This Almost KILLED my Game
HTML-код
- Опубликовано: 7 ноя 2024
- This playtest literally destroyed my indie game. Ive been working on making devlogs for Omnipresence for the past few months in unity, and i finally had a playtest.. and lets just say its not winning game of the year...
WISHLIST OMNIPRESENCE: store.steampow...
Join The Discord: / discord
Reach out to me here: wishbone.gamess@gmail.com
#devlog #unity3d #gamedev #indiegame #gamedevelopment #madewithunity#unity2d #indiedev #unity
So that playtest was an... experience. Do you have any ideas for my game? Id love to hear them, and pls go wishlist: store.steampowered.com/app/2374550/Omnipresence/
is there any way you can put the survey inside the game so u dont have people who havent played it giving bs feedback?
When is the next playtest ? really excited to try the game out !
well... You can never please everyone, unfortunately there will always be haters but I think your game is one of youtube's most unique and cool ones. Keep it up. :)
I really enjoyed getting the feedback, it made me laugh a lot, and also i think the feedback i got from this is priceless, thanks so much :)
Well I won't say 'HATERS' they're just giving their opinions, getting bad opinions on your first demo is very good it's better to hear the mistakes, errors and improvements from a small audience than from the full public after the publish yk? Cause first impression will decide whether your game dies in a week or becomes one of the most played indie game of all time. So they're not haters they're just SUPER HONEST which is good in this case.
Solutions for enemies being manipulated into pits, simply give them advanced movement techniques, this way enemies are more daunting on their own and cannot be manipulated (double jump, dash, simple stuff)
I like the idea of just making better ai, which would solve the issue and also make gunfights more fun, great idea thanks
@@Wishbone_Games Just git good
If you want to force combat encounters, you can take the doom approach and add rooms that will close all the exits until every enemy has been killed.
I actually had this system in the game already but i was using it on too big of rooms and it just didnt really work the way i wanted it. I think that is 100% the way forward i just have to put some more effort into it
@@Wishbone_Games also if your gonna add things to stop you from going to areas plz dont like add an invisible wall or a death timer make it so that an entire orbital laser beams down at the player
wow you are actually listening to feedback, AAA companies take notes
man i just found you in my recommendeds, and seeing how you actually listen to community feedback is amazing
Thanks so much, i try to listen to everyone because i mean.. if they dont like the game im making for them then what am i actually doing?
these changes def improve the game and im glad i could be a part of pushing this game to its limits
Im glad you helped aswell :)
dude this devlog hits different. Not only has your comedy gotten... bearable, your editing looks great and I felt immersed the whole time. Honestly I think youre textures before were okay for at least a playtest, and now its a little visually crowded. I've already complimented some of your new ideas about the map but I must say that fan idea was ingenious. something that WILL make your movement feel better, is a running animation and a bit of a more obvious running start, and also not being able to slide on the first frame of pressing w. Something I think gets very overlooked is sliding mechanics, I've noticed my favorite sliding mechanics are very fluid, so adding a more "momentum based" slide that only allows you to slide when youre going fast enough (dont have your character start at 100% speed, let there be wind up(maybe its like that already I forget just make it a bit longer then)), and also makes you slide longer going on downards slopes (making it shorter on upward slopes sounds kinda infuriating so I wouldnt do that). AND SORRY IF THAT MEANS YOU HAVE TO DO MORE ANIMATIONS. Anyway love your work as always and if I come up with any idea on how to get the game more combat intensive then I'll shoot you a dm.
Thank you, im glad to hear hahaha. I think that too, i wanted to put more work into the environment before this devlog but i didnt have time so this was just me shoving all of the assets and textures i currently had into one area, id like to make it feel more open in some areas, and much more claustrophobic in others. I think thats gonna be my main focus in the coming weeks because this game will be nothing until i get the level design right. I have a lot of cool scenarios like the fan planned out so i hope you guys will like that. Im also constantly working on remaking old systems to allow for easier modification, and i think the time for the movement will come soon. Thank you as always :)
It was super fun TRYING to get onto the 3 containers, which I don't think I got onto. LOL
Hahahaha maybe i should just make my game about climbing shipping containers?
the progress is crazy. lovin it so far!
i would say make the movement feel satisfying like make the camera tilt a bit when sliding and a little screenshake on wall jumping.
