Fire and Archers! - Indie Game Devlog #5
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- Опубликовано: 28 июн 2024
- In this devlog, we'll be adding some new heroes, a levelling system, and FIRE!
Fantasiege (temporary name) is a fantasy medieval dungeon tower defense game where you manage your own dungeon by placing enemies and fending off waves of heroes. I'll be working on this and hopefully putting out a devlog every few weeks, so if you're interested make sure to like and subscribe the channel to stay around!
Indie Game Devlog playlist: • Cardallion
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I've seen some people talk/ask about it in the comments so I thought I would elaborate, clear things up. I won't go into too many details about the job, but I will say this: I have been hired by a company that specialises in making games. Part of my job as an employee is to think of game ideas and present them to the company. If it were any other job then I would have fought for it, but it's not. If you were earning money outside of office hours doing the same thing that your company is hiring you to do for them, then it's perfectly reasonable for them to step in. RUclips is and always will be my hobby, and the only thing that's changed with this channel because of the job is the ads, which to be honest doesn't bother me. Money never bothered me in the first place, and now I'm earning money from the job then I don't need the money I got from my RUclips. Hope this makes it better to understand, hope you enjoyed the video!
Fair enough mate. All the best 👍
making game idea is literally the worst job u can have . Thats literally making millions of money for other people
@@kass7811 Yes, and no. Ideas can only get you so far. Everyone has a good game idea. Literally everyone. Its what got us all into making games in the first place. There is also the meme "the ideas guy". An idea will only get the ball rolling in a specific direction. Hard work from multiple programmers, artists, and designers is what makes the real money.
@@broganking9830 still. there are many solo game developer who became sucessful in life with all by themselves. imagine if they sold their game ideas to these companies they will just get 0.0000001% of the total income of the game instead of 100%. That s*cks Big time for sure.
This idea for a game already exists?
Trap ideas:
(Passive) A chest that entices heroes and once opened, damages them.
(Passive) Beartrap which disables all hero movement, (including attacks) allowing them to be hurt by minions.
(Passive) A barricade which can be broken after a certain amount of time. Used at room entrances to slow heroes down.
(Passive) An arrow dispenser which shoots an arrow from within a wall and cannot be destroyed.
(Active) A pitfall which can be used to eliminate a horde of heroes but can also kill your own minions.
Passive = Works automatically Active = Requires player's input to function
If he really added one or two of them, he need to nerf them some more
I like the sound of a barricade!
I would love if u change the cursor to a cardboard cursor 😁it will give more feeling to the game
It's on the to-do list!
@@MashUpGames yay!
So changing the mouse makes the game godlike? Makes the game outstanding and work great
@@Took48 I meant that it rhymes with the other stuff on the screen, same art style.
When a hero is on fire you can make them darker like they’re burning. Remember, it’s cardboard. Cardboard burns
Displaying the room capacities on the ground and all of the UI/UX for it is really great. That's good design right there.
Make something that drops upgrades, then a player can drag it to a room to give it a buff like an exp share which can help combat the lvling issue and add more strategy
You can fix your levelling up system by making monsters moveable. If you can move your monsters when they leveled up you can build a great defense. Maybe you can also heal your monsters this way!
Cool idea, it might conflict with other ideas I have but I will think about it!
@@MashUpGames thnx! Just go with what fits best with you game!
Brilliant work. I love how the hero calmly waddles around when on fire.
Good luck at your new job, you'll learn a lot quickly.
That moment when god just decides to set you on fire
Nobody said God was nice
@@MashUpGames oh no
It's Noah's ark all over again
For the speed bar at the top, add an "x". It will be a bit more obvious that it's a speed multiplier then.
