What a gread idea man, keep it up! But i got just one suggestion: look how classic wow world/map was designed, how they made small world feel big and immersive.. and why fast travel (like grappling hook) would make gameplay less enjoyable and exciting in the long run :)
I think a grapling hook is great as a way to help a character gain momentum, being able to chain that into a gliding form would make the grapling hook help to gain hight for the character
Great job on the dev log and progress on Velkyn! It makes me super excited to see your videos again and more so how much your skills have improved since Cloud Escape (and your thumbnails and graphics are what drawed me to your dev logs for Cloud Escape). Great job, excited to see this to blow up!
Really loving the stylized looks! The transformation gameplay mechanic could also help your game stand out more with its uniqueness. All the best to you!
It seems you have a lot spare time, otherwise i cant imagine how a single person creating such a thing in such a "short" period of time. Im really hyped to see the process of a development from the scratch to the final game.
@@anbagames please don't add wall jumping. It just doesn't feel right Inbthjs type of game. Maybe just keep It to wall climbing. Or you could make the character throw a grappling hook onto something, and make her slowly hoist herself up. You are making an open world adventure game, not an Apex Legends ripoff
my god, does the world of your game look stunning! Also, never wonder if a grappling hook should be added to your game or not, EVERY GAME NEEDS A GRAPPLING HOOK :D the game shows great potential, and I'm excited to see more! I especially love all the movement options you have implemented, as I have a particular preference for games with deep movement mechanics :) I would love if you checked out my parkour game aswell, I'm working on a new devlog that I'll post soon and I think you might find it interesting, I'll subscribe to you for future updates!
Thank you! I'm also a big fan of good movement mechanics, and it's cool to see that many comments highlight that a grappling hook is a good addition. Your project sounds really cool, I'll definitely check out some videos!
Hey, sorry for the late reply! I'm using MicroVerse by Jason Booth (Unity asset) for the non-destructive terrain workflow and I have a bunch of terrain stamps (also Unity assets) from Rowlan. Everything happens in-engine
The game looks great, but the problem is that it doesn't seem to do anything unique, and is too comfortable with leaning on its influences. Obviously, this is just the beginning, so you'll probably figure out a good hook later on (ideally the hook comes first but you've built a good foundation), but don't underestimate the importance of having a reason to play your game over others.
Yes, I completely agree with you! I'm working on some cool stuff that I haven't seen in other games yet :) Hopefully, I can show something in one of the upcoming devlogs. Thanks for your honest feedback!
Wow, this looks so cool! It's incredible how many different areas of responsibility you have as a solo developer on such an ambitious project. I'm really excited about the combat system. Will players be able to target the enemies? Also love the main character! Great job!
Grapling hook would be a good mid game, and you could maybe have the astral flight have a limited number of flaps but an unlimited glide, with thermals to lift you back up. Then give the flight a longer cooldown. Depends really on how you want the flight to feel, is it mainly for travel, is it only vision, like a magical drone, or would it have any combat associated?
The open world will have a lot of verticality, and that's exactly what the flight form is designed for. However, I definitely don't want to make the flight form too overpowered. Ascending will be more challenging than flying straight ahead. Gliding is basically free. I've also considered introducing the grappling hook later in the game. Mid-game sounds good :) Thank you for the kind words!
This concept seems really interesting so far. I don't know if you have decided on this yet, but I actually think it could be really cool (though probably a bit challenging) to implement both the bird form and grappling hook and seamlessly transition between the two. Sure, it might seem a bit redundant, but with that wall-jump ability I can totally see myself stringing together some very awesome moveset combos off of the towers and mountains and tall trees that would just feel very satisfying to pull off. It'd just add that extra bit of creativity that I can add in my traversal throughout the world. In any case, very impressive work so far! From one developer to another, best of luck in your journey! :)
Hey, thanks a lot! That sounds like a lot of fun, but I need to see how the balancing works when there are so many movement mechanics. With a Spider-Man game on a huge map, I totally get it, but my open world won't be gigantic. I will definitely keep thinking about it! Thanks :) Good luck on your journey as well!
