If this game does go to production, I think the zombie cars could totally be “rust buckets” full of holes, missing doors and broken windows. Literally like dead cars coming to life “zombies”
@@lukemuscat Luke how to get a complete walkthrough for such a game... Im willing to pay on pateron... Like a complete step by step tut.... Sorry im starting out in dev... and im 3d generalist
Holy crap. RUclipss recommendations have been really off for a while now, so I wasn't really expecting anything. Absolutely amazing video, was fantastic following your thought process from a basic pre-prototype to a fully featured and releasable game. Amazing and inspiring stuff. Makes this game major want to start prototyping games again, instead of constantly being burnt out by my non game, but still dev job
Woah, no idea why this got recommended 5 months later but I’m glad it did. Great video and incredible process on display! I think being indie gives (and requires) some interesting trade offs companies don’t have. For example, a company probably won’t design for multiplayer, workshop support (ugc), or procedural generation on account of scope creep, but those features drive engagement on steam and therefore revenue higher than any other “KPI”s as it were. Would love to chat more but hope you keep these videos up! Cheers
Thanks so much! Yeah it's fascinating how the context of development, it's team and the individuals who contribute, all greatly influences the end product.
Tbf, content-driven games often add workshop support at later stages to basically crowdsource their content, and seek potential "next big mods" (like what Dota2, Overwatch, and Fortnite did) Also procgen is the easier way to generate replayability, but the YT algorithm seems to favour "open world" nowadays
Insta-sub! You are the best. Nobody else taught us so much of what we rely on today. All's right with the world now you're making games again - welcome back Luke! :)
Not only does it seem fun, but also "why didn't I think of it???" It reminds me of another indie car game where the gun only faces forward, and you must drift to change aim(kinda like Luftrausers... with cars). I also think that some Vampire Survivors' "casino juice" and Jonas Tyroller's "double the fun" tips(esp interesting decisions) could be used
no pressure, but if your channel blows up proper as a result of the fruit ninja video, i'm staking my claim here at ground zero. good luck Luke!! this game looks awesome, i'm gonna work through the rest of your backlog thus far and will be sticking along for wherever your journey takes you next. fruit ninja might be what gets your foot in the door here and there, but your passion for the craft is CRAZY inspiring. i'm enamored. keep keeping to what you wanna do and i wish you success whichever way the wind blows next 👍
Sir Truck is brilliant, the little twist of vehicle movement makes it a really cool variant on the Vampire Survivors gameplay style. Would definitely be interested in seeing this get more development :)
I absolutely love the idea of this. I couldn't stop thinking about a mario kart "battle" mode, and then I imagined the game evolving into a multiplayer game with a level designer. The possibilities are endless!
I feel like you gotta add more weapons. One of my favorite aspects of vampire survivors is the variety in the relics and the way they stack together, and I think you've got something really good with the physicsy car weapons. An idea I had also was for the player to be able to place the weapons wherever they'd like on the car. Like one mace on front and the other on the back for example.
That's a really good idea. The genres work pretty well together! The best way movement could be done, in my personal opinion, is through making a sort of like control stick like you see in many games, that would work similar to controller stick, but of course it would be viable to sensor devices only. Also I'm pretty sure it's quite obvious to the person with development experience, so yeah... Don't know why I mentioned this. x) Current controls are spot on, though I've never really experienced problems with adapting to relative points of view, so maybe I'm not the best judge. Also, I'm a bit sad you named flails "maces", lmao.
Looks pretty cool honestly. I'm a solo Unity dev myself, been working on a survivor game thats farm themed with day night cycle. 2d. 3 months in starting to wish i planned ahead more. the scope creep is real. also my first game. anyways. great video!
