan for them in the game.
@@Wishbone_Games yeap, the funny thing is that I also came to use Mirror Edge as a reference of simplicity and coolness :) And Bungie's Marathon is also great reference
Hey fishbone! I have a radical idea. SO you make it where players can switch to sights by right clicking (hold not toggle) or something. In games like doom eternal you can scope with the heavy cannon sniper mod and it’s super satisfying.
Cool game! I wishlisted it. Little suggestion, to help terrible gamers like me. Some sort of setting in the options menu, like accessibility or something, that freezes everything when you press the button to switch places (I forgor what it was called), including freezing you. You can then move your cursor to select what you want to switch with, and then time resumes. It's like Celeste's dash assist setting, where if you dash it freezes the game so you can decide which direction to dash in.
Hey, you made a huge progress. Congrats man. I didn't dare to make a 3D game yet as I made only 2D games so far but maybe one day... Anyway good job and keep going. :) - Dan
If you're still thinking about the tilted gun thing, I've got a few ideas for that. Give the robots a third arm (or two arms) growing out of their shoulder(s). This will allow you to: 1. Explain why the gun is tilted - the robots will hold big guns with their right set of arms, as in their "normal" right hand on the trigger and a longer "supporting shoulder arm" holding the part of the gun that would normally be held with your left hand. Not sure how to explain tilt in smaller firearms tho. 2. Have left arm/set of arms free to perform animations/interactions/other special actions or wield another big gun for a total of 2 big guns at once. 3. Improve the logic in lore, which is "it's factory robots, why would they only have two arms when they could use multiple for manual labor/control" and their arms could be used to, idk, haul a 5x5x5m crate (and if you imagine how that would look, you can see why the shoulder arms would be longer). Also, adjust the gun models for the tilt, especially the iron sights. It just looks incredibly silly when your robots just refuse to use the aiming apparatus. If it was up to me, I would get rid of the iron sights and scopes altogether, and then use the lore to explain that "it's robots, they just calculate the trajectory, they don't need to aim, so factory guns were specifically designed for them with that design in mind." And since the player is a virus, not the original robot software, it doesn't hurt the lore if the player is trash at shooting.
Baking lights is one of the worst parts of developing a game, I can't tell you how much time I'd wasted just Baking lights. Awesome progress on the game tho
You should add enemies that have different abilities Like,slow down,explode and turn into the closest enemy,extra health,etc I think it would be a cool addition
I think that your game looks pretty good, fast paced and just cool. I am also a gamedev, and im working on a dungeoncrawler. maybe you can make a tutorial for dungeoncrawler. and if you dont want to do this, just work on omnipresence and make entertaining vids, like you ever do. and congrats for 10.000 subscriber, you deserve it 😊
Maybe instead of a sword, take inspiration from mirror's edge and make all enemies parry-able, but then take inspiration from Remember Me so that when you parry, you dig your hand into the machine's CPU and it's another method of transferring into that machine. All it would require is some sick animations that, based on this video, you're more than capable of handling.
dani made me get into making games but after he suddenly disappeard i didn't wanted to continue to learn making games. and now, i think i got my motivation back
i was gonna whine about this guy trying to be Dani so badly but then another comment pointed out that this is the next best thing after Dani went to get some more milk
I think that if you make it so that when you jump after switching bodies, you can inherit velocity. This could make some interesting levels. Maybe make it dependent on the away from the direction you switched, or make it have a buffer period where you can look around and then jump which then launches you (My personal favourite version).
I think this, because your game is designed around speed but the switching stops you abruptly so adding some mechanic which increases movement in that mechanic would increase movement flow.
game looks cool! tbh i find the constant self deprecation a little grating since you're clearly very talented, but maybe some people like that style of video. excited to see where this project goes though!
I love the irl clips it this video! Cool shorts, btw. I think I have a shirt that looks similar. Also your conversations with your friend sound really scripted lmao. Uh, what about the game? What about it? What game?
Thank youuuuuuuuuu, i was kinda scared to add those bits in but i think people are enjoying it. Yea this was our first time recording hehee, ill ditch the script for the next time
I think it could really help if enemies had different appearances based on what weapons they use, would make enemies feel less samey and make it easier to recognize threats or potential weapons!
