A "Lungless" run might also be entertaining too. As are any other runs that either overdo one particular vital organ, or that don't feature it. I would love to see a "No organs" run where someone literally doesn't bother having any organs at all, only guns and ammo, lol.
A few suggestions: Add some variation to the monkey sounds and maybe pitch them all down so it feels a bit less like you're shooting monkeys in space suits. Add a "Streamer Mode" that gives your player a loincloth and some fabric wrapped around their chest, just so people who live with their parents don't feel embarrassed and streamers don't get TOS'ed (this primarily affects the UI, but if there are third-person cutscenes there too). The 'killfuck' lore is exactly the kind of shit I love, please keep that!
@Smattless it's annoying but having a game of yours streamed can help get that sweet dosh. Gotta strip for them dolla bills Lucy! Or in this case not strip...
Im pretty sure if the primary focus of the game is not based on characters being nude its not against any platforms TOS. Conan exiles and rust feature full on nudity and are fine as long as streamers dont try to highlight these things. Graphics in this game are way too simple to be even falling under problematic in-game nudity so this wouldn't be a problem at all. And having a character wrapped in some cloth piece would not really fit the "vow of nudity" rule.
@@AndrewRedW If I remember correctly, Rust has an option to censor the nudity. And while it's *probably* fine, Twitch is notoriously inconsistent and touchy about what's allowed and what isn't so even if it breaks the lore a little bit, I think it's better to have than not.
i think the first person shift really suits it. odd suggestion, but maybe some physics-based momentum going up and down slopes so that you can slide and gain speed as a skill-based movement element? it seems like the landscape has plenty to play with in terms of hills and such, so i feel like that would add a new layer where the player is constantly thinking about where to slide and how to reach peak momentum. maybe i just want tribes: ascend back, tho
There will inevitably be a tiny bug with movement that's hard enough to replicate, let alone exploit, but it will be the core mechanic of any serious speedruns. Yeah, speed boosts from slopes sound cool.
Wow that's great, you did several interesting things, that gives a lot of authenticity to your video game, adding more content, you could turn it into a commercial product, I have always admired you, you are a very talented video game developer
I love how you solved the "I don't want them to sound like generic army guys" problem by just coming up with a drug called killfuck. It's such a you thing to do, but what if you could siphon the drug out of the bandit's corpses? Either when you're eating them or looting them. It'd increase your movement speed but decrease your accuracy or something?
Funfact about Halo: at least for most of the pre-343 games, ALL weapons fire projectiles... it’s just that certain weapons like the UNSC’s fire incredibly fast projectiles that give the impression of hitscan, while the Covenant’s weapons fire much, much slower projectiles. I think one of the games went away from that before going back to all projectiles, but I know for a fact that Halo CE and Halo 3 are projectile-based.
@@metalhurtstopunch3696 Generalkidd did a video proving that the BR in Halo 2 is a projectile weapon. I could be wrong, but even the weapons you would expect to be hitscan like the Spartan Laser and the Focus Rifle are all actually projectile.
@@SirLTkdog now that you mention it. That I'd actually pretty interesting that projectile based weapons that travel THAT fast. Kind of a fine balance in a way between these two types of systems.
@@Deliveredmean42 I believe projectiles actually make a raycast check as they travel along their path. I might be misremembering from one of the many viDocs, but I'm pretty sure.
@Dylan L Visual graphics aren't proof that the game logic isn't using a simple ray check, though. There are many games that have fake tracers to add to the visual flair but they actually use instant rays. The Spartan laser is technically a damage-over-time weapon, it doesn't apply all of its damage instantly, but rather over a really short period of time. That might be why some people might think it's not a ray or "hitscan."
The enemies are rarely larger than your aiming reticle, move fast, and somewhat randomly. The three together makes it really hard to aim, because AI doesn't need to "think" like humans do. It's not uncommon for both shooter and fighting fans to have more trouble against ai than they do other high level opponents. I would say to slow them down a bit, rather than buff the guns. Less wrist strain too from flailing the mouse around.
you made the sound effects for eating by eating celery? such a lazy dev. any dev who'd put actual effort into it would record sounds of them eating actual human corpses
The issue with aiming isn't surprising, those enemies are EXTREMELY tiny on screen! It's hard to be accurate when even a bunch of enemies on-screen is a very, very small target.