I mean the speed bar just needs changing as a whole haha, it's not looking very pretty rn
Congratz on the new job! 🎉
Really good progress on the game, it’s getting together nicely 👍
If i may suggest something. U should add like when waves finish u get exp and with gotten exp u can upgrade some things on units like when u end the round u get 100 exp and u can chose to upgrade either monsters weapon to deal more damage or monsters armor to have more health, also u should add something on the boss room like gold or something so heroes could actually loot something from u when u lose but it is just for a design. Also cant wait for another devlog.
good stuff! i feel like with a visible exp bar, it could be another aspect of the gameplay to constantly have to rearrange your minions from the front to the back to keep their levels balanced, but it's purely theoretical how fun that would actually be
Idea for the leveling system: To make sure that the leveling system won't go against the player (rooms further on having weak monsters) make an option that allows the player to move specific monsters into different rooms (this would also allow the player to have more strategies compared to just putting 3 goblins in a room and hoping for the best). For going the extra mile, have a mechanic that slightly changes the appearance of mobs depending on their level (so that it's easier for players to know how strong one of their mobs is). You could also have a display that shows the level of the monster. Even better if you applied this to heros as well.
Another thing I thought of was instead of it being if the boss dies the game ends, make it so that if a hero reaches the "end" or obtains an item the player was protecting the game ends. If you did this, you could also add a mechanic that allows the player to control the boss (it's called a boss for a reason). In my opinion, this would also make the game for fun.
Sorry for ranting lol. Love the video
This game looks fun. The cardboard look adds something unique.
One design idea which I think would be cool to see is room modifiers. The rooms currently have capacity but there isn’t much reason to place a particular unit in any room as the total sum of damage any hero passing through the dungeon doesn’t change. However if there are room modifiers that affect certain units then it makes the decision of which room to place units in more interesting, especially when they have limited capacity. Congratulations on the job and graduation!
This game already looks great
For your levelin system, I think what you should do is.
These characters are moved back to be close to the boss(this way they cannot be used to be the first ones your heroes fight).
Then, It also uses that limit for the next room setting up the user to strategy and have unique effects like not allowing more minions in the same room or others.
Then it can also be something like, those small upgrades force these stronger minions to the next room. You can also have that if you have stronger minions, you can also risk having stronger heroes.
I'm not sure if you ever played Lock's Quest. Just a thought
I may have a suggestion for the player actions, I've seen at the end that you could just spam those actions. Resulting in for example the soldier to burn the whole time, so I suggest maybe adding like a cooldown, or recharge system.
The cooldown system is pretty self explanatory, you use the skill and wait until you can use it again
The recharge system would be the same, but instead you could maybe use the skills while they were charging, wich would instead result in less damage or less (for example for fire) burn time.
Another idea would be that player actions cost money instead, so you would have to be carefull not to drain it all with player skills.
Other than that, I found this channel and devlog today, and I'm loving it! Keep up the good work!
If monsters survive between round you could have them level up after each round that they survive. As long as the level up isnt too op this could keep the later monsters strong while keeping the front ones weaker
i like this
That would be quite a clever system. Both monsters who come up in later rooms of the dungeon aswell as monsters who are placed well and don't die level up.
It might also be cool to combine both the exp on kill system and the exp on round end system.
The monsters could get a boost of exp depending on how many kills they got while still gathering exp through surviving another round.
When there are many more different types of heroes and monsters there could also be some sort of boost certain monster types would get for killing a specific hero to encourage some more different strategies which give you a new way of reacting to the heroes. For example a monster killing a stronger enemy could gain more exp through that, or a low range monster will gain more exp for killing a hero which is effective against them (e.g. ranged enemies like the archer).
Damn I love your game man, started watching last week and the art style and tactic layer is just like the best mix between xcom and paper mario.
Regarding the rooms and monster layout, you could maybe think of a way of making rooms different between each other. Either the player can designate a room as a trap, or maybe the rooms closer the the boss have more "prestige" so you could place higher ranked monsters like your liutenants and "sub bosses".
Maybe you could increase the prestige of a room by placing part of your treasure so you could have stronger minions guarding the treasure and closer to the entrance (some minions could have a prestige requirement, like a liche would be expecting to guard an important object, or closer to the boss rooms), but if the heroes clear the room they get a loot reward.
It's an interesting mechanic that comes to mind when looking at what your doing. It would enhance the feeling of being the Boss of the dungeon, and having a relationship with your minions and dungeon layout, plus you can take it any direction you want later - such as having some rooms be "research rooms" or "spawning pool" rooms that have to be handled by a type of monster, that can level up too and become like a hero of your own. That would create a strong link between the player and their dungeon - although one has to be careful with feature creep.
I wish you the very best with your game, my man. Subbed.