I acutally had a stealth section planned for the game, but i dont think its gonna end up being added because it doesnt combine with the rest of the game
you should add bosses to your game I got all watches bosses already Final Boss - Cybernetic Overlord: Boss Description: A towering, heavily armored robot with multiple weapon systems and defensive capabilities. Boss Ability: Enhanced durability and adaptive shielding. Player Strategy: During the final battle, the player must strategically disable the boss's defenses by taking control of its limbs. Ability Acquired: After defeating the boss, the player gains the ability to deploy a temporary energy shield similar to the boss's adaptive shielding, enhancing survivability in tough battles. Boss 2 - Techno-Spider Sentinel: Boss Description: A fast-moving, agile spider-like robot equipped with energy webs and rapid-fire projectile launchers. Boss Ability: Enhanced mobility and web-trapping capabilities. Player Strategy: To defeat the boss, the player must disable its web launchers and use its mobility against it. Ability Acquired: After defeating the Techno-Spider Sentinel, the player gains the ability to deploy energy webs that immobilize enemies and can be used for traversal, enhancing tactical options in combat. Boss 3 - Plasma Core Goliath: Boss Description: A massive, lumbering robot armed with a powerful plasma cannon and electromagnetic pulse (EMP) generators. Boss Ability: EMP discharge and devastating plasma blasts. Player Strategy: Disable the boss's EMP generators to prevent it from disrupting your systems, then target its vulnerable core. Ability Acquired: After defeating the Plasma Core Goliath, the player gains the ability to discharge EMP pulses, temporarily disabling enemy electronics and shields, offering strategic advantages in battles against multiple foes. Boss 4 - Nano-Adaptive Behemoth: Boss Description: A shape-shifting, nanotech-infused robot capable of morphing its structure and weapons in real-time. Boss Ability: Shape-shifting and rapid adaptation to combat situations. Player Strategy: Utilize precision strikes to disrupt its nanotech control nodes, forcing it to revert to a vulnerable state. Ability Acquired: After defeating the Nano-Adaptive Behemoth, the player gains the ability to temporarily morph their own body, adapting to different combat scenarios with enhanced defenses or offensive capabilities, providing versatility in gameplay. Final Boss - Singularity Titan: Boss Description: The Singularity Titan is a colossal, sentient AI housed in a massive, mobile fortress. It wields immense gravitational powers and can manipulate time and space. Boss Abilities: Gravitational Manipulation: The ability to create intense gravitational fields to crush enemies or deflect projectiles. Temporal Distortion: Can manipulate time, slowing down or speeding up local timeframes. Energy Cannons: Fires powerful energy beams that can obliterate targets with precision. Boss Fight Dynamics: The battle takes place across multiple phases within the fortress, each phase challenging the player with different environmental hazards and enemy reinforcements. The player must disable the Singularity Titan's shields by taking control of its arm-mounted energy projectors and using them against its own defenses. As the battle progresses, the Titan's attacks become more devastating, requiring the player to adapt and use acquired abilities strategically. Ability Acquisition: Gravitational Manipulation: After defeating the Singularity Titan's gravitational arm, the player gains the ability to create localized gravitational fields. This can be used to manipulate objects, crush enemies, or shield against incoming attacks. Temporal Distortion: By defeating the temporal core of the Titan, the player gains the ability to manipulate time briefly, slowing down opponents or enhancing their own speed and reflexes. Energy Cannon Integration: After disabling the Titan's energy cannon and integrating its core technology, the player gains access to a devastating energy beam attack, capable of piercing through multiple enemies or fortified defenses.
Here's a thought to add to your development pit of despair. A toggle between tilted and straight depending on the situation might feel fun adding another layer to the weapons. Like if an enemy starts shooting a certain projectile and you "tilt" your gun along with an animation of your gun transforming into a different weapon that let's you deflect the enemies projectiles.
Probably too late but the turret thing can be corrected by separating the rotations (I had created a turret based game a while back and came across this exact issue) perform your pitch in standard update and then the spin in late update.
Just a reminder that the playtest is closed at the moment, but you can still join the discord to stay updated when the next playtest opens
Ever considered asking for help/advice from another solo fps developer?
WHERE DID U GO CONTINU GAMEEE!!!!!!!!!!!!
This guy is like the step dad we all needed when Dani abandoned us for milk.
Awww thank youu, Id never try to replace the real one though, nobody could
@@Wishbone_Games Words of a true hero
Fax
He is working on karlson. It was on his discord server.
@@ItsHumanBoi where?