I echo the suggestions from some to alter the enemy aggro sounds. The lore and the screams are a really cool idea, but right now they just sound like monkeys. I'd say it's more aesthetically appropriate to have more human sounding screams, especially if they were really intense and deranged sounding.
IT LOOKS SO FUN! The visuals and combat remind me of Half Life 1, but your game looks even more fun to play because you can actually dodge the bullets, and the possibilities with different organs that actually changes the gameplay is great too (also it opens a lot of room for me to fry my mind thinking about different builds). Great work, man!
I think that wouldn't work with the Idea that It is suposed to be a no-requirement way to kill enemies, but i think it would be cool to add together with a stealth mechanic maybe, like, since you're out of ammo, your body makes less noise so you can sneak behind a isolated enemy to kill him with your hands and then take the ammo, but i don't know if It would quite fit the gameplay
I love the lore of the player character, and the simple world building. First time hearing about this game, and all I can think is I want more lore about this universe!
I love this man, one thing that I could quickly see making it even better would be adding a nice pixelated skybox! Keep it up Miziiziziziziziziziziziziziiz
Excellently done! I've been experimenting with rendering to separate layers too, except my purpose is to get super long draw distances for an open world game, so far i can render 200km with no z fighting
5:30 The game DUSK also does this, too. All of your bullet weapons are ray-cast, whereas all of the bullet weapons the enemies use are projectile, even though they're using what are basically the exact same guns; the converted soldiers carry the same machine gun that you do, except theirs fires projectiles that you can dodge while your machine gun is hitscan. Even the boss fight at the end of the game features a fast-moving and dodging enemy with similar movement abilities to yours, as well as what are quite literally the exact same weapons (true to your entire weapon lineup) . . . except his are all projectile weapons, even the bullet weapons like the shotgun and machine gun, whereas yours are hitscan. EDIT: I'll also say it's refreshing to see an FPS coming to the market that has crazy enemies. Every enemy in most other FPSes are reasonably slow and predictable, but I can appreciate you going all out with yours. It raises the stakes in an engagement with even a few baddies and helps make the world and your enemies feel just as dangerous as you are.
I have an idea to make it easier to hit enemies. I don't know if Godot has this but Unity has a "SphereCast" which can essentially be used as a "fat" raytrace, with width. So that way even if your shot misses by a tiny amount, it'll still collide. It's like a cheap form of aim assist
This looks so awesome! At first I was a bit disappointed that you've changed the art style completely, as I felt the original one had something unique going for it, but the game looks insanely fun as a first-person shooter! Can't wait for more devlogs.
I feel like the original style would have made the game more marketable, any screen cap of the game looked like it was from Thouest Thee specifically, but this looks like it could be anything at first glance.
@@ChrisD__ that's actually a good point, but I do think it'll appeal to a wider audience now that it's an fps. Though I hope the game will start to stand out more as development continues.
I really like the idea of using your body as an inventory system, its super duper cool in a gruesome kind of way. It's a lot like the Resident Evil style inventory system with its slots. I think my favorite part of the video was really just hearing the thought process. For someone like myself who really wants to get into game development but lacks the current drive to really get started, it's encouraging to see someone explain the process to a layman who views these sorts of things as almost magic. It's really easy to gloss over the simple things, but its quite nice to look at something like getting the arm to return to the grip position being a lot more involved and technical than it seems on the surface. Its kind of got that 'wow' factor to it where the process to get the mechanic to work is almost more interesting the mechanic itself. I'm happy this was recommended to me. Thank you for sharing your thoughts.
Awesome work dude. I met you in PV before when i was with FOI. Cool to see your really making something of your talents. I bought thyest thou to support you the other day and finished it except for the hoverbike level which is very laggy for me for some reason, although I havent tried it on my beastly desktop just my average laptop so that could be why. Otherwise very cool game with a great concept. I think you could do more with that concept as in my opinion its very cool and deserves more fleshing out. Anyway keep it up dude, was always my dreams to make games and seeing you do it makes me feel like im living a vicarious fantasy. Very original and well done stuff. take care hariiiiibol
Having hard to hit enemies is really fun for some and frustrating for others, I think an aim-assist toggle would be a good way to please everyone (especially if you add controller support). Projectile weapons are actually very fun to use IMO so I hope you consider adding them too.