@@anbagames yeah, i can see where you're coming from! upon further reflection, i'm sure most might see what i originally posted to simply be too gimmicky in practice. just as well, I completely understand the need to make sure things are balanced! whatever you decide, i'm certain i'll enjoy it (though my fingers are crossed very tightly that i'll at least be able to turn into a bird... i love birbs)! I wishlisted your game when i originally posted my first comment and i'm very excited to see how it turns out! :)
You're right - the animations still need quite a bit of work! I've created a new character rig and am currently working on new animations :) Thanks a lot for the tip and the kind words
This looks incredible! I love the stylized feel of the game, the character animations model, and the overall feel of the world. You are doing analyzing job! Thanks for sharing this with us. New sub and wishlist. Cheers!!
nice work but how to start i am no modeller , i am not artist and not sound maker i am poor dev can't hire anyone need to tell us your #devlog 0 , the very begining , share your #gdd (game design document)
Thank you very much! I have a devlog #0 here on my channel. For simple prototypes, there are starter assets available for every major engine (Unity, Godot, UE, Game Maker, ...). Approach it step by step, try things out, and discard them if needed. Repeat this process until it feels right. I also taught myself 3D modeling. Blender is free, and there are free base meshes available for humanoid models that you can build upon. You can also use Blender for texturing and don't need a subscription to Substance or similar software. For audio, there are free sources available to start with - you could use them as placeholders initially. If you're determined, you will indeed get into the, admittedly very broad spectrum of being a solo game developer and find your way around. Take it step by step, and I wish you success on your journey!
You should limit the etheric flight. Like Kiki lose her ability to fly with a broomstick, and you need to use a grappling hook. Nice dev log. Good luck.
Thanks! I'll keep working on the character. It's my first one, so I have to try a lot of things and discard them. And then try again until the result is better. 😅
The game looks amazing! Of course it is wishlisted ❤ Maybe you should increase the volume of the closing door sound when entering the boss fight. That would make it more dangerous. Beside that i really like the bird flighing stuff and would not implement a grappling hook.
Thank you! Good point about the volume of the sound! You're the first person to speak out against a grappling hook. I agree, I also think that having both a flight form AND a grappling hook might be too much. What is your reasoning against the grappling hook? I'm curious to know :)
@@anbagames just know that cell shading is a lot more complicated than it looks. Since it's emissive, it requires a lot of work to get done properly. Shadows, day-night cycles, metallic surfaces, and a lot more won't work out of the box. You'll have to find good tricks to keep it consistent.
very impressive but it's quite generic artistically and mechanically. i would like to see a core gameplay identity that isn't highly derivative of popular AAA games.
Wow this game is stunning. Great job! If I may ask, I was just wondering how you created that sky/fog shader or effect. I love how there's a gradient in the sky, and it'd be awesome to find out how I can also achieve that effect :D Great devlog and best of luck on your project ^^
Hey, thank you very much! For the effect, I'm using URP Volumetric Lights & Fog. For the fog, I have defined a fog volume where the fog exists. At the edges of the volume, the fog blends with the rest of the scene. Hope that helps!
Reminds me greatly of recent Zelda games, beautiful artwork, player animation could use some work but this is the only of the devlogs I've seen so far so that might have been addressed by now. Either way looks great.
Oh, all good! I use a lot of third-party assets. I'm already struggling to make significant progress alongside work and family, so I think it's okay to use ready-made assets. One should just not take credit for other people's work 😊
Remember to match the movement speed of the player and other things with the animation speed. Right now you're player walk and run look like the feet slide across the ground simply increasing player speed will fix that.
If you want to keep the grappling hook, then make it so it has high acceleration without being able to maintain current speed. Make bird form slow but steady, and then make it so that you can chain the two states together (grappling hook into bird form) and maintain speed. Just a suggestion.