You're devlogs always remember my to work on my game
The way you talk about your game really shows a lot in and of it self. It gets me really excited about it and also about developing!
Great devlog as usual. Love the fire.
Also huge congrats on the job😁 I hope working on this doesn't get too difficult now though
Thanks! The most difficult thing is going to be finding the time to work on this game haha
Suggestion for you!
This might dive into the simulation genre a little more, but you could put down a butcher room or something.
Goblins in that room would run meals out to low health goblins to heal them, but only if there were no heroes in the butcher room.
had a random idea for Fantasiege: Wizards and magic warps. Wizards would be unkillable, but have a mana bar. When attack or take damage, they lose Mana. When they are out mana, they don't die, but they start channeling to recover to full mana and until then, minions simply ignore the Wizard. Level up options would be more mana, more mana regen, a chain reaction attack, an effect on other enemies when it kills one... Magic has lots of fun possibilities. About magic warps... Maybe you could build two and link them, and wizards or whatever would be able to travel from one room to the other one, to allow for some flexiblity during a wave, instead of locking all your units in place. Maybe it could have a cooldown or something, or be a Wizard upgrade by itself. idk
Nice!
Been following the game for a while now! Really coming along, love the lighting! The graphics look very satisfying
The imbalance in minion/hero encounters you mention is not necessarily a bug. I remember the same thing happening in a tower defense game called "Cursed Treasure 2". It wasn't so much of a problem, as another factor players have to consider when choosing when/where to place their towers. If you want strong towers near your boss, then you have to start building them there so they have the chance to level up before you build towers near the entrance point of the level. It's just another element of strategy in TD games that use an XP mechanism.
Since I started my own game dev journey youtube has been recommending me all sorts of devlogs. From one that are less known to the most known, but I like yours the most. I hope you make it up there!
A thousand ppl should have said this by now.
Idea: Call either the waves or parts of the waves "parties" and make them come a bit closer to each other
To tackle the leveling problem, you could introduce a mechanic where minions move to an area closer to the boss with a probability proportional to their level. That way it would be like in MMORPG games where difficulty increases the deeper you go into the dungeon. It may introduce too much complexity from the player's and game balancing perspectives, though. If you wanted to go that route, you could go crazy with emergent behaviors and make high level minions to sometimes form an intermediate boss room.
The level up system is unique. You should make it so the troops level up like in a tower defense game. They gain a different appearance and different stats when they their up. Idk just an idea. Also the fire is awesome! Make a poison gas that stays in a room and slowly decays anyone who enters. Noice game so far!
the leveling system will add strategy to the game in a risk-reward setting. You want to place more minions closer to the boss to make the boss better guarded, but if the minion dies the boss will be in danger.
The names for the monsters should be on the cards with the names being written in ink so it looks more medieval-ish (goblin,skeleton)
Maybe you can include the water as well, making them soggy and slow but resistant to fire? Death animation can be them exploding like cardboard colored confetti.
haven't seen it yet but the picture looks great
You should also add map interactivity to make it more immersive. For example, if you make the knights get dark when they burn, because they're cardboard, you could also make the ground get darker too since it's also cardboard.
If I may suggest something: The game currently resolves linearly, room by room, and each room is relatively independant from one another, so that the layout of the rooms (its curves) is ultimately irrelevant. It would be interesting to see some option for monsters that affect nearby rooms, like a ranged monster that can shoot nearby rooms, or a necromancer that spawns zombies in neighboring rooms, but not his. With this idea, I belive the layout of the room would be suddenly a lot more relevant to the overall strategy of the game. Anyway, this game is looking pretty good already, I am looking forward to playing it!
the exp could be given to the player instead and the exp could be used to upgrade the bosses stats like health, damage, etc. or even to make the boss a different type like a summoner or undead or something. the exp could also be used to upgrade rooms or you use money and exp to upgrade rooms and this could allow for more monsters to get placed or even placeable traps. It would also be interesting if the archer backs away from monsters if they get too close
I know the video was released one week ago but I have a suggestion
I think it would be pretty interesting to show the player what heroes are coming in a round, this would increase that "strategy feeling" that you have in the game, as you can't put new monsters when a raid is happening
Really enjoying the videos and I love the cardboard style you've gone for! Congrats on the new job too!