Very nice game and video! My current record is level 29 achieved by a pretty maxed Booby Trap plus Sir Sword. The idea of the mace is very cool but I personally find it hard to use it effectively. Thanks for sharing your great work
I've gotten all the trophies except the Level 20 one and the Secret Code one, and I have more feedback - Turning while presing the gas and brakes at the same time should allow you to turn much tighter and at a faster rate at the cost of forward speed. This would allow you to perform whipping attacks with the mace and sword and spin fast enough to hit all cars around you before they can reach you. It would come in handy for those blue cars that are sometimes too fast to dodge, even if you react as soon as they appear on the screen. Again, you'd eventually come to a stop, so you wouldn't be able to keep the spins going forever; just two or three rotations at most. This would also make the engine speed perks a bit more relevant by allowing you to whip around more before running out of speed. In the process of getting the No Gas trophy, I got the Minigun to work quite well: Sustained fire could rip through large groups of enemies before they could reach me. To make it better in normal gameplay, I feel like allowing the MG to turn most of the way around the truck, but have a blind spot in the back would make it more viable. Charging directly at enemies isn't a great idea in a game like this, so it's extremely difficult to keep on target long enough to land more than a couple shots. You could also make it face backwards like the Blunderbuss. If you add bullet magnetism to the MG, make sure it can still spray more than one enemy at once; making it focus on enemies instead of missing entirely would be good, but making it focus on just ONE enemy when there are multiple charging you would be worse than it is now, as it would probably flick between targets and never do enough damage to kill. Maybe also give it a very small area of effect and/or make it shoot through enemies to the edge of its range to really lean into the whole "lawnmowing through your enemies" vibe that big machineguns have. The Blunderbuss could also use some love. Maybe giving it the same bullet magnetism as I suggested for the Minigun would help it do more damage? It could also use some extra range, as enemies rarely get super close to the BACK of the car (although the spin move I suggested might change that slightly). Having the bullets ricochet between enemies would also be a nice touch and reward carefully managing how and where you allow enemies to group up. Landmines feel kinda unwieldy. Maybe add a keybind to drop them? Combining manual mines with the tailwhip mechanic I talked about could be a great risk/reward tradeoff combo... thing, too. Manual weapons might not be what you're going for though. I still think giving the Fire Spell splash damage would be a good idea. It even looks like a torpedo and has the explosion effect on hit! I also still think the Mace could use a longer tail and more whip-around-y-ness. Adding more maces to the mace should make them spread out a bit, almost like a fan or hand or something, allowing them to hit more enemies in a single sweep. An alternative option would be to connect them end to end like a pearl necklace, making the "tail" longer and longer with each segment. Also, sometimes the mace doesn't do damage on hits, even though it was moving pretty fast when it hit. It can also get caught on the sword from time to time. It usually comes loose within the second but it's still annoying. Also, when I hear "mace", I think of either pepper spray or a scythe (idk why). Maybe rename it to "flail", "ball and chain", or "morningstar"? To be clear, I don't find the name offensive, just a bit confusing, and that might just be me, too. Occasionally, you can fling enemies into yourself with the sword. I'd suggest you either angle the sword a bit more so that enemies slide off better, add some sort of "no attack" timer for enemies that have been hit by the sword in the past second or so, or add a forcefield thing that pushes enemies off you once you hit them. I really love the curses whose effects can be mitigated with good gameplay and a bit of luck - the Taxi Swarm curse is great: if you can escape a death circle of cars, you basically get a 10% damage buff! Likewise, the one where you get 2 extra heart containers but boss enemies occasionally spawn is a fun tradeoff! I think the bosses should go away or become less common after some time has passed since you unlocked the perk - maybe after two levels, they become 1/50 and after another two, they're gone entirely? The one with 25% faster enemy spawning could also wear off after a bit. The perk where you level up faster feels kinda unbalanced. Maybe make it 20% faster for 10% more health? Some perks feel too weak to take on their own - perhaps you could make them into randomized combo packs of weaker perks where you, say, get a better magnet AND better speed for the price of one? The issue with getting swarmed no matter where you go still remains, even though I've gotten better. Maybe you could make the map bigger and not infinite? Straight up outrunning enemies might become an issue then..? Multiple maps would also be a general improvement. To be 100% clear, I'm NOT a game designer or anything like that, I just like the game and want to help improve it ;D
You say you are not a game designer, but this sounds like game designer feedback to me! Really appreciate you taking the time to write out all your thoughts and suggestions! I'll defs take this into account if (when) I do a big update or a full release.
Wow I loved the video and the game. The melee weapons are super fun, I discovered a fun trick with the mace: If you spin around until the mace is in front of the car as long as you go forward you can keep it in front of you and run into enemies. I'm also making an action roguelike game and I'm a big fan of Vampire Survivors. Good luck on the project! 👍😄
Now this looks like a simple to play hard to master game I like, would play at some point if I dont forget 10/10 I forgot but remembered to comment 9 months later, great game I play it everytime no one is looking at school, 10/10
Thanks for the kind words! I don't think that using the canvas in this way is very performant (at least in terms of fill rate on mobile devices) but it sure works a treat for quick results!