That doesn't sound bad at all. Do you have any examples of a game that has implemented the grappling hook feature well? I'm definitely open to some inspiration! Thank you :)
@@anbagames There’s this hame called Cyber Hook where movement and speed hinge on how you use the grappling hook as well as double jumps and wall runs. I was also thinking of Just Cause 3 and 4 when mentioning chaining together movement in an open world (I haven’t played those games though. I’ve only seen clips).
I have also been trying to make an open-world game and have recently switched from Unity to Unreal Engine 5 and I am exited for the development of this game!
Thank you very much! Unreal is an excellent platform and offers many tools that are only available through third-party assets in Unity. I wish you great success with your game!
Hi! I just wanted to say that you're doing an absolutely incredible job with this game, and I can't wait to see what becomes of it! I was also wondering if you happen to be looking for voice actors? If so, I'd love to learn about the process of joining the project for those who are interested ^^ If not, that's okay. I'll be wishing you the best of luck with development regardless! 😊
Thank you very much! Yes, I can understand that. For me, it's also difficult to decide which mechanic fits and which doesn't. In one of the upcoming videos, you'll see an improved version of the wall jump combined with climbing - I think it already feels very good in my playground scene 😊
This looks awesome so far the world looks incredible 👍. Something's id changed is the animations making them more snappy or shorter also just maybe making the characters shadows a bit darker cause we can't see the features all to well.
Thank you for the feedback, I'm glad you liked the devlog :) The animations definitely require some more work, I agree with you on that. Which shadows are you referring to? The shadows on the character or the shadow cast by the character onto the environment? I will definitely take a look, thank you for pointing it out!
Wishlist VELKYN on Steam and support the development of the project: store.steampowered.com/app/2728320/VELKYN/
What a gread idea man, keep it up!
But i got just one suggestion: look how classic wow world/map was designed, how they made small world feel big and immersive.. and why fast travel (like grappling hook) would make gameplay less enjoyable and exciting in the long run :)
I think a grapling hook is great as a way to help a character gain momentum, being able to chain that into a gliding form would make the grapling hook help to gain hight for the character
Sounds like a great combination of skills!
depends on if the flight form is actual flight or gliding
@@stray1239 yeah exactly :) , i meant specifically gliding, otherwiss it would be redundant.
Great job on the dev log and progress on Velkyn! It makes me super excited to see your videos again and more so how much your skills have improved since Cloud Escape (and your thumbnails and graphics are what drawed me to your dev logs for Cloud Escape). Great job, excited to see this to blow up!
Thank you for your kind words. I really appreciate your support throughout the years! I'm always striving to improve myself :)
This looks insanely impressive! Can't wait to see more
Thank you so much! I'm working hard on the game :)
Love the devlog! Keep up the amazing work mate. I look forward to following your process.
Glad you like the devlog! I will definitely post whenever there's something new. But progress does take its time
Really loving the stylized looks! The transformation gameplay mechanic could also help your game stand out more with its uniqueness. All the best to you!
Thank you! I'm trying to implement this mechanic as polished as possible!
Project looks great man, happy to wishlist it.
Thank you so much!
Love this project.
No wall jumping.
It's just not gonna feel right in this type of game
You look like you're doing everything right, and the game looks interesting to, wow, great job.
Looking great so far!!! I like the idea of turning into the bird for traveling. I can't wait to see more!!
character looks pretty cool
I think the bird idea would be a cool mechanic if it were more of a dash or glide than prolonged flight
Good point! Will think about that
That steam badge chest opening was adorable
love the dungeon vibes!
It seems you have a lot spare time, otherwise i cant imagine how a single person creating such a thing in such a "short" period of time. Im really hyped to see the process of a development from the scratch to the final game.
You can never have enough time... so many things and so little time :D
Thank you very much for the kind comment. I'm glad you liked the devlog :)C
Well, look for Project Kyrill - two guys made it in period of I think 5 or 7 years, in Unity 5.
@@anbagames please don't add wall jumping.