Thanks so much. I definitely need to work more on the game feel, and i think by next devlog youll see some very big improvements.
@@Wishbone_Games i cant wait
I have a suggestion - Make it so that the player can choose the direction of tilt of the gun to right or left hand side. Really love the uniqueness of the game mechanics!
See while on paper it seems like a good idea, it would take a lot of extra work for me because id have to pose every gun in at least two different ways and the reason i have it the side its on is because you always get to see the ejection port of the guns that have them which ive always loved seeing in games like titanfall when you crouch. Thank you I cant wait to show off all the things ive changed in the next devlog :)
I'm going to be completely honest... This was REALLY funny.
Thank you so much that means a lot :)
You could make it so that you can only swap with the ai when you're grounded therefore where you're standing is a safe spot but that would probably be a last resort. Also, if you stand underneat the fan while it's blocking the lasers you can switch with the ai to kill them
See i like the idea, but this would later on in the game really restrict some of the cool level design ideas, such as imagine an area in the level where you slide down a big ramp, you have to jump above the void and then turn into someone really quickly. Basically just saying id like to avoid putting such a harsh restriction on the main mechanic of the game
I don’t know how your still going after all the feedback and the finding of glitches and hate, your will to keep going with this game is 𝕚𝕞𝕞𝕒𝕔𝕦𝕝𝕒𝕥𝕖, I think this game will be dope kee it up
Im very happy with the feedback tbh because it first of all kinda humbled me, it was also pretty funny to read and now i know exactly what to do to improve the game and make it the best possibe version of itself. I also am just super motivated to work on the game so i dont think id be stopping anytime soon.
is it kinda inspired by ultrakill? the movement reminds me of it a lot and if not you could get some good ideas from that game it is awesome
Yea funny story ive never played ultrakill but ive still been taking occasional inspiration, originally i was gonna go very far in that direction but i thought that wouldnt really benefit me trying to make a unique identity for this game.
maybe adding arrow signs across the map would help guide the player.
Yea or lighting in specific places or something to guide the player, im working on the level design rn so ill have a much better version ready for the next devlog
@@Wishbone_Games gl on that can't wait, been very busy for the past weeks so i missed some of ur videos, and the playtest :( on the bright side i got alot of videos to go through and chill :)
@@Rixilty Thank you :)
To be honest you map and game as a whole looks amazing note i didn't play it so i can't say anything on the gameplay but if i would give honest feedback i would just say change out the hands of the player
I would recommend something more detailed instead of just 2 bones. Try like a full robot arm that would be cool
Thank you. Ive been thinking of redesigning the enemies, which will in turn- redesign the player. So once i get on that, ill make sure to make the players arms a little bit more robotic and also interesting to look at.
@Wishbone_Games yoo lets go can't wait to see the results
The game looks really good, but I have a few suggestions for it. Make the levels darker and make the lighting more colorful(and in colors other than just blue), Add more color to the levels overall(just a little too much grey in my opinion), Add more visual effects(Some more chromatic aberration could fit well in some situations), Make taking control of enemies have more of a limiting factor(Maybe add a score system where you need to use score to swap, but also maybe need it for other features), Make the bright joints on the arm rig a little smaller(I really like the idea, but the execution could be better), Other than those things the game looks really juicy for something made this recently.
Thanks so much for all the feedback.. i think youll be happy to hear that ive literally addressed all of the issues you pointed out already, i just need to make a devlog about it soon :) Cant wait to hear what youll think then
Great amount of progress! I can't really say anything about what's new because there's so much that was added but I'd recommend making the textures a little more blue to fit in with the theme. Maybe it would make you like the textures more because I love the new textures. And I'd also recommend removing the big fan. It just seems too comical.
