Adding an Ability Wheel to My Gladiator Roguelite | Playdate Devlog 4

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  • Опубликовано: 31 июл 2022
  • I'm continuing development on my Gladiator roguelite indie game for the Playdate. This week, I made more progress on the shop and added a Breath of the Wild type ability wheel! Watch this devlog to see my progress! Subscribe to follow along with the game - I upload every single Monday!
    Follow me on Twitter to join the conversation around my game in development: / squidgoddev
    Previous episode: • Creating a Roguelite M...
    First episode: • I'm Making a Gladiator...
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    #Playdate #PlaydateDev #PlaydateConsole
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Комментарии • 79

  • @barpg4582
    @barpg4582 Год назад +19

    Really smart considerations being made as a developer and as a player. Excellent work, as usual. This is looking more and more like a game I NEED to play on Playdate!

  • @jamesderaja
    @jamesderaja Год назад +1

    You can also make a finisher attack where you crank your wheel to load for a few sec then launch the attack with the cranked up force

  • @griffinbrooks6748
    @griffinbrooks6748 Год назад +4

    So excited for the game it looks super epic!

  • @_pluto42_
    @_pluto42_ Год назад +2

    Love your videos!!!!

  • @ELV13S
    @ELV13S Год назад +2

    now the combat is more engaging since u can switch skills. amazing job as ever. wonder what the lore of the player characterr and his motivations are...but i guess gameplay first over story is always the best approach with game dev

  • @RosesWaffleHouseorder
    @RosesWaffleHouseorder Год назад

    An ability I think would be cool and funny is if you can throw steel balls at enemys and it would come back kinda like a boomerang.
    Also, this is looking really cool and I cant wait to see more :)

  • @RiederProductions
    @RiederProductions Год назад

    Pressing up on the D-Pad could activate a throw of sorts. Maybe daggers you could buy in the shop? Or maybe even some kind of magic?

  • @13Sins
    @13Sins Год назад

    I dont know if its already been implemented or not, but if you've seen the game "have a nice death", they have this ability to upgrade their main attack which in the case of your game would be the sword attack, and once you upgrade it you unlock a different weapon or same weapon with different weapon animation, and once you change the weapon animation the older one wouldn't be played giving players a sense of drawbacks of an upgrade. Maybe you could add a bigger sword that has higher damage and splash damage, but the animation would be slow to feel the heft of the weapon, and it would make the spin to either cost more stamina or happen slower as well while having a higher reach.

  • @stevemcwin
    @stevemcwin Год назад +1

    Great progress, love how it's coming along!

  • @EonsAway
    @EonsAway Год назад

    Would be fun to have some question mark nodes on the map. Could be teasure, could be a trap

  • @CitrusArchitect
    @CitrusArchitect Год назад

    More depth to the combat, I love it! Keep it up!

  • @sergio_henrique
    @sergio_henrique Год назад

    Looks great! Well done!

  • @richxps
    @richxps Год назад

    Wow simply amazing , I can’t even image what your next game could be . They are just great ..

  • @eboatwright_
    @eboatwright_ Год назад

    Super awesome! Looks like it's going to be alot of fun!

  • @DaydreamStudios_Official
    @DaydreamStudios_Official Год назад

    I Love How Simple And Elegant This Game Is

  • @jamesderaja
    @jamesderaja Год назад

    For the shot UI you can make the edge of the selected square outside of the square and scale them up and down.

    • @SquidGodDev
      @SquidGodDev  Год назад +1

      Hm yeah that does seem like it'll make it pop more. I'll look into that when I go back and fix the UI

    • @jamesderaja
      @jamesderaja Год назад

      @@SquidGodDev I’m amazed that you understood my vague description😂(TBH I don’t know how to explain it better though)

  • @illuc_
    @illuc_ Год назад

    You could put like a smeared paint ring around the selected level

  • @Eutrofication
    @Eutrofication Год назад

    love the videos! I hope making the videos doesn't take away too much from your time to make the game, but I really wanted to understand the reasons behind your decisions in a little more detail!

    • @SquidGodDev
      @SquidGodDev  Год назад

      Thanks! Having a weekly schedule gives me really good accountability, so I think the motivation I get from that offsets the time it takes to make the video. I'll try to put more about my decision making process!

  • @woqwoq.512
    @woqwoq.512 Год назад

    You definitely should add some structures to the levels. Also you could make them spawn randomly.
    At the moment terrain looks like super-flat world in Minecraft lol.
    Love your game!

