This game has the the "Spore" level of potential. Amazing concept and mechanics and the ability to appeal to a large portion of people. I can imagine wheezing when playing this with friends as my slug-giraffe gets slapped by a crocodile.
Definitely this. A goofy game means goofy enemies, and if you've got the systems already, exploring their possibilities in fun, trivial ways makes the game so much more endearing.
I remember having this exact idea but with pokemon, but my friends told me it could never happen because it would be way to much work to create all the 3d models.
Im not talking about the fighting part, I am referring to the fact that the creatures can cross breed and it leading to basically infinite creatures.@@anonanonymous9670
The portraits are beautiful, and they would fit in amazingly in a retro murder mystery, but they do seem kinda hyper-realistic and intense compared to the rest of the game. My creatures are pre-emptively filing a restraining order against Hank From Accounting.
I disagree it perfectly captures the vibe that the old pixelated titanic games had, where the sprites were goofy but the portraits were elegant and good. Its also like stardew valley
I’m very excited for this game, I personally believe that procedural animation and generation is sickeningly underused in games, not only that, but I’ve always been a fan of using breeding in games to make something stronger, so this game is basically made for me Can’t wait for it to release! Take your time tho, don’t wanna rush
Yeah, i was thinking when looking at the title about how rainworlds creatures fight eachother. And was pretty surprised the animations are actually procedural like in Rw.
my 2 cents is that your portraits are very realistic and your creatures are super goofy. When put together it's gonna look like Who Framed Roger Rabbit. Living in the same world but feeling like creatures of different realities altogether. Ultimately, you should create the game that you feel the most proud of, so do as you will with this comment.
"Pretty long" - man I literally watched it twice in a row because I love your presentation and dev process insights. This could be the first game I would ever buy early access, and that's coming from someone who has very strong feelings on that.
My friend... I have never loved a game idea more. I have thought about this type of thing since I was a kid, and have constantly thought about how to improve the IP's like Pokemon that the creators unfortunately do not utilize to their fullest. Your combination of perspectives, innovative ideas, style, design, speed, it's all just spectacular. I applaud you not only as another aspiring developer, but as a person who would be thrilled to play your game as soon as it's released! This project clearly has passion behind it, and I hope you go so very far my friend. Take the time you need for breaks, do not overwork yourself, I know all the hype is very encouraging but do not allow it to burn you out. You're one in a million my friend.
WOW when you switched from the creature being nose-point based to being able to face different directions, they made a huge difference to making this look way way more polished
When I saw palworld explode on the game market I was like: "wait a second wasn't there someone who also worked on a really cool pokemon like game". Here you are lol. Hope your game explodes as much as palworld because your idea deserves it. It's fricking amazing.
@@anonanonymous9670 It's that weird case where their genre list has one or two in common (mon games, maybe JRPG), but not much else (turn-based vs third person shooter, old-school JRPG vs open world survival craft with light settlement sim elements). Truly a game where it's premise (pokermans with boolit) belies its actual gameplay.
@@GastonGock he specifically said "I drew" and even if you take the most pessimistic and antagonistic view possible who cares if he used AI. Ai art has opened up the field so anyone can create. all these weirdoes whining about how ai makes better art then them deeply confuse me. quit being salty I can make beautiful art at a fraction of the time and come join me. its fun.
@@Allister_1nah they look very boring, thats the real issue with ai art, not that it can replicate technical skill (there are some other issues aswell)
@@vt4c Sure, would bet your life that he drew with AI? Because I followed his tweeter, I know he's drawing art for at least 5 years before AI was ever a thing, but shitty people like you are so much involved in accusing people instead of presuming their innocence that maybe you know better.
this is impressive. You can't imagine my joy when you said you're doing real time combat instead of turn based. This is a W for someone who isn't a fan of turn based combat
Honestly, when i see your notification, my heart just skip a beat from the enjoyment and exitation that i have will watching your video,the advencements that you have made from the begining is pretty imprecive ! I love the feeling of the game so keep it up!
