I love how the feel of this game is so light and airy. The music really adds to it. It's like you're watching a bunch of happy people walk around leading a blissfully simple life.
Love the hexagon solution, fits so well with the style of the game. One thing that’s bothered me for a long time that I think would be a very simple but effective improvement would be the foliage on your pine trees. You’ve got the cones upside-down, they should instead face upwards. You may need a few more of them as well particularly toward the top of the tree as they get smaller. I think it would help make things look a bit more pleasing. Love the game so far, keep it up!
What if when selecting the fill type the "cancel fill" button was in the center of the wheel ui. This could be the case for all actions in that ui and leaves space for other little option buttons like the fill type.
I love how you take time with the aspects of the game that I would never consider. I think too many game developers get to where they can add an animal or two and then fill up a broken world full of broken animals and junk. It always makes a buggy game that gets old really quickly. I'm glad to see that you're very thorough with your game
I think it would be amazing if when highlighting a tree it would be lightly blown about and have it's leaves and branches rustle, and if say, you're selecting the terrain it creates a puff of dust. having these instead of a standard highlight would look amazing, more natural, and you could have an in universe reason why it happens. the villages could refer to it as god touching the world around them. idk, just a thought and it would likely be a lot of work! lol love your progress!
Those touches in other games are generally heavy handed, and break the immersion of the game play.. They give a typical feel of a top down 'god' creation game. Which isn't what this game is about.. This game is about immersion into the lives of the villages, you are a mix between one of them and a god.. This subtly as it is is better for this type of game.
Both good points. I think we could work either way, but I would agree but it should be subtle. I wouldn't spend too much time rationalizing why exactly the sapiens take direct orders from an unseen being though. I think a bit of suspension of disbelief is fine here.
A custom visual indicator (god's touch) wouldn't really feel natural in this game, like what Mike and Brett already said. But I do think that a custom sound for selection would be nice, giving the player feedback on what they have selected and could give the excuse that it's the sapiens "language" when referring to the selected object.
I didn't really like the old digging, so I'm glad you are changing it. Otherwise, everything else is looking great! I've been wanting to play a game like this for a while. If I were to give a suggestion, the landscape still looks a little bland and empty.
I think larger mountains and deep river gorges, would be great features to add vertical depth to the landscape. They would also add physical barriers to separate from other tribes.
All of these are features that will obviously be added. He is still developing the logic of how the tools work and the game looks/thinks etc. Features will come quickly later when the ground work is in a more finalized state.. I think he might have mentioned something to that extent in previous videos as well.. Features will be developed with game play, which isn't nailed down yet. Terrain will be developed with progression in mind, not just completing the landscape to look pretty. I think that's the main reason that these won't be implemented for a while still
He has already done all of those. He just always picks flat terrain for his videos. When the same thing was brought up in the discord server he showed some pictures of the varying terrain if you want to see it.
The hexagonal texture generation is genius, really really nice to look at. Maybe make the gravel textures a bit mor rough/diverrs colorwise. At the moment, it could also be wet sand. 2-4 small hexagons per big tile should work fine without breaking the whole style apart!
So I just found your Playlist and watched through all your devlogs! I'm soo excited! Just a couple of things I thought could be nice: 1. Have the Sapiens gravitate towards lit camp fires when they want to rest, this can help create a sense of tribal unity and also help keep the group closer together naturally. And if you could have them rest, and then enter into multitasking where they start chatting with others in range, who are maybe also resting, or crafting/cooking neerby. That way you can help create more natural interactions and relationship development. 2. Instead of asigning a partner at childhood. I'd rather assign the partner at the stage of maturity (that way you are guaranteed that that sapien is actually still available - haven't left or died, when they grow up) 3. Have sapiens tend to gravitate towards sapiens who they have stronger 'moods' for. Again will help with relationship development. 4. When asigning partners (especially when the tribe grows larger) have them assigned to priority: stronger relationships, and secondary: similar or complimentary character traits. This will feel more natural. And I'm sure people will start to ship their favorite relationships and try to find unique ways to ensure that it works out. 5. Finally regarding the UI: why not have second tier options slide out as soon as you hover over the first tier option, have them basically look like a larger version of the stone like circle segment. Also having that appear with a hover instead of a click will help to speed up ui interaction, making it feel less clunky. I also think having the stone tiers in concentric circles would be a more unified look and with a soft stone sliding on stone sound effect it can be very impact full. Good luck! You're doing great! Can't wait to play!