    • @SquidGodDev
      @SquidGodDev  Год назад +1

      Thanks! I'll put some thought into how I can address that

  • @brahillms1374
    @brahillms1374 Год назад

    For the items in the shop, could you consider items/modifiers that make the game harder and more challenging? Modifiers could have their own menu, but it might be more satisfying to buy them in the shop.

  • @AdudenamedKemp
    @AdudenamedKemp Год назад

    Lookin' dope

  • @simmerdbeans3555
    @simmerdbeans3555 Год назад

    you should add more details to the level select maybe tears in the paper and stuff like that

  • @anitadjunetchinda6791
    @anitadjunetchinda6791 Год назад

    I love the game keep up

  • @NKCubed
    @NKCubed Год назад

    I feel like the spin-meter should *very slowly* recharge by default, just to keep it moving
    also, not sure if this is outside of the scope, but the thing that makes roguelikes so much fun for me is the synergies that you can get over the course of the run; always feels good to feel like you've outsmarted the game (it's why I keep coming back to hades/dead cells/slay the spire)

    • @NKCubed
      @NKCubed Год назад

      to add some context for having the bar still move, I feel like it would act as a sort of grace to help the player out while also making the spin points you get from hitting enemies feel more rewarding since you're trained to think you have to wait a really long time to get them back. It would add a bit more that needed to be balanced for difficulty, but I think it'd still have enough of a positive effect to be worth it.

    • @SquidGodDev
      @SquidGodDev  Год назад

      Yeah that's not a bad idea for the spin-meter loading. Also good point about Roguelike synergies. Definitely important, but sounds hard to design for. I'll try and see what I can do

    • @NKCubed
      @NKCubed Год назад

      @@SquidGodDev it can be simple as designing two items that are made to work together, but that you won't necessarily get every run, but yeah it takes a lot of work and balancing to get it all just right

  • @octo_DEV
    @octo_DEV Год назад +1

    I cant wait to buy/download for free this game

    • @_pluto42_
      @_pluto42_ Год назад

      Same

    • @elizabethbarwise9966
      @elizabethbarwise9966 Год назад

      He’s previously mentioned this game will not be free. His previous play date games weren’t fleshed out enough to justify putting a price on them, but THIS game he’s working hard on to justify a price tag. I love freebies but this shouldn’t be free - this time and effort deserves some money.

  • @anotherrio9375
    @anotherrio9375 Год назад

    How about make debuff system like when you get some powerful upgrade or enter new stage to make more challenging
    I always thinking dizzy effect when i see that spinning attack... like if they spinning to long, but you already have spin meter to limit it

  • @findot777
    @findot777 Год назад

    A amazing way to get the combat even better without over complicating things is better ai such as the wolf jumping towards you also I think the game needs way more stuff on the y axis

    • @SquidGodDev
      @SquidGodDev  Год назад

      Yeah y axis stuff would be good, but I would say it does actually complicate stuff a lot with how my game is set up right now 😅

  • @_pluto42_
    @_pluto42_ Год назад +1

    Idea- you should make more like areas like not just pillars

    • @SquidGodDev
      @SquidGodDev  Год назад

      I will! In the couple weeks I'll be adding 2 new areas

    • @_pluto42_
      @_pluto42_ Год назад

      Cool!

  • @sevafinogenov
    @sevafinogenov Год назад

    Good change for a map, but seems like colors should be inverted: future levels should be bright and already beaten ones - dim. It could help with accents since future levels are more important than previous.

    • @SquidGodDev
      @SquidGodDev  Год назад

      I'm not sure if I agree with this, since to me how it is right now highlights the exploration of new levels, but I'll try it out and see how it feels.

    • @sergio_henrique
      @sergio_henrique Год назад

      @@SquidGodDev In my opinion and experience with games, I think the idea of what levels should be greyd out or not depends on what focus the game puts on backtracking. I mean, if you can only play each level once, it makes sense to have those greyed out once beaten, and the following ones are normal. But if you are expected to replay levels, then the following "locked" levels should be greyed out.

    • @SquidGodDev
      @SquidGodDev  Год назад

      @@sergio_henrique hm that makes sense. Since you can't backtrack I suppose it is confusing that the previous levels aren't faded out. I'll put some thought into it

  • @Twice_Tess
    @Twice_Tess Год назад +1

    Comment for the algorithm!

  • @zackattack5414
    @zackattack5414 Год назад

    hey it looks like the player character and the enemy's too are more dense it pixels then the normal 8x8 characters how do you do this?