Honestly I think it should be titled simply as“Critter Cross” and not “crosser”, feels more catchy and more emphasis on the critters then the ‘crosser’ that you play as. Also this is inspirational man, hope this does well when it’s done!
The final fighting scene looks terrific, it actually looks fun to play and actively makes me want to try it for myself, meaning you absolutely delivered with this mechanic, awesome job!
I heard that Arx Fatalis noise at 3:10! This game looks incredible btw. I hope you're able to take your time with it and really make the game you're envisioning. Regardless of how long it takes it will be a day 1 purchase for me for sure.
this looks great! If you're still considering putting floppy/limbless fish in your game, you could place a wave of water underneath them, letting them "surf" around.
Very impressive work! I can't imagine having the technical prowess of programming all that procedural stuff, even though that's exactly what I have to do myself lol.
Had to wishlist but one suggestion I would make is have the health deplete from outside->in instead of inside->out. I remember a fighting channel pointing out bad UI design in fighting games and that having it go towards the middle makes it easier to read when someone is low on health. Very minor issue to me and not sure if the end version of this game will attract the more hardcore crowd that will care much more. Hopefully you're having fun as you make this!
Never thought about it but it does make sense, as both bars go down to go to the middle means you're focusing on one part in the middle of the screen rather than spliting focus between the two ends.
I seen a video one time that said you’ll look at every game different when you actually start coding…I understand it now you’re a genius Props to you 🙏❤️
This is literally the only channel where I rang the bell. I like the way you dev. Always happy to see a new video come up, and very ok with how long it takes to do so. I'll wait patiently til you ding the bell on your end. Looking forward to trying the game too, but mostly just happy to watch you make it, lol. It's hard to throw out old work, and I'm sure it wasn't as easy as you made it look in the video to get rid of the old walking style, there are certainly some tradeoffs. But the new style will make a more fun game, so hard to really be too upset about losing the cool critter walk animations. I wonder if it might be worth having a "fighting stance" and a non-combat walk animation where they still follow their nose.
Something about this editing style is reminding me of a youtube channel I watched in the 2010s but I can't quite place it. and I mean this in a good way.
Everything about this game is PHENOMENALLY impressive. The pixel art portraits is the best I've ever seen, the animation is the most fluid I've ever seen - you've succeeded where so many other game developers have languished!!!
No pressure or anything, I just got reccomended this video again, and remembered how cool this project is. Take your time , and Keep up the great work.
I normally don't subscribe to channels that put out so little content, but your work, from a technical level, leaves me in awe, so you're the exception to the rule. Great work, can't wait for the next video and wishlisted.
Its amazing how far this game has come over the past few years and its turning out so good! Keep it up man cant wait to see how the game continues to evolve!
Ran so fast to wishlist it before I even watched the video lol I'm so excited for you reaching this stage!! It's amazing to be able to follow along with the development and know how much effort you're putting into this game. Thank you for the update post!!
ahhh LMFAO!! there's so much polish here i'm greatly humbled by the level of skill and dedication. And the audio... this video is loaded! This game is looking decent with potential. i'll check it out
I am very much enjoying the direction you are taking this project, I remember when you first shared this project on youtube, I was absolutely blown away by your coding wizardry and I love seeing you polish this game to perfection
I really like the second to last logo with the purple. The tone really fits the game and sets off the orange. Blue and Green has been done to death these days
this is so cool! I just found one of your earlier logs and I love the progress thats Ive seen in between all of them! quick wishlist for me! also I entirely relate about the want for collecting but also wanting slightly different creatures for creature breeding and I'm excited about this game!
Looks like AI, sadly. Probably RD pixel art, or pixelized and color quantized AI art. His whole process is that of an AI “artist”. Kinda gross that he says he draws them himself imo
@@polecat3 I think they are definitely AI generated. AI “prefer” specific angles and lighting and they are quite noticeable on these portraits. Not sure if he said he “drew” them just because or he was actively trying to deceive people tho.