Would love to see little peaks of code once in a while! As an aspiring Game Dev, it would be really interesting to see. Always love to see these videos pop up in my notifications, keep up the great work!
This game will be revolutionary Dave Frampton. Many opportunities, anthropologist and paleontologist enthusiasts and survival game enthusiasts will be all over this game, I myself am an open world survival/building enthusiast and this looks great already, lots of work to do, I understand but your idea to create a game like this is astonishing, keep it up
i love these vids, always look forward to them. i saw a person called Privy asking to be friends, dont reply back. ive heard there are channels that do this and somehow steal your channel. SomeOrdinaryGamers did a video on it if you want more info. it would suck big time if your channel got sotlen, i love these vids and they give me some motivation to start doing game dev-ing.
The new terrain selection looks great. A couple of suggestions. You could make the tile selection stand out more. And perhaps have a mode between editing and viewing the game. Also you should perhaps mark the tile when there is a job marked on it? Maybe like a vertical bar with some symbols or soemthing.
Great progress! I'd suggest reducing the tree sway slightly. When you were discussing lighting when walking through the birch tree its motion stood out as a bit too exaggerated.
My greatest fear for this game is someone from a huge Studio seeing this work, and being so impressed that they then offer a crazy salary for Dave to work on their projects instead, leaving this one behind.
It would be cool if you could dig sand with your hands although a shovel makes it faster but you have to have a shovel to dig gravel. Also maybe some randomness with where the layers are? So it isn't necessarily always exactly: layer 0 grass, layer 1 sand, layer 2 dirt etc.
Blockheads was my childhood, and I still can't believe I managed to stumble across your RUclips all these years later. As for terrain, it seem pretty difficult to edit terrain one step at a time like currently implemented. Have you ever thought about a terrain editing mode? Once you go into terrain editing mode you are free to edit, undo, and redo terrain as you like and it would update instantly, then as soon as you click complete/done it will then schedule all the actions in order. Also on another note, with the current terrain model is it possible for cave generation? Given the current style of the game and looking back in history caves have been monumentally important. Take Cederberg Nature Reserve in West Coast DC, South Africa you can see cave paintings dating back thousands of years ago. My initial thought would be to look at a voxel based terrain system. It seems pretty late into development to change it now, but had you ever considered/thought about this as an option? Is it even possible on a world of this scale? It would allow for the creation of overhanging terrain, unless there is a way to do it using your current method of terrain I don't know. It would be really awesome to have your opinion on this, could you even think of it as a feature for Sapiens 2? Absolutely loving the Dev logs, I'm learning something new from every one. Keep up the awesome work, I can't wait to see what you come up with next.
maybe stone instead of gravel, because (depending on the size of the pebbles) gravel actually can slow you down compared to normal dirt. Stone is a hard, flat surface that would realistically allow them to walk faster.
Setting up paths would be so cool! (and a rabbit hole of sorts). For instance, commonly traveled paths could become footpaths over time. You can also put in work to keep up basic path and assign people to that task. Overtime, you might start to get the technology to put cut stones on the roads. There could be a lot of variables effected as well. Increased speed is the obvious one, but there could also be lower danger ratings (or the possibility of getting hurt on long trecks), increased interaction with outside nomads, or even seeing NPC settlements pop up along routes. if you have lots of people playing on one server, paths would probably be often used features.
Additional comment: I suppose the water being a simple sphere will work fine enough, but: would it be possible to have a "polygon" water mesh, similar to what you did with terrain, but buried below the ground? In this way you could elevate the water level meter by meter (accounting for lakes at higher altitude, river with water inclination), and even add some texture effect to show flowing wherever there is an inclined surface, and even change the shape of the water polygon similarly to what you did with ground digging (obviously is not directly controllable by the player, but only through ground digging)
I feel the faint hexagon and lower info bar hurt the immersion and might not add too much. It would be nice to have as little UI as possible if you're just flying around checking out the world.