What an incredible game.. if this gets released there should be a zen mode, some way for the hearts to replenish and some sort of helicopter is a must! I loved playing fruit ninja and its very inspiring to see a prototype from same developer!
Also, I def have this idea written down (physics-y car based vampire survivors-like game) haha. I gotta finish Super Space Club first before I can dive into anything else 🥲
Geez, you did Fruit Ninja? That game was genius! I've played it so much for a few years. It's still a classic for touchscreen, multi-touch devices. You deserve way more views.
Please bring this game to steam or mobile! A few of my friends play this game in discord to compete for highscores and would love literally any additional content.
My easiest solution to fix the steering problem: make the car move into the direction the player chooses. Not steering the car directly, just choosing the direction the car will go! (came up with this for a game that's exactly the same but with tanks lmao)
Great video! Happy to have another veteran game designer making videos for me to "inspire" myself... HEHEHE. PD: That moment you said 45 hours, seemed like a short time for that amount of features for me hahaha.
Aw man, I tried making a game like this last year but my motivation kinda fell apart once I got to the "Actually released" part. Oh well, it's nice to see at least one other person had a similar concept!
So cool to see a devlog from you! Ive been following you for a while, and you are one of the best game designer out there, excited to see what you will do! ps: Crash club is still one my favorite mobile game, im so sad it's not available anymore :( Was there any written story about why PrettyGreat stopped? It feels it happens pretty fast, I always was super curious
Hey thanks! Prettygreat was acquired by Snapchat at the end of 2018, so after that the company basically ceased to exist and we were all Snapchat employees. I miss Crash Club too, I think about it a lot!
6:00 For the movement issue: Did you try using twin stick controls? The camera is locked to one perspective so in theory it would work, you'd just have a bit of a delay when changing direction as your car turns. It would also let you support gamepads more easily too
Wow! Great vid and really fun game! I keep playing it! Obviously I'm sure you know of many bugs that need to be fixed, but one that stands out is that if you are directly next to a vehicle when you destroy it, it seems to prevent the gold from spawning? It's like you have to be juuuuuuust far enough away (even if its like a few pixels), to let the gold spawn so you can collect it. Good luck to you and I hope you keep working on it! :D EDIT: Wait I take it back. It appears to be a game design decision to not have gold spawn if you kill an enemy with physical contact of your truck.
Thanks Gavin! Haha yes there are bug-a-plenty right now! But that one I wasn't aware of. Right now it's set up so that if an enemy dies from you crashing into it, it won't spawn the gold (a hangover from some other mechanics I was trying and never finished with, possibly thats whats happening here? There is not much telegraphing the difference right now though. I'll have to have a look and see whats up!
What's the musical sting at 0:32 from? It reminds me of a very specific section of the introduction song for Vib Ribbon, but I'm guessing both share a more well-known origin.
A reddit comment brought us here! It turns out our current game is very conceptually similar to what you made! Awesome to see it! I definitely prefer your drifting mechanic 😀
If this game does go to production, I think the zombie cars could totally be “rust buckets” full of holes, missing doors and broken windows. Literally like dead cars coming to life “zombies”
The walking cars...
@@dimaskhadafi2226 LMAOOO
@@dimaskhadafi2226 don't you mean
" The driving cars "
@@gunman_or_gunguymore like ”The driving dead”😂😂
@@ALLINONE-kg9gc that's pretty good name choice (better then mine) 👍
Luke, awesome. I'm very happy you're outside of Snap now and back to making prototypes and games! Will follow with interest!
Thanks for your support George!!
@@lukemuscat Luke how to get a complete walkthrough for such a game... Im willing to pay on pateron... Like a complete step by step tut.... Sorry im starting out in dev... and im 3d generalist
Wait dude worked on Marvel Snap?
@@revimfadli4666 Uhh.. No? He used to work for Snap Games.
@@haresonaga Don't say that in such a condescending way like the original comment wasn't incredible vague what with snap being very popular right now
HE'S THE GUY THAT MADE FRUIT NINJA AND JETPACK JOY RIDE !? I have to pay respects to this absolute mastermind.