I agree with the sentiment that the portraits don’t match. I’d also say that the people the portraits are depicting look really generic and not like fully realized characters, which is also a problem considering what they’re going to be used for. My gut instinct as an artist myself is that they’re AI generated, which would explain the genericness, plus another possible red flag is that he has multiple portraits of characters with vaguely similar but slightly different clothes and hair and faces, which is a hallmark of prompt generation, but I do feel bad just accusing him of that because it is entirely possible that he just has a very specific style and a rather bland taste in subjects. If they are actually drawn by him I’d suggest either redrawing the portraits in a more cartoony style or hiring another artist who’s experienced with that style, and I’d suggest he redesign the characters themselves to be more individualized and to fit the rest of the game better. hope that I’m just being paranoid because I really enjoy this guy’s videos and passing off AI art as your own is pretty disrespectful.
LOVE what we're getting so far. The combat has loads of potential! Personally, I feel that the different spells could be tweaked a bit more to differentiate between them. Fireball and waterball seem to function very similarly and lightning/magic could be very broken due to being hard to dodge. I think giving each spell type a unique charge attack would do wonders for the combat system. For example, perhaps charging up a fireball results in a short-range large continuous burst of fire breath that can light grass and enemies on fire. In contrast, perhaps charging up a waterball turns it into an ice shard that has a small hitbox but does sizeable damage if it hits its target. I think something along these lines would make the current fire and water spells more different from each other and function as direct opposites, with charged fireball functioning more like a short-range large AOE attack and charged waterball functioning more like a long-range precision sniping attack. To balance out the brokenness of the charged attacks, perhaps make it so that being attacked while charging up interrupts the charge. As for the lightning and magic spells, I think creating another spell type to counter them could work. Perhaps an Earth element spell that allows the player's critter to conjure up Earth walls from the ground within a short radius from the player's critter like Earthbenders from Avatar. These destructible walls could then provide an adequate shield against homing attacks that are tricky to dodge for a short period of time before being destroyed or disappearing. To prevent players from camping and hiding, I think implementing a charged magic type spell that acts as a vortex that pulls other critters and objects towards the player's critter could work. Those are just my two cents though. Regardless, I have faith that the combat in this game is going to end up good. Keep up the good work! I hope future development goes well.
I know the video is old but I wish listed it! Looks good I love small passion projects. Graphics are always secondary to good mechanics and fun gameplay, nobody ever said damn i hate such and such game it sucks... but the graphics are good time to fire it up! So the fact you remake entire sections of your code to account for better gameplay speaks volumes about your work ethic. I'm dropping a sub so I can follow the progress!
The most impressive part, coming from a programmer dabbling in art, is those pixel-art portraits. Seriously looks like a paid artist. I actually thought it was a joke when you said they were terrible.
I'd say keep how the animation used to look like for "wandering" or just normal exploration, but if you encounter an enemy/get into combat, it can switch to the twin sticks control scheme. That way, you still get the nice animalistic animations with everything following the head but the functionality of the twin sticks when you need it. I'm not unaware of how much that could be to code, but it's something to consider if you don't want the game to change so drastically ❤ Best wishes on thus, you've inspired me to make my own art
Dude used The Three Stooges footage. I have a new favorite person in this platform. I remember previous videos of this, I'm happy to see you've continued and how much progress you've made :D And with this video... oh you don't have 0 wishlists in Steam, no you don't, haha
There, I wishlisted. But im not the first to wishlist, so I dont feel as important as I should. Your game looks great. I like the little frog dude who walks down the sidewalk. His gait is joyful, but his face cannot hide his trepidation. ....I hope he is ok.
Emmm.. I found your channel just now and you are genius? Like pixel art is beautiful but I can see people doing that. This game though.. It’s really unique both in ideas and technically, keep going man
I found this video after I'd already wishlisted the game on steam, so when i saw the style i was like "hang on this looks familiar" cant wait to see the game release!
@@hypno5690 This is not what I meant, sorry for the misunderstanding. I just have a little sister that has ADHD and this video reminds me the way she talks and the videos the laughs of. And I really love my little sister.