What do you think of natural path creation. If the Sapiens take the same path, over and over then maybe the terrain should change. Grass turning to dirt, for example. So when u build your village, they develop their own path/road system.
With the setting the fill type UI - why have an additional panel opened? I think it would look great if the types themselves were just smaller circles around the fill button, and then the fill button itself could be the cancel button, instead of being greyed out inactive just wasting UI space. If there is too much to choose from, another outer circle could be added, and the UI will just expand out from the center as more and more buttons are needed.
Hello Dave! I realy like your videos, they inspired me to try game dev. Can you tell me anything about baking light at RUNTIME on terrain generation? I cant find anything about this topic. Maybe there is some kind of hack to make good looking shadows on terrain far from camera?! Any answer well be great! Thx for your great videos and art work! :)
I think you should make the UI color entirely the medium grey of the option circle. The dark grey just doesn't look as good to me. I think if the medium grey was the color of all the stony UI's, it would make it all fit together nicer and have a nice color.
Gotta say Dave, not a big fan of the cube sprites in the fill type picker - it feels very incongruous with all the hexagons. A regular dodecahedron or even just a pile of the material would look better imho
Suggestion: when clicking on objects and the wheel menu appears, if the mouse is not released and cursor is dragged on top of the button, then the button is pressed and the menu closes. Basically the player click and move the mouse in one of the direction to queue one action instantly
I wish this game will get to the medieval stage with swordsman like a miniature rts with this perspective. And even the future era with laserguns. This game have so much potential it hurts that its being developed by one man. Not that he is making badly, but the development is amazing but slow. With that said, I want dinos and stuff. Like when fire is "researched" or created, all the dinosaurs die. And you could establish a dinosaur empire of the prehistoric humans, with an alternative "research" path to establish a human race where we could domesticate dinosaurs
I love the idea of progression through the ages, but I don't think dinos would work for this game. There are a lot of dinosaur games on the market and I would worry that Sapiens would be overshadowed. Also, dinosaurs can take over a game once they are added (due to the inherent cool factor of dinosaurs) and I worry that Sapiens might not recover from the addition of dinosaurs.
The fill choice selection really shouldn't be a cube, since your game is all about hexagons. There's no hexagonal Platonic solid, though, so maybe an icosahedron? Easy to make in Blender, too... It's default
I actually tried an icosahedron a couple of days ago, as I wondered about this too. Unfortunatley though with hard normals it looked really unnatural and out of place, and with smooth normals it just looks like a sphere, which doesn't fit either, so I went back to the cube for now. Will keep trying things.
UI seems super messy, there are so many different styles at the same time. This might become even more problematic later on. Just an observation, everything else looks great.
Can you give an example of different styles? For me, there is pretty much just one style and the UI is coming together nicely at this point, so your comment makes no sense to me at all.
@@majicDave Well you are creating a tribe survival managing game, these have by default many different options and panels as there is so much information the player might need. Your game differs by using a first person perspective, which makes rectangular panels hard to use (in most cases). You added a circular UI, when selecting objects, which is really good for first person stuff, however it becomes really cumbersome, when there are many options to choose from. The block material selection in particular, is one of these cases. What I mean by different styles is, that you are using a radial Uis, rectangular Uis and something in between at the bottom of the screen. This feels out of place, as there is no uniform style. I know it is work in progress, which is why I am giving this feedback. I hope I don't come across as harsh, as the game looks really great and I love watching your progress. This is just something that feels not quite right and as a developer myself, I know very well how hard it can be to create a good looking intuitive UI.
OK, thanks for explaining. The game itself doesn't fit into a well defined genre, it isn't an FPS, and it isn't a top down god game, it's somewhere in between with other influences too, so the UI needs to draw inspiration from different genres too. It's more of a challenge as a result, and some things work better than others. There is no silver bullet, no single UI "style" or design pattern that can cover all of the interactions that this game requires. It's complex by nature. but I'm confident it'll all come together, and am really happy with where it's heading.
Yes. Embrace the Hexagons!
The hexagons! The hexagons!
cube
Imbraice the hixagns!