It just doesn't feel right Inbthjs type of game.
Maybe just keep It to wall climbing.
Or you could make the character throw a grappling hook onto something, and make her slowly hoist herself up.
You are making an open world adventure game, not an Apex Legends ripoff
It’s called passion…. Good for this solo dev looks amazing!
@@kishirisu1268calm down where’s ur game
it is a masterpiece
Oh, thank you, that's nice to read :) I'm glad you like it!
This art style goes fucking nuts
Grappling hook looks epic
Don't you think it feels a bit overpowered? ^^
my god, does the world of your game look stunning! Also, never wonder if a grappling hook should be added to your game or not, EVERY GAME NEEDS A GRAPPLING HOOK :D
the game shows great potential, and I'm excited to see more! I especially love all the movement options you have implemented, as I have a particular preference for games with deep movement mechanics :)
I would love if you checked out my parkour game aswell, I'm working on a new devlog that I'll post soon and I think you might find it interesting, I'll subscribe to you for future updates!
Thank you! I'm also a big fan of good movement mechanics, and it's cool to see that many comments highlight that a grappling hook is a good addition. Your project sounds really cool, I'll definitely check out some videos!
@@anbagames thank you for checking out my stuff :D
Which game engine do you use? This looks amazing so far, can't wait for the next devlog!
Thank you! :)
I'm using Unity 2021.3 LTS
What did you use to make the terrain?? Was it a blender addon
Hey, sorry for the late reply! I'm using MicroVerse by Jason Booth (Unity asset) for the non-destructive terrain workflow and I have a bunch of terrain stamps (also Unity assets) from Rowlan. Everything happens in-engine
i feel like the contrals should be MORE smoothere and fun to play
What do you mean by that exactly? Maybe I can improve it :)
The game looks great, but the problem is that it doesn't seem to do anything unique, and is too comfortable with leaning on its influences. Obviously, this is just the beginning, so you'll probably figure out a good hook later on (ideally the hook comes first but you've built a good foundation), but don't underestimate the importance of having a reason to play your game over others.
Yes, I completely agree with you! I'm working on some cool stuff that I haven't seen in other games yet :) Hopefully, I can show something in one of the upcoming devlogs. Thanks for your honest feedback!
100 hours for a model of that detail is unacceptable.
Hello dev just for you to know, that will better for the game to let us choose our gender.
Now the wait for the second devlog starts.
Looks really nice so far!
Thank you! I'm currently making good progress :)
Looking great dude, keep up the good work!
PS: wishlisted 😁
PS 2: weight painting sucks 🤮
Thank you so much man! And yeah, absolutely, weight painting is truly the final boss! :D
bruh devlog 1 its alr on steam let me create 10 alts to wishlist ur gaem
Wow, this looks so cool!
It's incredible how many different areas of responsibility you have as a solo developer on such an ambitious project. I'm really excited about the combat system. Will players be able to target the enemies?
Also love the main character! Great job!
Thank you, I'm glad you like it! 😊
A target system will definitely be included, yes.
Wow, das sieht wirklich gut aus.
Es ist jetzt in der Top 10 auf meiner Steam Wunschliste.
Vielen Dank! 🙏 Das freut mich sehr :)
Looks great so far, wishlisted and excited to see more
Thanks, Kyle, that means a lot to me! Cool that you were here at the premiere :)
Just wishlisted! Congrats on your journey and progress! Look forward to your success!
Grapling hook would be a good mid game, and you could maybe have the astral flight have a limited number of flaps but an unlimited glide, with thermals to lift you back up. Then give the flight a longer cooldown.
Depends really on how you want the flight to feel, is it mainly for travel, is it only vision, like a magical drone, or would it have any combat associated?
The open world will have a lot of verticality, and that's exactly what the flight form is designed for. However, I definitely don't want to make the flight form too overpowered. Ascending will be more challenging than flying straight ahead. Gliding is basically free. I've also considered introducing the grappling hook later in the game. Mid-game sounds good :) Thank you for the kind words!