Glad you came up with this 3d game renovation, but I can't help but sadly sigh over that sick look of top-down perspective Thouest Thee. Loved it so much
I really like the art style you're going for. Would you consider employing a shader to do PSX-style texture warping and vertex floating point errors for models? Generally those are the two most prominent aspects of the PSX art style that people recognize.
Really glad that RUclips recommended the "multiplayer" io video to me a couple days ago. I really enjoy looking at the process of problems that happen while making Thouest Thee and the solutions you make to fix them. Can't wait for more of your super quick and clean tutorials also!
I'm trying to get into game design, and I've been kicking around ideas for a game with PS1 style graphics for a while now. It's super cool to see I'm not the only one! I love every bit of the mechanics you've implemented here!
Holy cow I love the vibe of this game. Firstly, the perspective and graphics change is incredible, and you absolutely nailed it. It doesn't look "retro", it looks authentically early-00s. It actually reminds me a lot of Tribes, and I think you could get away with having a Spinfusor-type weapon in this environment. The atmosphere also makes me feel in a similar way to when I've played Kenshi. Lot of haters of the monkey sounds in the comments but I think they're genius, especially when tied into your lore for them. It's jarring being in a desert, seeing a man in a spacesuit, and then all of a sudden hearing primate screams - none of these things should mix, but you've come up with such a bizarre blend that I think it works incredibly well.
The shift to FPS looks like it suits the intended gameplay style a lot better, but honestly I do not like the new art direction. I think you may be overestimating the popularity of the PS1 art style for new games. It's a meme. It also doesn't separate your game from others. Your original art style was very unique and aesthetically pleasing.
This game looks VERY intriguing and I really like where it is headed, very very interesting, I never thought of a gross yet such cool mechanic for different stats by equiping organs and weapons in your body, I love the graphics and I would love to see this game continue, imma sub to this channel, absolutely amazed
Cool aesthetics, you could also add more unique weapons (like snarks from Half-Life) so it's not all mindless COD shooting And, just my opinion, but lo-fi chill music doesnt fit into a fast paced game like this.
This is insanely cool! Not only how you did what you did, but what you're doing is interesting. The game is beautiful in design and mechanics and your coding is solid.
I wrote this before I heard you say you had a drug called "kill fuck" and then heard monkey screams. I now love you and will follow every game you work on.
The creativity and willingness to try unusual ideas here is absolutely stunning. I particularly like the idea that you can stuff different organs inside yourself to get various buffs. I wonder, would this mechanic also be good for using on guns? Stick an SMG inside yourself, get 5% fire rate bonus, stick a large gun in this, get a 5% ammo efficiency bonus, etc. Very interested to see where this project goes and I think a $5 membership for that is an absolute steal.
Yes please keep in the gun hiding mechanic, especially if there was a sort of stealth stuff you could do, also I wonder if you kept the ground eating animation for more health regen, so if you were to use it in battle, you'd maybe take a few seconds to eat but get more health from it, so it would reward a person if they can get that cover, or time it just right!!
Interesting that when graphics are coming to be ultra realistic, people are interested in old style like pixel games and old ps games style. It was created by limitations of that time and now it is interesting because there is much much less of them. It is almost just like when painting got to be very realistic, artists started to come up with new styles which rely more on symbolizm than on realism. Like this game!
The hand pistol and general movement makes this feel very devil daggers. And that combined with a PS1 style and some light RPG mechanics makes this look fun as hell.
This looks so good! Something to consider is Doom was praised for having game mechanics that create incentive for the player to push forward as opposed to constantly running backwards. Not sure what the solution would be but having a reason to be more aggressive could be really cool. Can’t wait to see more!
man, this is awesome and scary... Scary because Im currently learning Godot and building my FPS prototype. I need so much to learn and Im not even sure my brain are capable to do this... Sometimes I use code I do not even understand, but somehow it work... Your math skills, calculations, figuring things out is impressive. Very intimidated by this video :) By the way love the atmosphere of your game.