I love how the feel of this game is so light and airy. The music really adds to it. It's like you're watching a bunch of happy people walk around leading a blissfully simple life.
Love the hexagon solution, fits so well with the style of the game. One thing that’s bothered me for a long time that I think would be a very simple but effective improvement would be the foliage on your pine trees. You’ve got the cones upside-down, they should instead face upwards. You may need a few more of them as well particularly toward the top of the tree as they get smaller. I think it would help make things look a bit more pleasing.
Love the game so far, keep it up!
What if when selecting the fill type the "cancel fill" button was in the center of the wheel ui. This could be the case for all actions in that ui and leaves space for other little option buttons like the fill type.
Thats a good idea
Or maybe 'unclick' the fill dirt command? So it's like an on/off switch?
I love how you take time with the aspects of the game that I would never consider. I think too many game developers get to where they can add an animal or two and then fill up a broken world full of broken animals and junk. It always makes a buggy game that gets old really quickly. I'm glad to see that you're very thorough with your game
I think it would be amazing if when highlighting a tree it would be lightly blown about and have it's leaves and branches rustle, and if say, you're selecting the terrain it creates a puff of dust. having these instead of a standard highlight would look amazing, more natural, and you could have an in universe reason why it happens. the villages could refer to it as god touching the world around them. idk, just a thought and it would likely be a lot of work! lol love your progress!
Those touches in other games are generally heavy handed, and break the immersion of the game play.. They give a typical feel of a top down 'god' creation game. Which isn't what this game is about.. This game is about immersion into the lives of the villages, you are a mix between one of them and a god.. This subtly as it is is better for this type of game.
Both good points. I think we could work either way, but I would agree but it should be subtle. I wouldn't spend too much time rationalizing why exactly the sapiens take direct orders from an unseen being though. I think a bit of suspension of disbelief is fine here.
A custom visual indicator (god's touch) wouldn't really feel natural in this game, like what Mike and Brett already said. But I do think that a custom sound for selection would be nice, giving the player feedback on what they have selected and could give the excuse that it's the sapiens "language" when referring to the selected object.
I didn't really like the old digging, so I'm glad you are changing it. Otherwise, everything else is looking great! I've been wanting to play a game like this for a while. If I were to give a suggestion, the landscape still looks a little bland and empty.
I think larger mountains and deep river gorges, would be great features to add vertical depth to the landscape. They would also add physical barriers to separate from other tribes.
A good fix to that would be adding forests and plains instead of having trees scattered around alot and also ponds
All of these are features that will obviously be added. He is still developing the logic of how the tools work and the game looks/thinks etc. Features will come quickly later when the ground work is in a more finalized state.. I think he might have mentioned something to that extent in previous videos as well.. Features will be developed with game play, which isn't nailed down yet. Terrain will be developed with progression in mind, not just completing the landscape to look pretty. I think that's the main reason that these won't be implemented for a while still
He has already done all of those. He just always picks flat terrain for his videos. When the same thing was brought up in the discord server he showed some pictures of the varying terrain if you want to see it.
Honestly that gravel looks so good and immediately made me think of gravel, that was a really good design choice
The hexagonal texture generation is genius, really really nice to look at. Maybe make the gravel textures a bit mor rough/diverrs colorwise. At the moment, it could also be wet sand. 2-4 small hexagons per big tile should work fine without breaking the whole style apart!
Man. My favorite part of this video series is the visuals. I really like the UI elements, the lighting, the art style. Nice.
such a great collection of cohesion updates!
Love the subtle hexagon texture and the ability to dig/fill areas. Nicely done Dave.
At first I was skeptical about changing up the dig mechanic but the new system is so much better! I can't wait to see what you work on next!
So I just found your Playlist and watched through all your devlogs! I'm soo excited!
Just a couple of things I thought could be nice:
1. Have the Sapiens gravitate towards lit camp fires when they want to rest, this can help create a sense of tribal unity and also help keep the group closer together naturally. And if you could have them rest, and then enter into multitasking where they start chatting with others in range, who are maybe also resting, or crafting/cooking neerby. That way you can help create more natural interactions and relationship development.