Holy crap. RUclipss recommendations have been really off for a while now, so I wasn't really expecting anything. Absolutely amazing video, was fantastic following your thought process from a basic pre-prototype to a fully featured and releasable game. Amazing and inspiring stuff. Makes this game major want to start prototyping games again, instead of constantly being burnt out by my non game, but still dev job
Woah, no idea why this got recommended 5 months later but I’m glad it did. Great video and incredible process on display!
I think being indie gives (and requires) some interesting trade offs companies don’t have.
For example, a company probably won’t design for multiplayer, workshop support (ugc), or procedural generation on account of scope creep, but those features drive engagement on steam and therefore revenue higher than any other “KPI”s as it were.
Would love to chat more but hope you keep these videos up!
Cheers
Thanks so much! Yeah it's fascinating how the context of development, it's team and the individuals who contribute, all greatly influences the end product.
Tbf, content-driven games often add workshop support at later stages to basically crowdsource their content, and seek potential "next big mods" (like what Dota2, Overwatch, and Fortnite did)
Also procgen is the easier way to generate replayability, but the YT algorithm seems to favour "open world" nowadays
This is so good! Love seeing the process and the hustle to make your own game.
Thanks! Really glad you enjoyed it!
Insta-sub! You are the best. Nobody else taught us so much of what we rely on today. All's right with the world now you're making games again - welcome back Luke! :)
Thanks Dan!
Fruit ninja guy
Not only does it seem fun, but also "why didn't I think of it???"
It reminds me of another indie car game where the gun only faces forward, and you must drift to change aim(kinda like Luftrausers... with cars). I also think that some Vampire Survivors' "casino juice" and Jonas Tyroller's "double the fun" tips(esp interesting decisions) could be used
Hey! There's that game I worked on that never got released! Bowled over to see it here.
Sweet video, Luke!
That was a great game, it's a shame it never saw the light of day! I have a bunch more video of it if you ever want it for any reason though!
Love this! And thanks for making a browser version. Your sense of humor + your ability to make games = solid gold!
All the power to you Luke! Make sure you have a good support group for those solo treks :)
Thanks! This is really wonderful advice, I think people forget how important it is to have that support in place!
This does help. I struggle with the process sometimes and it’s good to see people talk about it
Thank you for this video, really. It was inspiring and truly worth it
Thanks for the kind words!
no pressure, but if your channel blows up proper as a result of the fruit ninja video, i'm staking my claim here at ground zero. good luck Luke!! this game looks awesome, i'm gonna work through the rest of your backlog thus far and will be sticking along for wherever your journey takes you next.
fruit ninja might be what gets your foot in the door here and there, but your passion for the craft is CRAZY inspiring. i'm enamored. keep keeping to what you wanna do and i wish you success whichever way the wind blows next 👍
ggwp
Amazing devlog and really good prototype. I'll be eagerly waiting for the next videos 😁
Legit the best game dev video I’ve seen. Subscribed
Sir Truck is brilliant, the little twist of vehicle movement makes it a really cool variant on the Vampire Survivors gameplay style. Would definitely be interested in seeing this get more development :)
So good! A masterclass in game design.
The Creator of Fruit Ninja and Jetpack Joyride!?
Literally my favorite mobile games damn
Maybe go all out even more on the wacky weapons. That could be a selling point and is eye catching.
My toddler would love that truck and he is a connoisseur of trucks👌🚚
Just recently discovered the channel. Commenting for algy. I played the 100K special first and that made me want to find more about the base game!
Saw the game being played by another youtuber and the algorithm has since pushed this video into my feed. Great work! I enjoy playing Sir Truck.
I absolutely love the idea of this. I couldn't stop thinking about a mario kart "battle" mode, and then I imagined the game evolving into a multiplayer game with a level designer. The possibilities are endless!
Thank you so much for the video. Explaining the process and showing a little bit of how to make it is realy helpful.
Amazing and inspiring work, I just love it. It´s amazing to see how it takes shape and how much work and time it takes.
Awesome Luke! This is great for a months work and nice presentation.
Ahhhh this was so great! Both the video and SIR TRUCK, that is.
Thanks so much! The interview we did a few months ago prompted me to finally get a better lighting set up as well :D
Really good video! The resulting game is really fun too, very glad I watched!
Not only is the game looking really fun, the video is very enjoyable! Great content!
Really cool video Luke! It was really interesting to see your approach to prototyping. Keen to see more 👍
I know nothing about games or creating games and this was so much fun to watch!! So cool and you’re so bloody talented!!
I loved your energy. Very inspiring video! Thank you Luke.