If you go out and add a deep rpg-aspect with organs with different stats etc. i would be totally hyped for this game! Looks really good and feels really satisfying! Keep it up!
A “lungs only” run sounds like a fun speed running challenge
That's what I was thinking!
its so fun lungs only, its honestly actually easier
The Hotline Build
@@politeghost6214 It's like a new take on bullet time
A "Lungless" run might also be entertaining too.
As are any other runs that either overdo one particular vital organ, or that don't feature it.
I would love to see a "No organs" run where someone literally doesn't bother having any organs at all, only guns and ammo, lol.
Okay this game got 200% cooler with the FPS implementation
The far away looks would work for a small mobile game
Me: *switches out organs for better stats*
Everyone at the operating table:
so everyone just makes a devlog of their sick ass psx-style rpg?
“I’m sure this will work”
*insert 2 emoji eyes and mouth in between*
I mean, that is basically what irl transplants are. Taking out diseased or nonfunctioning organa and replacing them.
@@michaelbatashov2468 but the thing is that your body will reject any organ that it wasn't born with, thinking it is a danger to the body
A few suggestions: Add some variation to the monkey sounds and maybe pitch them all down so it feels a bit less like you're shooting monkeys in space suits. Add a "Streamer Mode" that gives your player a loincloth and some fabric wrapped around their chest, just so people who live with their parents don't feel embarrassed and streamers don't get TOS'ed (this primarily affects the UI, but if there are third-person cutscenes there too).
The 'killfuck' lore is exactly the kind of shit I love, please keep that!
@Smattless it's annoying but having a game of yours streamed can help get that sweet dosh. Gotta strip for them dolla bills Lucy! Or in this case not strip...
@Smattless Maybe not call it streamer mode, maybe just a checkbox for nudity.
Im pretty sure if the primary focus of the game is not based on characters being nude its not against any platforms TOS. Conan exiles and rust feature full on nudity and are fine as long as streamers dont try to highlight these things. Graphics in this game are way too simple to be even falling under problematic in-game nudity so this wouldn't be a problem at all. And having a character wrapped in some cloth piece would not really fit the "vow of nudity" rule.
@Smattless What's wrong with a streamer mode?
@@AndrewRedW If I remember correctly, Rust has an option to censor the nudity. And while it's *probably* fine, Twitch is notoriously inconsistent and touchy about what's allowed and what isn't so even if it breaks the lore a little bit, I think it's better to have than not.
i think the first person shift really suits it. odd suggestion, but maybe some physics-based momentum going up and down slopes so that you can slide and gain speed as a skill-based movement element? it seems like the landscape has plenty to play with in terms of hills and such, so i feel like that would add a new layer where the player is constantly thinking about where to slide and how to reach peak momentum.
maybe i just want tribes: ascend back, tho
will probably look into that, sounds fun but idk how difficult would be to implement
@@Miziziziz if you add a dash you could potentially implement trimping from TF2. idk if you would want that but it's definitely fun in TF2
There will inevitably be a tiny bug with movement that's hard enough to replicate, let alone exploit, but it will be the core mechanic of any serious speedruns.
Yeah, speed boosts from slopes sound cool.
@@Miziziziz Compare inertia and velocity vectors, accelerate when they are within x% match and going down.
Sweet baby Jesus, yes please, I need something to fill the void that Tribes: Ascend left in me
taking finger guns to the next level.
I love this so much, keep up the good work man.
Robocraft Man right here
omg real gromek
*Taking...
Start your sentence with an uppercase letter next time.
["Fingerbang" from South Park intensifies]
This is actually really cool, it looks a lot more fun than the old version. Kinda reminds me of Dusk in a good way, I like the art style
Wow that's great, you did several interesting things, that gives a lot of authenticity to your video game, adding more content, you could turn it into a commercial product, I have always admired you, you are a very talented video game developer
I love how you solved the "I don't want them to sound like generic army guys" problem by just coming up with a drug called killfuck. It's such a you thing to do, but what if you could siphon the drug out of the bandit's corpses? Either when you're eating them or looting them. It'd increase your movement speed but decrease your accuracy or something?
I can imagine players role-playing with that idea pretty well.
"Zydrate comes in a little glass vial..."