This concept seems really interesting so far. I don't know if you have decided on this yet, but I actually think it could be really cool (though probably a bit challenging) to implement both the bird form and grappling hook and seamlessly transition between the two. Sure, it might seem a bit redundant, but with that wall-jump ability I can totally see myself stringing together some very awesome moveset combos off of the towers and mountains and tall trees that would just feel very satisfying to pull off. It'd just add that extra bit of creativity that I can add in my traversal throughout the world.
In any case, very impressive work so far! From one developer to another, best of luck in your journey! :)
Hey, thanks a lot! That sounds like a lot of fun, but I need to see how the balancing works when there are so many movement mechanics. With a Spider-Man game on a huge map, I totally get it, but my open world won't be gigantic. I will definitely keep thinking about it!
Thanks :) Good luck on your journey as well!
@@anbagames yeah, i can see where you're coming from! upon further reflection, i'm sure most might see what i originally posted to simply be too gimmicky in practice. just as well, I completely understand the need to make sure things are balanced! whatever you decide, i'm certain i'll enjoy it (though my fingers are crossed very tightly that i'll at least be able to turn into a bird... i love birbs)! I wishlisted your game when i originally posted my first comment and i'm very excited to see how it turns out! :)
Wishlisted it already, as a Zelda fan, this fit right in!
Thank you so much! I'm glad it appeals to Zelda fans :)
Looks great. What I would suggest is to switch the animations for the player though. Test Mixamo to make it look better. Otherwise, suberb.
You're right - the animations still need quite a bit of work! I've created a new character rig and am currently working on new animations :) Thanks a lot for the tip and the kind words
This is amazing. I am starting my own dev journey and it is so motivating to see what you've accomplished!
This looks incredible! I love the stylized feel of the game, the character animations model, and the overall feel of the world. You are doing analyzing job! Thanks for sharing this with us. New sub and wishlist. Cheers!!
nice work
but how to start
i am no modeller , i am not artist and not sound maker
i am poor dev can't hire anyone
need to tell us your #devlog 0 , the very begining , share your #gdd (game design document)
Thank you very much!
I have a devlog #0 here on my channel. For simple prototypes, there are starter assets available for every major engine (Unity, Godot, UE, Game Maker, ...). Approach it step by step, try things out, and discard them if needed. Repeat this process until it feels right. I also taught myself 3D modeling. Blender is free, and there are free base meshes available for humanoid models that you can build upon. You can also use Blender for texturing and don't need a subscription to Substance or similar software. For audio, there are free sources available to start with - you could use them as placeholders initially.
If you're determined, you will indeed get into the, admittedly very broad spectrum of being a solo game developer and find your way around. Take it step by step, and I wish you success on your journey!
@@anbagames
that's awesome 👍
_do you use gdd aka game design documents
_do you use AI
You should limit the etheric flight. Like Kiki lose her ability to fly with a broomstick, and you need to use a grappling hook.
Nice dev log. Good luck.
problem solo dev is the sheer amount of work required to complete vision. It's possible but we are all bound by physics here.
looks amazing honestly
the main thing you need to worry about is having weight to your animation. I know that's hard to do, but are you going for mario or mirror edge style.
I said this in a previous devlog already, but this looks amazing! I hope all goes smoothly
Thank you very much! I hope so too, hehe 😄
Looks great! Cant wait to see this progress :)
That scene at the end reminded me of Devil May Cry for some reason, that used to be one of my favorite games 😊
I would personally put the "Press B to open chest" above the chest :) and good luck with your new game :D gamedev is indeed very hard ;D
Good point, that catches the eye better! Noted! :) And thank you!
Beautiful game and great breakdown! Sounds a lot like an Australian Magpie o:
make your character good and the world is soo good , make the character better if you can , soo you can blow the market😋
Thanks! I'll keep working on the character. It's my first one, so I have to try a lot of things and discard them. And then try again until the result is better. 😅
The game looks amazing! Of course it is wishlisted ❤
Maybe you should increase the volume of the closing door sound when entering the boss fight. That would make it more dangerous. Beside that i really like the bird flighing stuff and would not implement a grappling hook.