That's so cool, really glad I found your channel, literally watched all the videos today. Looking forward for more
I love the style of this video, liked and subscribed! This dude created my childhood, and is still creating great stuff!
This was such a great video! I will 100% follow your solo journey!
I feel like you gotta add more weapons. One of my favorite aspects of vampire survivors is the variety in the relics and the way they stack together, and I think you've got something really good with the physicsy car weapons.
An idea I had also was for the player to be able to place the weapons wherever they'd like on the car. Like one mace on front and the other on the back for example.
My Senior IT class loved your video and now playing Sir Truck. Well done!
Welcome to the stressful yet mostly fun side of game development
Haha thank you. This is good because somehow normal gamedev just wasn't stressful enough!
This is an amazing and educative video, Ienjoyed every second of it.
So glad you enjoyed it!
game looks awesome, I love the melee weapon options for the car, it really does give the game a unique personality
loved the video and the end montage was amazing!!!
Great video Luke! Keen to follow your journey.
Just found your channel and what a perfect combination of humour and storytelling while creating fun and interesting ideas !
It's really good! I played it for longer than I expected to, my best run was 35, and I got all the trophies except the secret code haha
Awesome video Luke
Thanks Glen!
That's a really good idea. The genres work pretty well together! The best way movement could be done, in my personal opinion, is through making a sort of like control stick like you see in many games, that would work similar to controller stick, but of course it would be viable to sensor devices only. Also I'm pretty sure it's quite obvious to the person with development experience, so yeah... Don't know why I mentioned this. x)
Current controls are spot on, though I've never really experienced problems with adapting to relative points of view, so maybe I'm not the best judge.
Also, I'm a bit sad you named flails "maces", lmao.
How GOOD is Sir Truck!? So much fun!
Really entertaining, nicely explained and well edited video ! :D looking forward for moar
Looking forward for the next video about it ( and if there's market fit ;) )
I gotta say man your games were a significant part of my childhood i can't wait to binge your channel!
I love the mace. Great video!
Really entertaining and carefully crafted! Looking forward to checking more of the stuff you'll develop 👍🏻
Very great video!!
Also awesome prototype!! Good job!!
I hope than it comes to a final game
I'm so excited to see your journey working solo
Well executed prototype and video!
Awesome video, great humor, great presentation, please more! Loved the montage, 45 hours well spent =)
Looks pretty cool honestly. I'm a solo Unity dev myself, been working on a survivor game thats farm themed with day night cycle. 2d. 3 months in starting to wish i planned ahead more. the scope creep is real. also my first game. anyways. great video!
Very nice game and video! My current record is level 29 achieved by a pretty maxed Booby Trap plus Sir Sword. The idea of the mace is very cool but I personally find it hard to use it effectively. Thanks for sharing your great work
I've gotten all the trophies except the Level 20 one and the Secret Code one, and I have more feedback - Turning while presing the gas and brakes at the same time should allow you to turn much tighter and at a faster rate at the cost of forward speed. This would allow you to perform whipping attacks with the mace and sword and spin fast enough to hit all cars around you before they can reach you. It would come in handy for those blue cars that are sometimes too fast to dodge, even if you react as soon as they appear on the screen. Again, you'd eventually come to a stop, so you wouldn't be able to keep the spins going forever; just two or three rotations at most. This would also make the engine speed perks a bit more relevant by allowing you to whip around more before running out of speed.
In the process of getting the No Gas trophy, I got the Minigun to work quite well: Sustained fire could rip through large groups of enemies before they could reach me. To make it better in normal gameplay, I feel like allowing the MG to turn most of the way around the truck, but have a blind spot in the back would make it more viable. Charging directly at enemies isn't a great idea in a game like this, so it's extremely difficult to keep on target long enough to land more than a couple shots.
You could also make it face backwards like the Blunderbuss.
If you add bullet magnetism to the MG, make sure it can still spray more than one enemy at once; making it focus on enemies instead of missing entirely would be good, but making it focus on just ONE enemy when there are multiple charging you would be worse than it is now, as it would probably flick between targets and never do enough damage to kill.
Maybe also give it a very small area of effect and/or make it shoot through enemies to the edge of its range to really lean into the whole "lawnmowing through your enemies" vibe that big machineguns have.