One way I thought you could solve your leveling issue would be to use XP like money, allowing the player to spend XP to upgrade any minion they want.
To give the player extra choice you could even make player actions cost XP to use, so the player has to choose how they want to spend their XP (actions or leveling up).
However I can imagine this might be difficult to balance later on, and it does run the risk of players maybe being able to spam actions if XP is gained too fast. Maybe a cool down or limit for action uses could fix that?
Can't wait for the next video! :)
A few people have suggested an xp system like that, and I'm definitely considering it!
The level up can be across all goblins, or all skeleton, just level up that unit as a whole. Along with this, there can be like 3 upgrades along 2 different paths (think btd5) that you can choose to upgrade your unit. Would fix the problem of your units at the end being low level.
I've never saw your channel for a while.Nice progress. Your game is lit, and tower defense is my point.
Pun intended
Exp points from all mobs could go in a big pot for the player to assign to certain mobs for leveling up, which would add another layer of strategy
Oooh I like that idea!
Yo, you should have certain rooms grant boons. Say one room has some mana fountain or something that grants additional magic damage from magic. This would increase both your own monsters damage output (if they were magical) but also the heroes that come in (assuming they were a mage or something). You could provide different boons to different rooms for specific archetypes (ranged, melee, magic, etc)
I know making Devlogs are really hard as I am also trying to make one but the way you pulled it is really good! keep it up
Thank you! I put a lot of effort into this one :)
Congrats on the job btw
Thank you!
It would be cool if the exp instead of levelling up minions is used as a currency, and the player actions depend on that currency
Love your videos! Congrats on getting a full time job :)
Great job so far!
you should add traps which enemies will not notice. then you could add an enemy named a trap specialist, which will avoid traps and enemies around him will also avoid traps
I think levelling is ok. Adds more thought to placement. Since you can place mobs wherever you want it would make sense to place firsr waves closest to the boss and gradually work toward the start. It would fit with the whole dungeon theme as well since the further you go the stronger the enemies. Buff heroes as they spawn. Since per run there are max of around ~7 rooms that would mean you can have 14 - 21 units at once.
Btw, how about a skill tree for units that level up after say 3 to 5 waves? Branching choices could give the option speccing a goblin into an archer or a berserker. Add some weapon loot you get from slaying strong heroes that you can put on mobs and that makes each run so much more interesting.
Hope these ideas give you some creative flows. :) I’ve no doubt the game will come out great.
Also hope Im not just listing content you already wanted to add. :D
Just add a system where slain enemies drop "soul cores" and certainupgrades cost a certain ammount.That way you can prioritise not only which room has better defences but which individual guard is better at dispatching enemies.
I'd reccomend you play/watch some MinecraftDungeons,since it has a similar lvl-up system.
Love your system for troops per room, with them all having different weights!
Congrats on the job! :D
Thank you!
Excellent work mate!
the player action like that fire should have a visual icon on the affected entities like a fire icon just above them and like have a visual cooldown of the effects on the icon so that you know when the effects will wear off and what effect the entities have because in the future you might have different effects that have similar visuals.
Congratulations on the job!!!
you have such a unique art style!
The fires shuld have a small % to cath others on fire if they are to colose to each other
yeee another amazing video !
Love it, keep op the good work
This got recommended ti me and I'm GLAD it did, there's not enough gamedev channels around in my opinion, there's like only 6 i can think of right now (Dani, Brackeys, Zyger, MashUp Games, miziziziz...iziziz...?, the guy with the pixelart monkeys and Game Endeavor)
if you want my recommendations on other gamedev channels, then might I suggest: Jonas Tyroller, Blackthornprod, Sam Hogan, Reece Geofroy, Jelle Vermandere, BWDev, Andrew Zi Zhen, DualWielded, BenBonk, Fairlii, Isto Inc, Scruffy, Mix and Jam, Tantan, Yannick, BigToe, Dook, Randall and Goodgis?
wait, I don't get it, why did you decide to remote partion and ads on this YT? don't they provide you with monetary gain ontop of your job?
They made him.
read the pinned comment, hopefully that will clear things up a bit
@@MashUpGames they dont allow u to make money from game development even when u release this game? it will be zero income?