Thank you! Good point about the volume of the sound!
You're the first person to speak out against a grappling hook. I agree, I also think that having both a flight form AND a grappling hook might be too much. What is your reasoning against the grappling hook? I'm curious to know :)
My reason is that having the flight form differs from other games that have been there in the past. Some kind of unique selling point ;-)
Suggestion: Make the character Cell Shaded.
Good point! Currently reworking the character and not loving the shading so far. Thank you for the suggestion! 😊
@@anbagames just know that cell shading is a lot more complicated than it looks. Since it's emissive, it requires a lot of work to get done properly. Shadows, day-night cycles, metallic surfaces, and a lot more won't work out of the box. You'll have to find good tricks to keep it consistent.
Is this gonna available on mobile?
Hey, no plans for mobile right now, sorry! The only confirmed platform so far is PC
very impressive but it's quite generic artistically and mechanically. i would like to see a core gameplay identity that isn't highly derivative of popular AAA games.
Thank you very much! I agree with you and will showcase some unique features and mechanics in future devlogs
Great devlog! Will be fun to follow this!
Thanks, Kev, your opinion means a lot to me. I'm also a big fan of your devlogs and can't wait for the next upload! 😊
3:50 animation is faaster than her walking speed, you can see her feet sliding
A Grappling Hook is NEVER REDUNDANT…
There has never been a game that became worse after getting a grappling hook.
Wow this game is stunning. Great job! If I may ask, I was just wondering how you created that sky/fog shader or effect. I love how there's a gradient in the sky, and it'd be awesome to find out how I can also achieve that effect :D
Great devlog and best of luck on your project ^^
Hey, thank you very much! For the effect, I'm using URP Volumetric Lights & Fog. For the fog, I have defined a fog volume where the fog exists. At the edges of the volume, the fog blends with the rest of the scene. Hope that helps!
@@anbagamesAwesome! Thanks man :D
it's conceivable you can lose control on an intellectual property
Reminds me greatly of recent Zelda games, beautiful artwork, player animation could use some work but this is the only of the devlogs I've seen so far so that might have been addressed by now. Either way looks great.
Thank you for the kind words! The upcoming video will feature a bunch of new and improved animations 😊
If only there was a way I could wishlist this on Steam...
I would love to try this out!
I also would like to volunteer!
Maybe we could have a dev testing collab done on unity cloud?
Thank you! There will definitely be a QA phase. Maybe there will be something to test in 2024? :)
hmm i think this guy might be a zelda fam but im not sure 🤔
This looks great so far! I can tell how much love you're pouring into this project.
How are you handling the music?
Thank you very much! The plan is to hire a composer for the music. But since I'm still in a very early stage, it will take a while
this looks like a unity asset store trailer, is this environment from the store? doesn't look original (don't mean in bad way)
Oh, all good! I use a lot of third-party assets. I'm already struggling to make significant progress alongside work and family, so I think it's okay to use ready-made assets. One should just not take credit for other people's work 😊
If you need a 3D modeller, let me know.
Looks awesome
Remember to match the movement speed of the player and other things with the animation speed. Right now you're player walk and run look like the feet slide across the ground simply increasing player speed will fix that.
Thank you, that's a good point. I really need to work on that :)
Wow, it looks amazing. I'm looking forward for updates. Wishilisted!
Thank you so much!
a no flight zones (/no transformation due to some reasons) could make grapling hook a very precious part of experience, imho :)
That's a very good point!
Assume he used Unity to create the game..
Nice video. Would be very interested to see how you did the landscaping, for example at 5:00 you made that look fairly simple.
Thank you! I will definitely show a lot more about the world building and terrain workflow in the upcoming devlogs
Awesome work! Wishlisted!
You fool!