Thank you, im glad you like the new textures, i want every area to have its own "vibe" so ill keep the cargo area pretty blue, as you said. As for the big fan, its just placeholder, i mean most of the map is placeholder, ill have it incorporated into the map better by next devlog. And as for cussing i dont personally see the big problem with it especially since its edited out, its not really my responsability to make sure nobody gets offended, if something that small does offend them then they can just stop watching or leave me a hate comment or something.
@@Wishbone_Games Your welcome! Though now that I payed attention to the video I have a few things I'd recommend:
1: I'd recommend changing the placement of the ammo counter. The other one was big enough so that you could see it clearly through your peripheral vision but the new one is so small that you can't see it clearly without paying attention to it.
2: the new sfx for the self destruct doesn't sync with the timer. I'd recommend fiddling around with it so it syncs better.
You were correct this video just hits different
Thank you, im glad it did!
Give the enemy’s a more sleek design with less skeleton like features, if you do keep the skeletal features make it more rectangular
Im actually one step ahead of you, ive already remodelled them completely, on my community tab you can see a little preveiw, im excited to hear what you think
Suggestion make an achievement to not shoot a single bullet for the whole game
Thats such a good one, ill make sure to write this down so i dont forget
Cant you just clamp the turret's camera rotation so that it can't go into the ground. Nice improvement and great job taking feedback
Yea im thinking that too but seems a little hacky, because id rather try to actually understand why it doesnt work otherwise ill be scared of quaternions all my life. Thanks so much :)
I love how under the description as the game detected it says "portal", since when portal has guns that shoots bullets???
Yep maybe thats what this is?
You should add different colors for the robots, and when you omni-switch into them you change into their color.
It would be more addicting. :)
Yea i think thats a good idea, maybe for different types of robots, it would definitely add some more variation and visual interest
You could add a cooldown or somekind of resource management aspect to the swap ability, to balance its power. What you have currently is kinda like that, except you could say it's inverted. I think that's alright in someways but it's basically requiring players to get good before they can even play. Then for those good players there's essentially nothing stopping them from breaking the game, maybe you could use it in somekind of final level sequence similar to the super gravity gun.
Ive thought of the resource management side of it, but i need to be VERY careful with that because well.. its the main selling point of the game so i cant just restrict the hell out of it. Maybe small restrictions here and there would be fine but not saving it for a final level. Thank you for the idea :)
@@Wishbone_Games You could do something like colour coded enemies and then have the player not be able to swap into enemies of the colour they currently are. Stuff like this, it gives you more control over the player.
@@Dom_R_222 Wait thats actually such a great idea, thanks so much ill think about this one
you should make it so that there's a cooldown between switching bodies (like 10 secs) so that you cant just infinitley switch, maybe also make it so that you have to be on the floor or withing a certain distance to switch?
Im scared to add such harsh restrictions to the main mechanic but i think ill play around with what you suggested because they are good ideas
Wait my review made it in
Lets GOOO
@@Wishbone_Games yeeeeeee boiiiii
An idea that I think would be cool is being able to leave the robots you've possessed even if there isn't another one. What I'm trying to say is that the virus will be able to leave the robot in a state where said virus has low health but high speed. Now I'm not really into that idea but it also sounds kinda cool
👍
:)
@@Wishbone_Games :D
I love it
Thanks so much :)
u could make the enemies play a getting shot animation when shot
Yea i will in the future but at the moment they are still placeholder models
Nice
Thank you :)
i think ive got an idea
if its possible, could you make it so that the enemies field of vision will be their only way of attacking you?