2. Instead of asigning a partner at childhood. I'd rather assign the partner at the stage of maturity (that way you are guaranteed that that sapien is actually still available - haven't left or died, when they grow up)
3. Have sapiens tend to gravitate towards sapiens who they have stronger 'moods' for. Again will help with relationship development.
4. When asigning partners (especially when the tribe grows larger) have them assigned to priority: stronger relationships, and secondary: similar or complimentary character traits. This will feel more natural. And I'm sure people will start to ship their favorite relationships and try to find unique ways to ensure that it works out.
5. Finally regarding the UI: why not have second tier options slide out as soon as you hover over the first tier option, have them basically look like a larger version of the stone like circle segment. Also having that appear with a hover instead of a click will help to speed up ui interaction, making it feel less clunky. I also think having the stone tiers in concentric circles would be a more unified look and with a soft stone sliding on stone sound effect it can be very impact full.
Good luck! You're doing great! Can't wait to play!
glad to see the update videos again! keep up the great work you’re doing
also, i think a toggle for the hexagon outline would be useful, and maybe a slider that changes the outline thickness / visibility
The new textures really make the look of the game pop. It looks beautiful :)
The new digging is a huge improvement! Love the progress - keep up the good work!
Absolutely wonderful visuals Dave :)
I like how your game evolves, keep up the good work :D
Would love to see little peaks of code once in a while! As an aspiring Game Dev, it would be really interesting to see. Always love to see these videos pop up in my notifications, keep up the great work!
This game will be revolutionary Dave Frampton. Many opportunities, anthropologist and paleontologist enthusiasts and survival game enthusiasts will be all over this game, I myself am an open world survival/building enthusiast and this looks great already, lots of work to do, I understand but your idea to create a game like this is astonishing, keep it up
I love how the water looks in this, you did an amazing job!
Thank you! 😊
I enjoyed watching a video of you again.
I like the idea of surface ores indicating a possible ore vein under ground, similar to the way 7 days to die does it.
4:41 this area is beautiful !
that UI looks incredible! this is easily leading to a game I'm gonna spend hundreds of hours on. I can't wait to play :))
so pumped for this game.
Really love this series, really inspiring :)
Mate this game is incredible
i love these vids, always look forward to them.
i saw a person called Privy asking to be friends, dont reply back. ive heard there are channels that do this and somehow steal your channel. SomeOrdinaryGamers did a video on it if you want more info. it would suck big time if your channel got sotlen, i love these vids and they give me some motivation to start doing game dev-ing.
9/10 still needs more bushes!
I think that an option to toggle "grid mode" for the digging should be added... It would also be great to snap objects to the grid when building
The new terrain selection looks great. A couple of suggestions. You could make the tile selection stand out more. And perhaps have a mode between editing and viewing the game. Also you should perhaps mark the tile when there is a job marked on it? Maybe like a vertical bar with some symbols or soemthing.
Water digging could be cool. Especially for desert biomes. Dig a well for water to drink.
Great progress
I really like your font ^^ I know this sounds random, but I joined back when you were still working on your custom font.
I hope you add a lot of animals too and a lot of bird species and fish swimming in the water, and storms and rain depending on the environment
Great progress! I'd suggest reducing the tree sway slightly. When you were discussing lighting when walking through the birch tree its motion stood out as a bit too exaggerated.
I just realized after this amount of time, this has a lot of Dwarf Fortress vibes, I was wondering if the game would ever get that complex at all.
You just reminded me of another game this seems similar to, called Embark.
hexagons are life
There could be a future tech that allows the sapiens to continue digging through the ground water to find ores beneath it.
you should make items like at 10:28 hexagons! as you said, embrace the hexagons
My greatest fear for this game is someone from a huge Studio seeing this work, and being so impressed that they then offer a crazy salary for Dave to work on their projects instead, leaving this one behind.
It would be cool if you could dig sand with your hands although a shovel makes it faster but you have to have a shovel to dig gravel. Also maybe some randomness with where the layers are? So it isn't necessarily always exactly: layer 0 grass, layer 1 sand, layer 2 dirt etc.
Looks good!