Keep it up!
Haha, thanks! I'll do my best :)
Please do a tutorial on how to make a game look soooo good!!!!
You should make the chest come up from the ground to spawn in. Since the map is called Isle of the Acients.
Good idea!
If you want to keep the grappling hook, then make it so it has high acceleration without being able to maintain current speed. Make bird form slow but steady, and then make it so that you can chain the two states together (grappling hook into bird form) and maintain speed.
Just a suggestion.
That doesn't sound bad at all. Do you have any examples of a game that has implemented the grappling hook feature well? I'm definitely open to some inspiration! Thank you :)
@@anbagames There’s this hame called Cyber Hook where movement and speed hinge on how you use the grappling hook as well as double jumps and wall runs.
I was also thinking of Just Cause 3 and 4 when mentioning chaining together movement in an open world (I haven’t played those games though. I’ve only seen clips).
@@Cloud-HeadedDev Thank you, I'll take a look! I know Just Cause, but at this speed, you could explore the open world in just a few minutes :D
It is looking amazing bro! Keep going!!
you made nice game your game scene beautiful
I have also been trying to make an open-world game and have recently switched from Unity to Unreal Engine 5 and I am exited for the development of this game!
Thank you very much! Unreal is an excellent platform and offers many tools that are only available through third-party assets in Unity. I wish you great success with your game!
This is beautiful! I also love that you keep your goals realistic so you can actually finish it! :)
Thanks Steven, I'm glad you enjoyed it!
Looks stunning, can't wait to play it
Thank you! That makes me very happy :)
This game looks like a game on the N64 and i love it its so nostalgig (sorry i am bad at english (i am german) )
Hehe, vielen Dank! Freut mich zu hören 😊
Hi! I just wanted to say that you're doing an absolutely incredible job with this game, and I can't wait to see what becomes of it!
I was also wondering if you happen to be looking for voice actors? If so, I'd love to learn about the process of joining the project for those who are interested ^^
If not, that's okay. I'll be wishing you the best of luck with development regardless! 😊
Thank you very much for the kind words! At the moment, I'm not looking for voice actors, but definitely at a later time! Let's stay in touch! 😊
@@anbagames For sure! Looking forward to it! ^^
This is pretty good for a solo dev
just added to whishlist, sr to say but the walljump animation seemed a bit ought
Thank you very much! Yes, I can understand that. For me, it's also difficult to decide which mechanic fits and which doesn't. In one of the upcoming videos, you'll see an improved version of the wall jump combined with climbing - I think it already feels very good in my playground scene 😊
keep it up its a tuff world out there
i have almost the exact sweatshirt that your character is wearing 💀
You both have good fashion taste :D
I always like grapple hooks
This looks awesome so far the world looks incredible 👍. Something's id changed is the animations making them more snappy or shorter also just maybe making the characters shadows a bit darker cause we can't see the features all to well.
Thank you for the feedback, I'm glad you liked the devlog :)
The animations definitely require some more work, I agree with you on that. Which shadows are you referring to? The shadows on the character or the shadow cast by the character onto the environment? I will definitely take a look, thank you for pointing it out!
@@anbagames the shadows on the character
this guy is on to something
loved the concepts and art style, looking foward to see your progress, also, nice setup
Thank you! Glad you like it 😊
I love the Ocarina of Time -feel of the game! Wishlisting :)
Thank you so much!
hey where'd your daughter go? well she woke up crazy and just left
🤣
Devlogs really are the meta
Really nice project, as a solo dev my self, i support your project !
looks very original. :)
But why with Unity? D:
I have years of experience with Unity :(
With the recent Unity debacle, I've also looked into UE5 and Godot and am open to them for the future 😊
What software did you use for painting the main character
I'm using Substance Painter for creating textures and PBR maps
Really looking forward to the next devlog and more updates on the game!
Thank you Oskratos, that makes me very happy! I really appreciate your constant support
looks great!
gothic for girls :D
du bist deutscher das hört man