When the devlog is more fun than the game
💀💀💀💀💀 this is too funny, im pinning it
@@Wishbone_Games this is my first vid of yours watched, and i already agree with op
Pin Of Shame
@@McWhippyFNwe don't want your rook here
@@McWhippyFNI think he was being positive-
i think a sword enemy would be cool, seeing as everything is close range anyway
I originally thought that but i think it would become too close to ghostrunner if i added a sword, and i cant do any better in the melee department than them
@@Wishbone_Games i think this game should actually have a melee of some sort as from what i see from gameplay it kinda turns into closerange magdumping at parts, even if it was just a melee button to punch the enemies or something, it'd be a well needed speed improvement
Really good idea. Wishbone, take notes!
@@Wishbone_Games add an tingy that straight up does nothing when you become them
Can you just make the entire ememy a sword please@@Wishbone_Games
Yooo just found your channel. You are going to blow up man. The editing, funny clips and jokes and overall seeing your progress, it was all fantastic! Earned a sub. You give me HUGE Dani vibes and I'm with it! Cannot wait to watch more.
WOWWWWW, thank you, this is such a great comment it put a smile on my face. Im gonna stay on the grind so i know ill blow up eventually hehe. Though i dont wanna become dani 2.0 because i wanna have my own style of videos, but im glad i remind you of such a legend
@@Wishbone_Games well its true that this video is giving dani vibes, i am sure your other videos are different, right?, also this is my second video, the first one was you making a game for 3000$
It’s fun watching your game improve with every devlog, keep it up!!
Thank you, its definitely gonna keep improving haha
Damn that skit where your friend talks sounds so good
Wow yea that sure was pretty cool
i actually like the horror aesthetic i get its not what you're going for but i feel like there isn't many modern looking shooters that have that type of setting
Yea i also like it in a vaccum, but for my game, nah. I still have all the assets though so someday i can use them for something else
Titan fall 2’s factory level in the campaign and the time travel one too
They give me the same vibes
Living under a rock my dude, you have to also search for psychological horror shooters.
@@Wishbone_Games make creepy level just like the classic halo did
Well it looks like you have put more effort into this then many games that make full release these days, what ever happens your learning skills for your next project.
Good luck with the project.
I really liked that “horror” aesthetic that you mentioned earlier in the video, it reminded me of Doom 2016.
Thank you, actually youre not the first person to say it was good, doesnt suit my game though. But i still have the assets so some day i could use them for something else.
Gotta say you are HUGELY underrated considering how well put together and entertaining your videos are.
Great video and cant wait to stream the playtest
Thank you!!!
Omg bro last time i visited your channel u were 5k and now 10k
Yeaaa growing fast hahaha
he's like an offbrand dani
First video I've watched on your channel. Happy to subscribe.
Ignoring your reference while drawing inspiration from another source is eerily relatable to me as a self proclaimed 3D artist!
Hehehehehe
He is highly inspired by Dani and im not complaining i need this type of content
We getting in debt in unity's fees with this one 🗣️🗣️🔥
Great vid love the improvement keep the good work!!!
Thanks so much
finnaly ive been looking for a futeristic shooter for a WHILE!!!!
I have an idea for a bit of polish later down the line, not too useful at the moment, as there's only one level, but I think it would be neat if between factories you get a little Omnitronics ad of them addressing allegations of their robots starting to glitch out and stop working as you progress through the levels, eventually leading to something like a "temporary" shutdown of the company after the final level. It's always fun to see big corporations slowly lose the PR battle, and it would be a good lore reason to keep your slogan for them in the game.
Karlson 2 moment
(Hopefully bro is not assassinated)
Wow , ur channel's taking off!!!
Yeaaaaaaaaa, youve been around a while :)
@@Wishbone_Games😃😃 lol, keep it up
Try adding a small camera shake when you reload it gives it oh so much more impact it’s small but adds a lot btw love your videos ❤
Well, uh, theres no reload so...
@@Wishbone_Games oh yeah ehhhhhhhhh… didn’t think of that
Awesome devlog. I really like your style. I think i saw it somewhere else 😏🤭. I Will follow your game grow process. You are amazing keep the good work
bros the dani that still uploads
FINALLY THE NEXT DEVLOG
YEAAAAAAAAA
I'm now having the same period of choosing visual style for my game
Its such a painful one holy shit, dont wish that on my worst enemy
@@Wishbone_Games yeap, the funny thing is that I also came to use Mirror Edge as a reference of simplicity and coolness :)
And Bungie's Marathon is also great reference
Normally I don’t really laugh at devlogs but you’re hilarious 😂
Hey fishbone! I have a radical idea. SO you make it where players can switch to sights by right clicking (hold not toggle) or something. In games like doom eternal you can scope with the heavy cannon sniper mod and it’s super satisfying.