More sapiens... YEEEEEEEES
6:00
Bob Ross what are you doing in the prehistoric times?
Dave! Can you make these longer please
Looks awesome. Maybe add a layer of clay to digging since that's sorta what happens irl :-)
You could make it where the deeper you dig, the stronger tools in requires, thus forcing players to search for caves to explore.
Blockheads was my childhood, and I still can't believe I managed to stumble across your RUclips all these years later. As for terrain, it seem pretty difficult to edit terrain one step at a time like currently implemented. Have you ever thought about a terrain editing mode? Once you go into terrain editing mode you are free to edit, undo, and redo terrain as you like and it would update instantly, then as soon as you click complete/done it will then schedule all the actions in order. Also on another note, with the current terrain model is it possible for cave generation? Given the current style of the game and looking back in history caves have been monumentally important. Take Cederberg Nature Reserve in West Coast DC, South Africa you can see cave paintings dating back thousands of years ago. My initial thought would be to look at a voxel based terrain system. It seems pretty late into development to change it now, but had you ever considered/thought about this as an option? Is it even possible on a world of this scale? It would allow for the creation of overhanging terrain, unless there is a way to do it using your current method of terrain I don't know. It would be really awesome to have your opinion on this, could you even think of it as a feature for Sapiens 2?
Absolutely loving the Dev logs, I'm learning something new from every one. Keep up the awesome work, I can't wait to see what you come up with next.
we are witnessing the creation of the next mine craft, wait and see.
Could you make people move faster on gravel or something so you can build infrastructure for long distance travel?
maybe stone instead of gravel, because (depending on the size of the pebbles) gravel actually can slow you down compared to normal dirt. Stone is a hard, flat surface that would realistically allow them to walk faster.
Setting up paths would be so cool! (and a rabbit hole of sorts). For instance, commonly traveled paths could become footpaths over time. You can also put in work to keep up basic path and assign people to that task. Overtime, you might start to get the technology to put cut stones on the roads. There could be a lot of variables effected as well. Increased speed is the obvious one, but there could also be lower danger ratings (or the possibility of getting hurt on long trecks), increased interaction with outside nomads, or even seeing NPC settlements pop up along routes. if you have lots of people playing on one server, paths would probably be often used features.
Additional comment: I suppose the water being a simple sphere will work fine enough, but: would it be possible to have a "polygon" water mesh, similar to what you did with terrain, but buried below the ground? In this way you could elevate the water level meter by meter (accounting for lakes at higher altitude, river with water inclination), and even add some texture effect to show flowing wherever there is an inclined surface, and even change the shape of the water polygon similarly to what you did with ground digging (obviously is not directly controllable by the player, but only through ground digging)
I feel the faint hexagon and lower info bar hurt the immersion and might not add too much. It would be nice to have as little UI as possible if you're just flying around checking out the world.
You should do an ancient underground furnace to distinguish yourself from the other games.
Like volcanos?
What do you think of natural path creation. If the Sapiens take the same path, over and over then maybe the terrain should change. Grass turning to dirt, for example. So when u build your village, they develop their own path/road system.
With the setting the fill type UI - why have an additional panel opened? I think it would look great if the types themselves were just smaller circles around the fill button, and then the fill button itself could be the cancel button, instead of being greyed out inactive just wasting UI space. If there is too much to choose from, another outer circle could be added, and the UI will just expand out from the center as more and more buttons are needed.
Could you make natural Caves or dig caves and make cave paintings? I think your game takes place later, but what about old caves to discover?
Hello Dave! I realy like your videos, they inspired me to try game dev. Can you tell me anything about baking light at RUNTIME on terrain generation? I cant find anything about this topic. Maybe there is some kind of hack to make good looking shadows on terrain far from camera?! Any answer well be great! Thx for your great videos and art work! :)
There should be an option to modify the hexagon overlays Colour, Thickness and opacity.
What about pressing and holding the fill to popout a sub selection thing then you can mouse over, release, then that sets your fill.
I think you should make the UI color entirely the medium grey of the option circle. The dark grey just doesn't look as good to me. I think if the medium grey was the color of all the stony UI's, it would make it all fit together nicer and have a nice color.