Funfact about Halo: at least for most of the pre-343 games, ALL weapons fire projectiles... it’s just that certain weapons like the UNSC’s fire incredibly fast projectiles that give the impression of hitscan, while the Covenant’s weapons fire much, much slower projectiles. I think one of the games went away from that before going back to all projectiles, but I know for a fact that Halo CE and Halo 3 are projectile-based.
The battle rifle in Halo 2 is hitscan as if it wasn't OP enough lol
@@metalhurtstopunch3696 Generalkidd did a video proving that the BR in Halo 2 is a projectile weapon. I could be wrong, but even the weapons you would expect to be hitscan like the Spartan Laser and the Focus Rifle are all actually projectile.
@@SirLTkdog now that you mention it. That I'd actually pretty interesting that projectile based weapons that travel THAT fast. Kind of a fine balance in a way between these two types of systems.
@@Deliveredmean42 I believe projectiles actually make a raycast check as they travel along their path. I might be misremembering from one of the many viDocs, but I'm pretty sure.
@Dylan L Visual graphics aren't proof that the game logic isn't using a simple ray check, though. There are many games that have fake tracers to add to the visual flair but they actually use instant rays. The Spartan laser is technically a damage-over-time weapon, it doesn't apply all of its damage instantly, but rather over a really short period of time. That might be why some people might think it's not a ray or "hitscan."
The enemies are rarely larger than your aiming reticle, move fast, and somewhat randomly. The three together makes it really hard to aim, because AI doesn't need to "think" like humans do.
It's not uncommon for both shooter and fighting fans to have more trouble against ai than they do other high level opponents.
I would say to slow them down a bit, rather than buff the guns. Less wrist strain too from flailing the mouse around.
you made the sound effects for eating by eating celery? such a lazy dev. any dev who'd put actual effort into it would record sounds of them eating actual human corpses
Nom nom nom
As a sound designer I can confirm that.
They had us in the first half, not gonna lie.
IKR I was like 😑🙄 really
If you want I could probably record the souls of the damned eating each other
The issue with aiming isn't surprising, those enemies are EXTREMELY tiny on screen! It's hard to be accurate when even a bunch of enemies on-screen is a very, very small target.
And they run zigzack and jump its honetly not suprising
This^^^
Small, fast-moving targets are naturally gonna be harder to hit
this game has some of the coolest mechanics I have ever seen.
7:19 I've never laughed harder from a game devlog. I love the change from isometric to FPS! Looks a lot better. Awesome work.
This whole landscape is so strange and desolate, some rare ruined structures would be so awesome to just randomly find
I agree, something like the giant desert hand in atacama desert in CHILE. That would be sic.
LOVE the organ ripping and mixing element.
I echo the suggestions from some to alter the enemy aggro sounds. The lore and the screams are a really cool idea, but right now they just sound like monkeys. I'd say it's more aesthetically appropriate to have more human sounding screams, especially if they were really intense and deranged sounding.
Gotta love those sound effects. Reminds me a lot of Quake.
My thoughts exactly (with a little serious sam flavor added to it). Getting nostalgic here :)
*a lot of quakes
IT LOOKS SO FUN!
The visuals and combat remind me of Half Life 1, but your game looks even more fun to play because you can actually dodge the bullets, and the possibilities with different organs that actually changes the gameplay is great too (also it opens a lot of room for me to fry my mind thinking about different builds).
Great work, man!
Half Life 1 isnt about "Gun Fun", it's about atmosphere and strategy.
That said, this game looks awesome.
loving the hair physics, maybe you could make it so your hair grows longer depending on your max hp
"Hairless speedrun" is created
*laughs in Metalhead*
Love the inventory mechanics, love to see more from this!
From all the gamedev channels you seem to be the most legit and creative!
I love it! congrats on the new computer! (I can't wait to see "lungs only" runs on the final release XD )
You could make it necessary to have a heart in order to use the blood finger gun
I think that wouldn't work with the Idea that It is suposed to be a no-requirement way to kill enemies, but i think it would be cool to add together with a stealth mechanic maybe, like, since you're out of ammo, your body makes less noise so you can sneak behind a isolated enemy to kill him with your hands and then take the ammo, but i don't know if It would quite fit the gameplay
Get all hearts and destroy your enemies with turbo pressurized blood
I love the lore of the player character, and the simple world building. First time hearing about this game, and all I can think is I want more lore about this universe!