The Blunderbuss could also use some love. Maybe giving it the same bullet magnetism as I suggested for the Minigun would help it do more damage? It could also use some extra range, as enemies rarely get super close to the BACK of the car (although the spin move I suggested might change that slightly).
Having the bullets ricochet between enemies would also be a nice touch and reward carefully managing how and where you allow enemies to group up.
Landmines feel kinda unwieldy. Maybe add a keybind to drop them? Combining manual mines with the tailwhip mechanic I talked about could be a great risk/reward tradeoff combo... thing, too. Manual weapons might not be what you're going for though.
I still think giving the Fire Spell splash damage would be a good idea. It even looks like a torpedo and has the explosion effect on hit!
I also still think the Mace could use a longer tail and more whip-around-y-ness.
Adding more maces to the mace should make them spread out a bit, almost like a fan or hand or something, allowing them to hit more enemies in a single sweep. An alternative option would be to connect them end to end like a pearl necklace, making the "tail" longer and longer with each segment.
Also, sometimes the mace doesn't do damage on hits, even though it was moving pretty fast when it hit.
It can also get caught on the sword from time to time. It usually comes loose within the second but it's still annoying.
Also, when I hear "mace", I think of either pepper spray or a scythe (idk why). Maybe rename it to "flail", "ball and chain", or "morningstar"? To be clear, I don't find the name offensive, just a bit confusing, and that might just be me, too.
Occasionally, you can fling enemies into yourself with the sword. I'd suggest you either angle the sword a bit more so that enemies slide off better, add some sort of "no attack" timer for enemies that have been hit by the sword in the past second or so, or add a forcefield thing that pushes enemies off you once you hit them.
I really love the curses whose effects can be mitigated with good gameplay and a bit of luck - the Taxi Swarm curse is great: if you can escape a death circle of cars, you basically get a 10% damage buff! Likewise, the one where you get 2 extra heart containers but boss enemies occasionally spawn is a fun tradeoff! I think the bosses should go away or become less common after some time has passed since you unlocked the perk - maybe after two levels, they become 1/50 and after another two, they're gone entirely?
The one with 25% faster enemy spawning could also wear off after a bit.
The perk where you level up faster feels kinda unbalanced. Maybe make it 20% faster for 10% more health?
Some perks feel too weak to take on their own - perhaps you could make them into randomized combo packs of weaker perks where you, say, get a better magnet AND better speed for the price of one?
The issue with getting swarmed no matter where you go still remains, even though I've gotten better. Maybe you could make the map bigger and not infinite? Straight up outrunning enemies might become an issue then..? Multiple maps would also be a general improvement.
To be 100% clear, I'm NOT a game designer or anything like that, I just like the game and want to help improve it ;D
You say you are not a game designer, but this sounds like game designer feedback to me! Really appreciate you taking the time to write out all your thoughts and suggestions! I'll defs take this into account if (when) I do a big update or a full release.
Nice work, looking forward to more videos!
Thanks so much. Definitely have plans for more to come!
Wow I loved the video and the game. The melee weapons are super fun, I discovered a fun trick with the mace: If you spin around until the mace is in front of the car as long as you go forward you can keep it in front of you and run into enemies. I'm also making an action roguelike game and I'm a big fan of Vampire Survivors. Good luck on the project! 👍😄
Hahaha oh wowwww that is an awesome trick. Good luck with the game!
The final prototype looks really fun
Now this looks like a simple to play hard to master game I like, would play at some point if I dont forget 10/10
I forgot but remembered to comment 9 months later, great game I play it everytime no one is looking at school, 10/10
Absolutely brilliant! Stunning work)) Thanks for a tip to use canvas for vignette effect
Thanks for the kind words! I don't think that using the canvas in this way is very performant (at least in terms of fill rate on mobile devices) but it sure works a treat for quick results!
What an incredible game.. if this gets released there should be a zen mode, some way for the hearts to replenish and some sort of helicopter is a must!
I loved playing fruit ninja and its very inspiring to see a prototype from same developer!
Ahh Luke! Welcome back to the indie dev life 🙌🏽🙌🏽🙌🏽🙌🏽. Looking forward to seeing what you end up doing
Also, I def have this idea written down (physics-y car based vampire survivors-like game) haha. I gotta finish Super Space Club first before I can dive into anything else 🥲
this man here created a lot of happiness in millions of childhoods
Looking awesome!
Thanks! Art is hard for me so I'm just glad it looks like ANYTHING :D
Amazing video, and insight!