This guy seems like he’s trying to be a Dani clone. The jokes, editing and everything is exactly how Dani would do his videos.
look at the subcount of Dani, and then say this again.
Going to be honest, this video made me check out Omnipresence. Definitely keep up the good work. I'll be waiting for the game release. :P
Looks better than in the beginning, I think that's a win👍
Cool game! I wishlisted it. Little suggestion, to help terrible gamers like me. Some sort of setting in the options menu, like accessibility or something, that freezes everything when you press the button to switch places (I forgor what it was called), including freezing you. You can then move your cursor to select what you want to switch with, and then time resumes. It's like Celeste's dash assist setting, where if you dash it freezes the game so you can decide which direction to dash in.
Hey, you made a huge progress. Congrats man. I didn't dare to make a 3D game yet as I made only 2D games so far but maybe one day...
Anyway good job and keep going. :)
- Dan
If you're still thinking about the tilted gun thing, I've got a few ideas for that.
Give the robots a third arm (or two arms) growing out of their shoulder(s). This will allow you to:
1. Explain why the gun is tilted - the robots will hold big guns with their right set of arms, as in their "normal" right hand on the trigger and a longer "supporting shoulder arm" holding the part of the gun that would normally be held with your left hand. Not sure how to explain tilt in smaller firearms tho.
2. Have left arm/set of arms free to perform animations/interactions/other special actions or wield another big gun for a total of 2 big guns at once.
3. Improve the logic in lore, which is "it's factory robots, why would they only have two arms when they could use multiple for manual labor/control" and their arms could be used to, idk, haul a 5x5x5m crate (and if you imagine how that would look, you can see why the shoulder arms would be longer).
Also, adjust the gun models for the tilt, especially the iron sights. It just looks incredibly silly when your robots just refuse to use the aiming apparatus. If it was up to me, I would get rid of the iron sights and scopes altogether, and then use the lore to explain that "it's robots, they just calculate the trajectory, they don't need to aim, so factory guns were specifically designed for them with that design in mind." And since the player is a virus, not the original robot software, it doesn't hurt the lore if the player is trash at shooting.
Baking lights is one of the worst parts of developing a game, I can't tell you how much time I'd wasted just Baking lights. Awesome progress on the game tho
he is literally our step-dani for the time being
You should add enemies that have different abilities
Like,slow down,explode and turn into the closest enemy,extra health,etc
I think it would be a cool addition
I’ll admit, the graphics and mechanical map design look great!
I think that your game looks pretty good, fast paced and just cool. I am also a gamedev, and im working on a dungeoncrawler. maybe you can make a tutorial for dungeoncrawler. and if you dont want to do this, just work on omnipresence and make entertaining vids, like you ever do. and congrats for 10.000 subscriber, you deserve it 😊
i dont wanna be that dude but this guy is like dani superlight, like a step dad we never had and i love it
Lots of people are saying that which is crazy because of his literal god status
Maybe instead of a sword, take inspiration from mirror's edge and make all enemies parry-able, but then take inspiration from Remember Me so that when you parry, you dig your hand into the machine's CPU and it's another method of transferring into that machine.
All it would require is some sick animations that, based on this video, you're more than capable of handling.
Wow, this game looks very cool now!
Thank you!
"when there is no dani there is wishbone games"
-said a wise man
Nah i never wanna replace the man himself
@@Wishbone_Games did not mean it like that, till dani come back home with the milk then you'll be "the dani" of the no dani era
Hell yeaa hahaa@@Eddiemancurly
we're only watching you for now until Dani comes back. Dont get your hopes too up
dani made me get into making games but after he suddenly disappeard i didn't wanted to continue to learn making games. and now, i think i got my motivation back
i was gonna whine about this guy trying to be Dani so badly but then another comment pointed out that this is the next best thing after Dani went to get some more milk
Watching your videos make me want to get into making video games, but i dont really know where to start 😕.
BRACKEYS
Your basically like dani. Cool video and game idea tho. I'm a fellow game dev myself you see😂
FINALLY A DANI 2.0, TY FOR BEING A DANI 2.0 CAUSE DANI IS LITERALLY 2 YEARS NOT UPLOADING
if the robots cant change weapons wouldn't it make more sense to have the weapons attached to the robots? i think gun hands would be cooler anyways
I started binge watching your vids, now i see that u posted, hi.