I love this man, one thing that I could quickly see making it even better would be adding a nice pixelated skybox!
Keep it up Miziiziziziziziziziziziziziiz
Gearing up for my all-lung playthrough
Seriously, this game screams New Blood. They'd love this shit.
FACTS
Imagine Big John popping out somewhere in this game with his signature "COME ON! KILL ME!"
I was moreso thinking Devolver Digital.
You've got a real-raw abstract style man.. i dig it.
yo this look AMAZING
maybe you could add some variations to the monkey sounds? some pitch variations would be cool :D
yeah that's a good idea
Some seriously great potential here. Killfuck is a genius idea. As an amateur, I find all of this so very inspiring.
Excellently done! I've been experimenting with rendering to separate layers too, except my purpose is to get super long draw distances for an open world game, so far i can render 200km with no z fighting
5:30
The game DUSK also does this, too.
All of your bullet weapons are ray-cast, whereas all of the bullet weapons the enemies use are projectile, even though they're using what are basically the exact same guns; the converted soldiers carry the same machine gun that you do, except theirs fires projectiles that you can dodge while your machine gun is hitscan. Even the boss fight at the end of the game features a fast-moving and dodging enemy with similar movement abilities to yours, as well as what are quite literally the exact same weapons (true to your entire weapon lineup) . . . except his are all projectile weapons, even the bullet weapons like the shotgun and machine gun, whereas yours are hitscan.
EDIT: I'll also say it's refreshing to see an FPS coming to the market that has crazy enemies. Every enemy in most other FPSes are reasonably slow and predictable, but I can appreciate you going all out with yours. It raises the stakes in an engagement with even a few baddies and helps make the world and your enemies feel just as dangerous as you are.
Man I hope I can do stuff like this someday. You’re awesome man.
Hoping makes it impossible. Work and you'll make it happen. Start small. Start today.
@@DanW712 Thank you! That was very inspiring. I'm working on making a small 3d fps for practice. (although I'm running into a lot of issues)
@@Kegisi06 You're welcome, my friend. Everybody runs into issues at some point. You'll get there. Don't give up.
Dude this is so fucking cool, I love the creativity here and the amount of work youve acomplished in this one devlog is incredible.
"can only scream like a monkey"
It's planet of the apes! Quick, add a half sunken statue of liberty somewhere in the desert as an Easter egg! xD
I liked the art direction earlier a lot but this looks so much more fun and weirder. Nice stuff with such a dramatic change!
I have an idea to make it easier to hit enemies. I don't know if Godot has this but Unity has a "SphereCast" which can essentially be used as a "fat" raytrace, with width. So that way even if your shot misses by a tiny amount, it'll still collide. It's like a cheap form of aim assist
I have never been more excited for a game. I'm so glad to see more amazing progress.
This looks so awesome! At first I was a bit disappointed that you've changed the art style completely, as I felt the original one had something unique going for it, but the game looks insanely fun as a first-person shooter! Can't wait for more devlogs.
I feel like the original style would have made the game more marketable, any screen cap of the game looked like it was from Thouest Thee specifically, but this looks like it could be anything at first glance.
@@ChrisD__ that's actually a good point, but I do think it'll appeal to a wider audience now that it's an fps. Though I hope the game will start to stand out more as development continues.
I really like the idea of using your body as an inventory system, its super duper cool in a gruesome kind of way. It's a lot like the Resident Evil style inventory system with its slots. I think my favorite part of the video was really just hearing the thought process. For someone like myself who really wants to get into game development but lacks the current drive to really get started, it's encouraging to see someone explain the process to a layman who views these sorts of things as almost magic. It's really easy to gloss over the simple things, but its quite nice to look at something like getting the arm to return to the grip position being a lot more involved and technical than it seems on the surface. Its kind of got that 'wow' factor to it where the process to get the mechanic to work is almost more interesting the mechanic itself.
I'm happy this was recommended to me. Thank you for sharing your thoughts.