    • @SquidGodDev
      @SquidGodDev  Год назад

      The 8x8 characters isn't actually normal, it's an artificial limitation placed on games made using Pulp. I'm making a game with the Playdate SDK sdk.play.date

  • @wisemysticaltree4799
    @wisemysticaltree4799 Год назад

    Are we gonna get bosses anytime soon?

  • @dallas1908
    @dallas1908 Год назад

    Did you convert that frog (shop keeper) to 1bit manually?

    • @SquidGodDev
      @SquidGodDev  Год назад +1

      Nope. Used something called OneBitDitherTool from Tim Hei github.com/timheigames/onebitdithertool

    • @dallas1908
      @dallas1908 Год назад

      @@SquidGodDev ayo thanks. Game's looking fancy btw, nice work

  • @elizabethbarwise9966
    @elizabethbarwise9966 Год назад

    I hate to say it because you sound so pleased with him…but it’s hard to make out what Mr Frogman is. I don’t think most people would recognise he’s a frog.

    • @SquidGodDev
      @SquidGodDev  Год назад

      LOL haha whatever don't really care that much I don't think it's a very important detail

  • @strongmouz1555
    @strongmouz1555 Год назад

    is your game going to have a story/narrative?

    • @SquidGodDev
      @SquidGodDev  Год назад

      Maybe? Probably should, but I'm a bit overwhelmed with how much actual gameplay stuff there is left to do, so I'll see

    • @strongmouz1555
      @strongmouz1555 Год назад +2

      @@SquidGodDev i see but if you do implement a story there's no denying that you have to put roman gods in this

  • @simmerdbeans3555
    @simmerdbeans3555 Год назад

    yo sorry to bother you but ive been trying all day and i haven't found a clear way to make save files even on the documentation do you think you could help me

    • @SquidGodDev
      @SquidGodDev  Год назад

      Create two functions: function pd.gameWillTerminate() and function pd.gameWillSleep(). Inside them, create a table with all the data you want to save and call pd.datastore.write and pass in that table as the argument. At the start of your code, write "local gameData = pd.datastore.read()". If you saved something, the gameData should be the table that you saved with pd.datastore.write. If it's the first time you loaded up the game, gameData will be nil, so you need to check that. Then, you can take the data from the table and store it in the code wherever you need it.

    • @SquidGodDev
      @SquidGodDev  Год назад

      sdk.play.date/1.12.2/Inside%20Playdate.html#saving-state Link to where it talks about this in the documentation

    • @simmerdbeans3555
      @simmerdbeans3555 Год назад

      @@SquidGodDev thank you so much im sorry if i keep asking about stuff

    • @simmerdbeans3555
      @simmerdbeans3555 Год назад

      @@SquidGodDev omg i forgot im working with pulp not the sdk sorry

    • @SquidGodDev
      @SquidGodDev  Год назад +1

      @@simmerdbeans3555 Oh, just use "store" with the name of any variable you want to save (e.g. player score or position or something), and in the "load" event in the game script, just call "restore" and anything you stored with be in the variables you saved. You can then check if the variable has any data and do stuff with it.

  • @1--2--
    @1--2-- Год назад

    how about having other characters with different weapons and skills?

    • @SquidGodDev
      @SquidGodDev  Год назад

      That would be awesome, but setting up the animation and states would take too much time unfortunately

    • @1--2--
      @1--2-- Год назад

      yeah this would be too much work. i just thought that having other characters with different skills will give variation if the player will get bored of the default character. nice updates by the way

  • @isaiahhonor991
    @isaiahhonor991 Год назад

    As painful as it would be too add, adding a time slow down like BoTW when the item wheel is up would make the game easier to play and less frantic.

    • @SquidGodDev
      @SquidGodDev  Год назад +1

      Yeah that would be awesome. Sounds difficult though 😂

  • @HugoWasHereAndDidAMasterpiece
    @HugoWasHereAndDidAMasterpiece Год назад

    HOW DO YOU HAVE THE PLAYDATE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    • @SquidGodDev
      @SquidGodDev  Год назад +1

      I preordered it within the first few minutes as soon as they opened up in July 2021. They started shipping out in April and have shipped out around ~20k units so far.

    • @HugoWasHereAndDidAMasterpiece
      @HugoWasHereAndDidAMasterpiece Год назад

      @@SquidGodDev thanks is because when i go on the pre order list my country isn't in there.

  • @thetexanshurtme
    @thetexanshurtme Год назад

    Emcg

  • @andrewhamel1
    @andrewhamel1 Год назад

    Looks good! Now squid, DON'T love this comment!