Ayy i appreciate it, hi
bro u should add camera rotate on wallruns i think (and if u wallrun with ur left side left hand might be gone to hold the wall)
well,i could do my homework rn but i spend 13mins on this...
Good, homework is nothing compared to my uploads
I think that if you make it so that when you jump after switching bodies, you can inherit velocity. This could make some interesting levels. Maybe make it dependent on the away from the direction you switched, or make it have a buffer period where you can look around and then jump which then launches you (My personal favourite version).
I think this, because your game is designed around speed but the switching stops you abruptly so adding some mechanic which increases movement in that mechanic would increase movement flow.
dani walked so this fella could run
Just subscribed dude, i think you should add a destroying animation instead off , Destroy(gameObject); for the enimies.
Thank youuuuuu. Wait what? Destroy(gameObject); is my favourite death animation...
game looks cool! tbh i find the constant self deprecation a little grating since you're clearly very talented, but maybe some people like that style of video. excited to see where this project goes though!
Mum: we have dani at home
Dani at home:
This was awesome !!:)
Thanks so much!!
so are we not gunna talk about how he has a gun after tries to fix the turret
wake up babe, new wishbone video dropped
Hell yea
Dani: dead
Wishbone: Dani
Hippidy hoppedy your body‘s my property got me dead 💀
faster and longer sliding would make this 10x better
POV: We have Karlson at home
Good damn bro the game looks clean
Thank you :)
I really like your personality and fubny clips of you irl, i gotta say tho gameplay feels a little like karlson except the fact that you can posses
Boys, we finally have an answer to the age-old question, "Should he be a game developer or a RUclipsr?"
At 9:46, what site did you use to put at the references in one place?
Canva
@@Wishbone_Gamesso about the of..
What’s the link 😉
idea i had was if you throw the robots body's heart it will become a mini bomb
Pretty cool idea, I'll think about it
I love the irl clips it this video! Cool shorts, btw. I think I have a shirt that looks similar. Also your conversations with your friend sound really scripted lmao.
Uh, what about the game? What about it? What game?
Thank youuuuuuuuuu, i was kinda scared to add those bits in but i think people are enjoying it. Yea this was our first time recording hehee, ill ditch the script for the next time
from the start of the video all I thought was "this is just ghost runner with a gun instead" lmfao
Part 4, you should add a feature where you throw your current weapon at a bot you're switching to if you don't like the weapon
I think it could really help if enemies had different appearances based on what weapons they use, would make enemies feel less samey and make it easier to recognize threats or potential weapons!
Actually working on it right now hehe
dope!! Excited to see what you come up with!@@Wishbone_Games
you could add an inclination for the camera when wallrunning
It would be really cool if you could implement VR support
Not many devs are brave enough to have fast gameplay in their VR titles yet
You should make a simple body cam fish eye lens like camera so instead of boring flat screen it feels better even though its a simple fish eye lens
I'm sorry to say this man, but I think he was right... game's lookin pretty BADass! Keep it up!
Hhahaha thank youuu
you can lower the view model fov to make the hands look more natural
I cant with my current setup, im only using one camera to render, just on a different render layer
@@Wishbone_Games well, you could squeeze the model to make it look like it's on a lower fov.
Dayooom Looks firee 🔥🔥🔥
pov: dani has been gone for like a year or 2
wishbone games: print("hello world")
You remind me of Dani, loved the vid 👍
this would make fire stealth game
I acutally had a stealth section planned for the game, but i dont think its gonna end up being added because it doesnt combine with the rest of the game
Sombra from overwatch
its nice to see how far this game has come
The left hand animations look sick af... Kinda liked how the old animations had the robot ghetto blasting with the guns sideways though.
you should add bosses to your game I got all watches bosses already Final Boss - Cybernetic Overlord:
Boss Description: A towering, heavily armored robot with multiple weapon systems and defensive capabilities.
Boss Ability: Enhanced durability and adaptive shielding.
Player Strategy: During the final battle, the player must strategically disable the boss's defenses by taking control of its limbs.
Ability Acquired: After defeating the boss, the player gains the ability to deploy a temporary energy shield similar to the boss's adaptive shielding, enhancing survivability in tough battles.
Boss 2 - Techno-Spider Sentinel:
Boss Description: A fast-moving, agile spider-like robot equipped with energy webs and rapid-fire projectile launchers.