Awesome work dude. I met you in PV before when i was with FOI. Cool to see your really making something of your talents. I bought thyest thou to support you the other day and finished it except for the hoverbike level which is very laggy for me for some reason, although I havent tried it on my beastly desktop just my average laptop so that could be why. Otherwise very cool game with a great concept. I think you could do more with that concept as in my opinion its very cool and deserves more fleshing out. Anyway keep it up dude, was always my dreams to make games and seeing you do it makes me feel like im living a vicarious fantasy. Very original and well done stuff. take care hariiiiibol
Hey I remember you, thanks for the support!
These mechanics are some of the most original i have ever seen in a game. Swapping organs for weapon space is insanely original. Good stuff.
Having hard to hit enemies is really fun for some and frustrating for others, I think an aim-assist toggle would be a good way to please everyone (especially if you add controller support).
Projectile weapons are actually very fun to use IMO so I hope you consider adding them too.
Agreed, high-risk high-reward projectiles are satisfying to land
@@revimfadli4666 Aye, something with a nasty AoE. Like a grenade launcher or a slow-moving missle.
This has such an interesting vibe to it. Awesome work!
Battle Royale: everyone has random standard organs and one special organ with extra bonuses.
Battle royales are honestly overdone
Lorenzo Brown i agree
Glad you came up with this 3d game renovation, but I can't help but sadly sigh over that sick look of top-down perspective Thouest Thee. Loved it so much
Man... THIS is a game I want to buy, and I'm a very cheap dude
First Person, RPG, Skill movement, Old-School graphics? I'm in.
I just hope he compiles the game for 32bits otherwise old PCs aren't gonna run it
Awesome! I really love those ui backpack stuff and how everything fits well together! Can't wait to see more about it
I really like the art style you're going for. Would you consider employing a shader to do PSX-style texture warping and vertex floating point errors for models? Generally those are the two most prominent aspects of the PSX art style that people recognize.
it's actually amazing! love the aesthetics, love the concept, loved the lore, would really like to play a full game like this
Love the bandits but they shouldn't have generic monkey screams, more like actual human screams
Really glad that RUclips recommended the "multiplayer" io video to me a couple days ago. I really enjoy looking at the process of problems that happen while making Thouest Thee and the solutions you make to fix them. Can't wait for more of your super quick and clean tutorials also!
Name it “crest of krymménos” krymménos means hidden in Greek and crest as in chest
Dude this gives me cruelty squad vibes
kenshi 2 taking a different direction i see lol. jk this looks great ngl
I'm trying to get into game design, and I've been kicking around ideas for a game with PS1 style graphics for a while now. It's super cool to see I'm not the only one! I love every bit of the mechanics you've implemented here!
If you do proper level design and pacing instead of some half assed procedural thing this game can be awesome.
Holy cow I love the vibe of this game.
Firstly, the perspective and graphics change is incredible, and you absolutely nailed it. It doesn't look "retro", it looks authentically early-00s. It actually reminds me a lot of Tribes, and I think you could get away with having a Spinfusor-type weapon in this environment. The atmosphere also makes me feel in a similar way to when I've played Kenshi.
Lot of haters of the monkey sounds in the comments but I think they're genius, especially when tied into your lore for them. It's jarring being in a desert, seeing a man in a spacesuit, and then all of a sudden hearing primate screams - none of these things should mix, but you've come up with such a bizarre blend that I think it works incredibly well.
The shift to FPS looks like it suits the intended gameplay style a lot better, but honestly I do not like the new art direction. I think you may be overestimating the popularity of the PS1 art style for new games. It's a meme. It also doesn't separate your game from others. Your original art style was very unique and aesthetically pleasing.
How is an art style a meme
This game looks VERY intriguing and I really like where it is headed, very very interesting, I never thought of a gross yet such cool mechanic for different stats by equiping organs and weapons in your body, I love the graphics and I would love to see this game continue, imma sub to this channel, absolutely amazed
this looks really fun actually, imagine an open world game with these mechanics, it would be lit
Imagine the fetch quests: "Bring me 4 lungs of the monkey brigade fighters, ... oh and you can only fingerbang them"
I wasn't sold from the thumbnail but this is a really cool direction! The movement already looks fun which is super important.