like ik its a 100 years in the future but we dont have flying cars that the people from 1923 promised
no flying whales to block the sun
anyways is it a good idea or nae
I think its a good idea for the version i showed in my video, but ive working on it a lot since and i dont think the enemies detecting you really matters anymore, youll see what i mean by that in my next devlog
Maybe add a little robot doggy that you can Omni switch to in order to stealth around/access smaller areas, it could be used in the late game to maybe give a little variety, hell maybe even give it a mounted turret on it so its like a diet moving turret (probably wouldnt fit with the game so feel free to ignore this)
Also add Obama
you mentioned you still had a problem where players didn't need to shoot because they can just turn in to enemies around 6:15 ish. you could punish players for changing too much by making sure every time their total health percentages decrease each time. So by the 3rd time they change they might only have access to 75% of their original health pool. Or some enemies would just have really undesirable mechanics to work with like their really really slow, and therefore unable to be thrown off cliffs by the player
When you’re not firing a gun there’s not really any sound maybe you could get custom background music made
yea im working ambient noise currently, i think youll be very surprised with the progress i have made on this game
Part 4, you should add a feature where you throw your current weapon at a bot you're switching to if you don't like the weapon
make it so there is a wall/door in your way that opens when you kill the enemies. kinda bad but it can be temproary.
Yea right now in the current build of the game i already have added that and its really good actually
@Wishbone_Games I really want some animations on the lazers like a little wiggly animation you know what i mean hope it gets added later!
edit: oooooh and what about a little whirring sound for example something like the sound from the lazers in fun with ragdolls i'll link a video on what it sounds like: ruclips.net/video/9-5RD5bQfoc/видео.html
Working on the latest devlog now, youre going to be blown away by the progress, unfortunately i havent had time to focus on lasers, but great idea
thanks!@@Wishbone_Games
also by the way crip is a slur mentioned that in the comments of your newest video but just wanted you to know incase you didn't@@Wishbone_Games
This is just an idea i came up with in 10 seconds but their could be more enemy types like a sort of mini boss that needs to be killed in order to open a door
idea i had was if you throw the robots body's heart it will become a mini bomb
Climbing containers is fun
Apparently so...
@@Wishbone_Games make a parkour map
@@Rublyobscure Im making one for myself internally so maybe i can release that to you guys in the next playtest
Hey. Sometimes sun boy timed out for the slide fine brethen misfit moment. Was gonna sail up their way, have a look at their faces and middle names, let me know if you want anything
what
Idea for the "no bullet needed to finish the game" glitch: make it so that the enemies just bounce off the void, but you don't (bcs u a virus or smth)
Hmmm i might make certain enemies have the power to do that but i just think that in certain scenarios id really like to have killing enemies like that as a feature or puzzle solution or something. So i dont really want to restrict the mechanic like that
@@Wishbone_Games yeah, probably the boss or something! Maybe you could make the enemy, instead of only bouncing off, take like 20% damage AND bounce off! So now if you want to finish the game faster, you have to shoot the enemies aswell, or lower them to 20% hp and then make them fall into the void
@@adacc4997 You just gave me an idea, maybe you have to damage enemies a certain amount to turn into them? So that you must use your gun and hurt your future self if you want to do that
@@Wishbone_Games hell yeah!!! How did nobody think of something similar up until now 😭😭😭
bro i have watched all your devlogs a feature you should add is bullet holes when you shoot walls and some particile effects same with when you hit the robots
Thank you so much, yea that would be a great addition, just have a lot of things to work on right now so im not sure if it will be in next devlog
yah love you man@@Wishbone_Games
Thank you so muchhhhhhhh :)))))))))
yeah no problem broski. btw can you give me advice on how to learn ue5 properly@@Wishbone_Games
add a feature where If the timer which kills you has less than 5 seconds, you can strap yourselt to a opponnent and omni-switch.killing your old body and a poor sap named Jhon. we Hate Jhon.
Im sure this need more More work like for example
1. Better weapon animesion
2. To make the weapon to look better for the camera view
To by honest the reason i click the is because i see the players hand for your game it reminds me of the hands i have in my game
Don't wory my fps game have nothing to do with your game the only thing the only similarities are the hands and the fact that my game have robot 🤖 for the main character and my game is fps as well
Every thing else are different in fact i don't even know your game existing before today
Well yea i mean this is still very early for my game so chances are all of that will be worked on. I just saw your game, looks pretty interesting, i like the wall collision thing you made so your viewmodel doesnt clip thats really cool.