Boss Ability: Enhanced mobility and web-trapping capabilities.
Player Strategy: To defeat the boss, the player must disable its web launchers and use its mobility against it.
Ability Acquired: After defeating the Techno-Spider Sentinel, the player gains the ability to deploy energy webs that immobilize enemies and can be used for traversal, enhancing tactical options in combat.
Boss 3 - Plasma Core Goliath:
Boss Description: A massive, lumbering robot armed with a powerful plasma cannon and electromagnetic pulse (EMP) generators.
Boss Ability: EMP discharge and devastating plasma blasts.
Player Strategy: Disable the boss's EMP generators to prevent it from disrupting your systems, then target its vulnerable core.
Ability Acquired: After defeating the Plasma Core Goliath, the player gains the ability to discharge EMP pulses, temporarily disabling enemy electronics and shields, offering strategic advantages in battles against multiple foes.
Boss 4 - Nano-Adaptive Behemoth:
Boss Description: A shape-shifting, nanotech-infused robot capable of morphing its structure and weapons in real-time.
Boss Ability: Shape-shifting and rapid adaptation to combat situations.
Player Strategy: Utilize precision strikes to disrupt its nanotech control nodes, forcing it to revert to a vulnerable state.
Ability Acquired: After defeating the Nano-Adaptive Behemoth, the player gains the ability to temporarily morph their own body, adapting to different combat scenarios with enhanced defenses or offensive capabilities, providing versatility in gameplay. Final Boss - Singularity Titan:
Boss Description: The Singularity Titan is a colossal, sentient AI housed in a massive, mobile fortress. It wields immense gravitational powers and can manipulate time and space.
Boss Abilities:
Gravitational Manipulation: The ability to create intense gravitational fields to crush enemies or deflect projectiles.
Temporal Distortion: Can manipulate time, slowing down or speeding up local timeframes.
Energy Cannons: Fires powerful energy beams that can obliterate targets with precision.
Boss Fight Dynamics:
The battle takes place across multiple phases within the fortress, each phase challenging the player with different environmental hazards and enemy reinforcements.
The player must disable the Singularity Titan's shields by taking control of its arm-mounted energy projectors and using them against its own defenses.
As the battle progresses, the Titan's attacks become more devastating, requiring the player to adapt and use acquired abilities strategically.
Ability Acquisition:
Gravitational Manipulation: After defeating the Singularity Titan's gravitational arm, the player gains the ability to create localized gravitational fields. This can be used to manipulate objects, crush enemies, or shield against incoming attacks.
Temporal Distortion: By defeating the temporal core of the Titan, the player gains the ability to manipulate time briefly, slowing down opponents or enhancing their own speed and reflexes.
Energy Cannon Integration: After disabling the Titan's energy cannon and integrating its core technology, the player gains access to a devastating energy beam attack, capable of piercing through multiple enemies or fortified defenses.
Keep the tilted gun view it looks really cool!
Yea i know im just trying some new stuff out, ill see what people say, nothing is final right now dont worry
Here's a thought to add to your development pit of despair.
A toggle between tilted and straight depending on the situation might feel fun adding another layer to the weapons.
Like if an enemy starts shooting a certain projectile and you "tilt" your gun along with an animation of your gun transforming into a different weapon that let's you deflect the enemies projectiles.
Wow its looking GOOD
Could you not just freeze the Z rotation on the turret and then give it an X rotation clamp?
Believe me i have tried everything. But im just stupid asf when it comes to quaternions so ill keep learning about them till i fully understand
ive been developing a 2d rpg for a while now, how do you think i can start a devlog on a game ive already started?
fpAmazing game
fpAmazinGame
Hahahhaha i wish there were more comments like this
@@Wishbone_Gamesfpas
how did you get the anisotropic lens flare at 10:38 of your vid?
Probably too late but the turret thing can be corrected by separating the rotations (I had created a turret based game a while back and came across this exact issue) perform your pitch in standard update and then the spin in late update.
i still cant believe that wearing a tie can make him look so professional (let's ignore the shorts)
I have a feeling that you never needed to process to fourth dimension just to turn the turret
I don't care which unfunny devlogger mom brings home after Dani left for the milk, you will never be as good as him
Vibrant colors... that reminds me upcoming game of unknown small indie studio thats specialize at FPS games...
A-Yo! Kick thoes grindy studio's Triple-Asss!
i haven't seen it since the old playtest but it seems amazing
Thank you!! An OG i see