We've been having so much fun with this game! Thank you! Reminds of the now virtually gone Boxhead Morerooms that was F_U_N!
Geez, you did Fruit Ninja?
That game was genius! I've played it so much for a few years.
It's still a classic for touchscreen, multi-touch devices.
You deserve way more views.
Wow thanks so much! It makes me super happy that Fruit Ninja entertained so many people :)
Please bring this game to steam or mobile!
A few of my friends play this game in discord to compete for highscores and would love literally any additional content.
My easiest solution to fix the steering problem: make the car move into the direction the player chooses. Not steering the car directly, just choosing the direction the car will go!
(came up with this for a game that's exactly the same but with tanks lmao)
wow you made all the best games that ive ever played
Great video! Happy to have another veteran game designer making videos for me to "inspire" myself... HEHEHE.
PD: That moment you said 45 hours, seemed like a short time for that amount of features for me hahaha.
Haha, it was a very very focussed 45 hours! I don't count time where I am doing emails or anything like that, only "headphones on, crushing dev" time!
Highly entertaining video! It’s great to hear your voice again :)
Aw man, I tried making a game like this last year but my motivation kinda fell apart once I got to the "Actually released" part. Oh well, it's nice to see at least one other person had a similar concept!
This video was insightful for game designers like myself.
Also, I would love to play that game on my phone.
Loved vampire hunter this looks like fun twist! Back to video editing as well! :)
Awesome job man! Really well made, content packed vid! Subbed :)
You are a true legend.
Found the game randomly through a different video, find myself playing it when I don't know what else to do
very fun little game!
I literally lolled so many times in this vid - the game looks epic but if it doesn’t work out you may have a future in video production!
Adding a mace and a sword to a car! Yes please! Great video Luke, now excuse me… I’m off to play Sir Truck
I wish you would have made a tutorial on how to create a game like this!
Dude you're a huge inspiration to why I've spent the last 3 years in a cave
Oh wow, thank you, and good luck!!
@@lukemuscat Thanks! I love making games😁
Shit yeah, bro! Excited to like & subscribe to your journey
This game is really fun actually, a full one would be awesome.
Been following you since your talk on Jetpack Joyride, subbed and looking forward to what you do next 👍
So cool to see a devlog from you! Ive been following you for a while, and you are one of the best game designer out there, excited to see what you will do!
ps: Crash club is still one my favorite mobile game, im so sad it's not available anymore :( Was there any written story about why PrettyGreat stopped? It feels it happens pretty fast, I always was super curious
Hey thanks! Prettygreat was acquired by Snapchat at the end of 2018, so after that the company basically ceased to exist and we were all Snapchat employees. I miss Crash Club too, I think about it a lot!
Wait, actually, it was 2017?! Where has the time gone?
6:00 For the movement issue: Did you try using twin stick controls? The camera is locked to one perspective so in theory it would work, you'd just have a bit of a delay when changing direction as your car turns. It would also let you support gamepads more easily too
I didn't actually! That's an interesting idea, I'll have to try that out!
Haha love the reference to 20 minutes until dawn
Wow! Great vid and really fun game! I keep playing it! Obviously I'm sure you know of many bugs that need to be fixed, but one that stands out is that if you are directly next to a vehicle when you destroy it, it seems to prevent the gold from spawning? It's like you have to be juuuuuuust far enough away (even if its like a few pixels), to let the gold spawn so you can collect it. Good luck to you and I hope you keep working on it! :D EDIT: Wait I take it back. It appears to be a game design decision to not have gold spawn if you kill an enemy with physical contact of your truck.
Thanks Gavin! Haha yes there are bug-a-plenty right now! But that one I wasn't aware of. Right now it's set up so that if an enemy dies from you crashing into it, it won't spawn the gold (a hangover from some other mechanics I was trying and never finished with, possibly thats whats happening here? There is not much telegraphing the difference right now though. I'll have to have a look and see whats up!
Outstanding my dude
Great work Mate!
What's the musical sting at 0:32 from? It reminds me of a very specific section of the introduction song for Vib Ribbon, but I'm guessing both share a more well-known origin.
A reddit comment brought us here! It turns out our current game is very conceptually similar to what you made! Awesome to see it!
I definitely prefer your drifting mechanic 😀
I remember playing a game similar to this. Weird how one idea can replicate itself differently in different people
Plan understood. Subscribed and watched videos.