Gotta say Dave, not a big fan of the cube sprites in the fill type picker - it feels very incongruous with all the hexagons. A regular dodecahedron or even just a pile of the material would look better imho
yeah!
Does the new dig mechanic allow for underground areas? Or leveling/foundations?
Hello there :D
General Kenobi:)
Do you have a community? Or somewhere to talk about your project? Is it okay to ask things about your architecture?
Suggestion: when clicking on objects and the wheel menu appears, if the mouse is not released and cursor is dragged on top of the button, then the button is pressed and the menu closes. Basically the player click and move the mouse in one of the direction to queue one action instantly
That’s how it works currently :)
@@majicDave oh great! My bad, it was difficult to understand from the videos
Hi dave. Are you considering giving users an option to record there gameplay in 360° equirectangular video? Thansk
Dani, but lofi
lol cool
will it be possible for us to download custom worlds from steam workshop? (a smaller version of earth, for example)
Are there gonna be wars betweens communities? (Online players)
I know that you are still in the beginning of the game but what do you have in mind for the endgame Gameplay?
any chance of a alpha version for those that support you?
What I’m I doing watching this at 3am
will this game have animals?
I wish this game will get to the medieval stage with swordsman like a miniature rts with this perspective. And even the future era with laserguns. This game have so much potential it hurts that its being developed by one man. Not that he is making badly, but the development is amazing but slow. With that said, I want dinos and stuff. Like when fire is "researched" or created, all the dinosaurs die. And you could establish a dinosaur empire of the prehistoric humans, with an alternative "research" path to establish a human race where we could domesticate dinosaurs
I love the idea of progression through the ages, but I don't think dinos would work for this game. There are a lot of dinosaur games on the market and I would worry that Sapiens would be overshadowed. Also, dinosaurs can take over a game once they are added (due to the inherent cool factor of dinosaurs) and I worry that Sapiens might not recover from the addition of dinosaurs.
The fill choice selection really shouldn't be a cube, since your game is all about hexagons. There's no hexagonal Platonic solid, though, so maybe an icosahedron? Easy to make in Blender, too... It's default
I actually tried an icosahedron a couple of days ago, as I wondered about this too. Unfortunatley though with hard normals it looked really unnatural and out of place, and with smooth normals it just looks like a sphere, which doesn't fit either, so I went back to the cube for now. Will keep trying things.
It feels like a good candidate for Minecraft 2 with a better rendering, intelligent villagers, a whole living world.
Why not start at cavemen times...
11:21 what about Minecraft hmmm?
UI seems super messy, there are so many different styles at the same time. This might become even more problematic later on. Just an observation, everything else looks great.
Can you give an example of different styles? For me, there is pretty much just one style and the UI is coming together nicely at this point, so your comment makes no sense to me at all.
@@majicDave Well you are creating a tribe survival managing game, these have by default many different options and panels as there is so much information the player might need. Your game differs by using a first person perspective, which makes rectangular panels hard to use (in most cases). You added a circular UI, when selecting objects, which is really good for first person stuff, however it becomes really cumbersome, when there are many options to choose from. The block material selection in particular, is one of these cases.
What I mean by different styles is, that you are using a radial Uis, rectangular Uis and something in between at the bottom of the screen. This feels out of place, as there is no uniform style.
I know it is work in progress, which is why I am giving this feedback.
I hope I don't come across as harsh, as the game looks really great and I love watching your progress. This is just something that feels not quite right and as a developer myself, I know very well how hard it can be to create a good looking intuitive UI.
OK, thanks for explaining. The game itself doesn't fit into a well defined genre, it isn't an FPS, and it isn't a top down god game, it's somewhere in between with other influences too, so the UI needs to draw inspiration from different genres too. It's more of a challenge as a result, and some things work better than others. There is no silver bullet, no single UI "style" or design pattern that can cover all of the interactions that this game requires. It's complex by nature. but I'm confident it'll all come together, and am really happy with where it's heading.
First
Damn it, missed it by 10 seconds
Hi
Abhishek Kasireddy FUCK
HarryPorpise hey
Roman Woolner hey
Personally I don't understand why you don't use control click or shift click for selecting multiplevthings