@@Wishbone_Games my game is still in development I don't know how I will look on as well
i think that turret rotation problem can be fixed if you clamp the rotation in the y axis to a certain value.
Yea that just seems kinda hacky to me, id rather try understand quaternions, but if i still dont have this figured out by the next devlog im just going to do it your way
@@Wishbone_Games I get you. Quaternions are hard to understand.
Can you work on a game like Phantom Dust? A sequel isnt likely so im looking to developers to make a similar game lol. Ill do it when i can but for now i want to see what other people do. This looks like something like a good foundation for a Phantom Dust type game so i think you would make a good one
My man has no enemies.
Instead of just putting a hard limit on the amount of times you can walljump, maybe you can make it so that when you reach the limit you will bounce off the wall you were jumping on when you try to jump again, if that makes sense.
add a minimal viewmodels option (like in tf2)
you could set up a cooldown system for hacking other bots, like you have 3 bars and when you hack something you lose one and everytime you kill someone or wait a bit it reloads one bar, but you should be careful because if it is too long it becomes boring and if it is too short it becomes useless.
thats a very basic ideia but i thought it could work
The new map looks like it’ll be confusing. You need to use color and complexity vs. simplicity to draw the attention of players. Things you want people to look at should
be bright and more detailed vs. things you don’t want people to look at. There’s a fine balance and I feel as if it’s more on the too much side from what I’ve seen.
Yea it was, im changing it completely, as i said in the video i dont really like how it looks. Im really trying to make a great looking map by the time the next devlog comes out
I think you should fix ths ui it looks kinda bad rn
The text is hard to read (prob bcus of the color), covers too much of the screen and is in weird angle
And you should pick between pixel and not pixel font else it looks inconsistent
Theres a reason for the inconsistency, the left side of the screen is the Virus HUD, and the right side is the HUD that all the robots see anyways, i know it doesnt look good at the moment because i havent put much effort into it yet
u should make it were there's a cool down when u turn in to some one
not gona lie u funny as hell
3:09 it’s 6 hours now
Oh god.......
here before 10 minutes
Thank you so much :)
Can you put a RPG?
Yea.....
if you do, make it so inaccurate it’s useless
damn
Damn indeed
I've had the most miniscule updates to my game on steam cause it to be completely unlaunchable because steam is so confusing as a dev.
Yea i still dont like how confusing steam is for devs and sometimes even the documentation doesnt help me understand whats going on
Add the letter M. By the way, my feedback is completely remove the slowing down after you swap with enemies because it ruins the fast paced flow of the game.
I think the gun needs more animations because it is too boring and fixed in the screen. (make flippy realoading animations, more camera movement)
Yea ive actually got a cool idea for this that i havent really seen in any other game but i think youll have to wait till next devlog to find out hehe :)
can you teach me unity????? ur so good.
Hahahah thank you, there are so many great tutorials on youtube, thats how i learned, i never took any courses or anything, you got this :)
@@Wishbone_Games ok thank you! I love this devlog series and although i dont have steam im very excited to see the game when its completed!
hey... umm.... R O G U E L I K E :>
I FORGOT :((((((((((((((
???
@@Wishbone_Games Remember me? I was so hyped about this game and the playtest AND I FORGOT ABOUT IT
@@TeraByte38 Hahha ofc i remember you. Theres another playtest coming when the next devlogs out
@@Wishbone_Games LET'S GOOOOO
This time I will archive it so it won't become lost media.
Why all the hate the games good
Thanks so much, i dont think any of it is hate, just criticism, which i really helping shape this game, its hard for me to know what people will like without playtests so i really think the feedback is great
I know that This comment probably wont be seen due to the 114 other comments BUT,
the whole "You can win the game without shooting a bullet" could be a speciaal achievement instead of "fixing" it .
I see you, dont worry.
I think that would be a fun way to go about it, but its deceptively easy to beat the level by doing that, and i dont really like it having a place in the gunfights
M