@@kass7811 to avoid getting money even if the game is rejected, because the mayority of people is probably quit the job and do more devlog lol
Ya I wanna give him moneeeessss
Looking good!
Nice ;D
I’m really loving the paper style
Why am I so excited right now
that game would be so good as multiplayer
the whole comment section is like: 69
Nice
N-n-n-nice
Great Player actions the flame look nice and Good luck in the new job
An idea is that you can upgrade your rooms to hold more minions.
I like the exp system but maybe add the ability to buy levels for your dudes to fix the low levels in the back
dont scrap the experience idea! Make it so the player can move the units between rounds to different rooms (like in a strategy game) this way you can purposefully level up the units and then move them closer to the boss minion, also make it so the fire circle acctualy stays on the floor as it is invisible now and mayby add mana cost for some of the "spells" ?
Congrats on getting the job!
Thanks!
almost 7k subs Congrats
Don't congratulate me, congratulate everyone for subscribing!
You could be able to “evolve” your minions. You can add armor and better weapons and it would go to all of them
I read the pinned comment about part of your job being about thinking of game ideas and presenting them so
If you didn't already you should watch the GDC video "30 things I hate about your game pitch"
The points in the video hopefully might help you
If you don't have time you can just see the comment's of that video that briefly tell the points discussed in the video
- by a person who hopes he can be of help (note: also a kid who doesn't know how exactly jobs work)
Note:Very few of the points might be useful for your case . But I still hope it helps
That's a good GDC talk I often find myself returning to, my job isn't quite that sort of pitching game ideas but it's still useful!
Woulda been cool if the options menu was in the same "box" I guess as the main menu. Like the rotation could happen without shadow transitioning
Maybe the next monster could be a mind flayer.
I would love if we could customize the skeleton's throwing angle, we could customize its angle to a specific angle or customize its angle to follow the hero's movement
That seems like it will be too complicated to give the player that much power haha
@@MashUpGames Im ok with that👌, but i have 1 question, how does the skeleton's aim work?
The symbol for fire should be a matchstick
I'm waiting for this amazing video :
Idea: *monster controller* (basically you can control any of your monsters you don’t have to do it but I think it would be cool)
Idea: *Boss summons minions* (basically the boss will summon minions you don’t have to do it but I think it would be cool)
wow very cool
Maybe make the heroes affected by the fire gain a boost to movement speed and a debuff to armor or damage?
This notification made me extremely happy :)
NICE
An Idea occurred to me when you mentioned the leveling, hear me out. What if there was a feature that could let one mob to challenge the dungeon boss and if that mob wins, it'll become the new boss. Love your videos
That does sound cool, though I'm wanting the end bosses to be unique and it might break that if a simple goblin can become the end boss
Enemy idea:1 Action
This enemy Will sacrifie him self to do massive damage to unit (area)
I would've put up a bit of a fight there. Don't let that new company push you around man. You have full right to earn money outside of your working hours any company that doesn't allow this is a company not worth working for.
Edit: but that aside I really like your dev logs and this game 😊 keep it up 👍
read the pinned comment, hopefully that will clear things up a bit
The main issue is that a lot of the stuff he does for RUclips are similar to what he'll be doing in his new job. It's understandable from the companie's point of view to make sure he uses his best ideas and effort on his job and not on RUclips. So the natural solution is just to take away one of the factors which could possibly lead to Ollie putting RUclips above the company.
If the hero is burning they run around finding for help (if you have a healer they will heal the hero)
wow cool
To fix the whole people in the back are weaker you should add the ability to move minions to different room in between rounds.
You could make it that the player can choose wich charackter gets the upgrate every x amount of kills instead of the charackter that kills the enemies.
I would find a new job. Don't let your employer own you.
You would, it's not your choice. (*Boss)
Pretty much any job like that would act the same way. It's a way of making sure you are using your best ideas and time effectively instead of saving it for your own personal gain.
read the pinned comment, hopefully that will clear things up a bit
what if skellies dropped skulls you could pickup and make potions with? so you can sacrifice allies for goodies
Ohhh yeeees, it’s a very good idea
it'd be cool if you could, in addition to leveling up through combat, level up minions with coins.
Noice
Nice :p
cool