Cool aesthetics, you could also add more unique weapons (like snarks from Half-Life) so it's not all mindless COD shooting
And, just my opinion, but lo-fi chill music doesnt fit into a fast paced game like this.
journey sure looks different than what I remembered ...
(great work and video as always)
This is insanely cool! Not only how you did what you did, but what you're doing is interesting. The game is beautiful in design and mechanics and your coding is solid.
I wrote this before I heard you say you had a drug called "kill fuck" and then heard monkey screams. I now love you and will follow every game you work on.
The creativity and willingness to try unusual ideas here is absolutely stunning. I particularly like the idea that you can stuff different organs inside yourself to get various buffs. I wonder, would this mechanic also be good for using on guns? Stick an SMG inside yourself, get 5% fire rate bonus, stick a large gun in this, get a 5% ammo efficiency bonus, etc. Very interested to see where this project goes and I think a $5 membership for that is an absolute steal.
This is actually the first game I have considered supporting on Patreon. It looks like a stupid lot of fun. Good job my man.
Man, the concept of this game is simply awesome. I would love to play this game when fully developed!
dude these devlogs are amazing, to the point, informative and interesting, great work
This is not only super cool looking but also very educational and inspiring, thank you!
Love where you're going with this.
Keep it up, buddy. Can't wait to see what you're doing next
I've always loved the PS1 era artstyle. This looks great!
This is really really cool. Again I'm happy to see someone using Godot
Yes please keep in the gun hiding mechanic, especially if there was a sort of stealth stuff you could do, also I wonder if you kept the ground eating animation for more health regen, so if you were to use it in battle, you'd maybe take a few seconds to eat but get more health from it, so it would reward a person if they can get that cover, or time it just right!!
Wow it's impressive how much work you get done. I will follow this new version of the game closely!
as someone new to game dev your videos and insights are very inspiring and helpful, thanks for the upload
This is beautiful! I would totaly pick this game up.
You've really got some talent!
inventory is in your body? absolutely sick design. completely enlightened.
Omg please make a full game out of it, with indoor levels etc, your creativity is awesome
This game already has so many cool and unique concepts. Keep up the good work, I can't wait to see what you do with it!
Interesting that when graphics are coming to be ultra realistic, people are interested in old style like pixel games and old ps games style. It was created by limitations of that time and now it is interesting because there is much much less of them. It is almost just like when painting got to be very realistic, artists started to come up with new styles which rely more on symbolizm than on realism.
Like this game!
The old version looked sick, this is on another level, oh my God
You are a god of PS1 graphics and organ based gameplay.
This is forreal my favorite channel now. Thanks for all your great content, I'll back on Patreon once I have a job again :)
The hand pistol and general movement makes this feel very devil daggers. And that combined with a PS1 style and some light RPG mechanics makes this look fun as hell.
This is looking extremely cool and is exactly the kind of weird sci-fi I love. I look forward to future developments!
This looks so good! Something to consider is Doom was praised for having game mechanics that create incentive for the player to push forward as opposed to constantly running backwards. Not sure what the solution would be but having a reason to be more aggressive could be really cool. Can’t wait to see more!
man, this is awesome and scary... Scary because Im currently learning Godot and building my FPS prototype. I need so much to learn and Im not even sure my brain are capable to do this... Sometimes I use code I do not even understand, but somehow it work... Your math skills, calculations, figuring things out is impressive. Very intimidated by this video :) By the way love the atmosphere of your game.
This is genius and your explanations make it even better! I feel I have learned a lot about design just from watching this video
This game would be so sick with a blank banshee sound track
This is pretty cool. Like legitimately cool and I hope you have a great time making it as I'll probably have playing it when it comes out.
Soo Much Hard Work compressed in just 9 minutes ! You're goddamn awesome !
Watching this made me remember what its like to want a game that I didn't know I needed
You should add killfuck as an item that you could also use
The atmosphere of the first few seconds of this game is absolutely amazing.
Super excited to see this project again! Can't wait to see what's next!
If you go out and add a deep rpg-aspect with organs with different stats etc. i would be totally hyped for this game!
Looks really good and feels really satisfying!
Keep it up!
Great job man! Enjoyed the vlog and the comments on the programming choices. Thanks for sharing.
All the best!