I remember watching a video of yours a while back, back when I didn't know much of anything about game development (but still had an interest). There are few things that enter my ADHD-autism mind that get me hyperfixated nearly as much as games such as Rain World, Terraria and Deep Rock Galactic have, yet here we are, with another thing I can't wait to play. There's someone named FinalsForEach that remade the core of Minecraft, but super optimized, and is now turning the direction of development into his own thing. That and this are two devlogs I cannot wait to watch another of. The development of these things are just too exciting, especially when I keep seeing more and more of it! Onto suggestions (if you are taking any), I feel like multiplayer is a must-have for this sort of game. Because it's real-time combat, there could be up to 4 (or even more!) players at the same time, maybe even in its own party-like modes. I remember you saying you had a creature character in a previous devlog, and making and sharing creatures you made could be a neat thing that you could maybe add Steam Workshop support for. I don't know everything you're going to add to this game, but mod support would definitely increase the lifespan of Critter Crosser and the community. Mods could add/change things like campaigns, areas, shops, textures, music, and pretty much anything in the game, as long as it's not hard-coded. Again, I don't know what your entire scope is for the game, so if some of these suggestions *are* planned, this might add further incentive to add them, but I do apologize if I am instead making the development process worse in any way. I know adding suggestions/requests is difficult in a lot of ways, but I'm sure there is *at least* one person out there who could be of great help when developing different aspects of the game. I would volunteer myself, but I have little to no experience so I feel I would make things worse rather than better lol. There are a lot of talented people out there who I'm sure are willing to contribute in many ways, because this project feels really cool as a concept, and from what we're seeing, as an actual game. I want to say more, but I know I would just repeat myself, which wouldn't be very fun to read. Like I've said, there are many people similar to me who I'm very confident will absolutely love this.
I just added the game to my wishlist, you're doing an amazing job, I really like this concept, the art and monster design. The only thing that I would change is the portraits as I feel like they do not merge very well with the game art style, but it's just my opinion.
You have no idea just how long my girlfriend and I have been waiting for this to be playable! WE WERE STILL IN LOCKDOWN WHEN I FIRST SHOWED HER YOUR FIRST VIDEO!
First time here. I don't know much about generating structures in games, but the way you made 2/3D version of avatars? I can't even compare how impressive it is! Very cool project!
It’s been a while since I checked in, but I am so happy that I can wishlist this on steam now When I first found out, I was trying to wishlist it desperately so I wouldn’t forget, but it didn’t exist. I am so happy to have it as my #1 now for anticipation Keep at it man, this is the only ever thing I followed for so long on ❤ Appreciate the dedication
This is the first time I'm hearing about this game. However, I can say that it has my attention. I will wishlist this game on steam and I will continue to await how it progresses in the future!
Everything you're doing with the game is incredibly interesting. Not enough games use procedural animations, and to me they look vastly superior to traditional animation. The only other game that comes to mind is Rain World. I feel like traditional animation has a lot of constraints, and implementing more code to inform HOW a thing can animate, as opposed to just having static frames of animation that always look the same no matter what and can't be altered (or at least not much) depending on other variables is very limiting. My biggest critique with the lack of progress in the gaming industry isn't graphics or anything like that. It is and always has been animations in both 2d and 3d games. More so 3d, though. They way characters always just collide and clip through the environment had always bugged me. In Skyrim when you sneak up for an assassination, when the animation plays nearly every time your blade is not where near the characters throat, and your character doesn't even grab or interact with the other character properly, and it all just looks janky as fuck, and I'm no programmer but I always thought couldn't you apply some properties to the blade of the knife and the throat of the guy and program the blade of the knife to travel to the throat before doing the slashing part of the animation? And kind of apply that logic to other parts of the animations where it would have the most organic looking results? Obviously it would be more work, but it would immensely better I don't know. This is a bit of a rant but I just feel like develops don't even really TRY different techniques or to try to push this area of game development forward, and if they did really dedicate themselves to it we'd end up seeing a LOT more really impressive animations with some even more impressive programming behind it. Anyway, I love what you're doing here. Keep it up!
With the explosion of palworld I imagine people will be hungry for a creature collecting game with more fresh twists and this might just be it! Excited for more!
Game dev here, there are also a lot of reasons not to do a kickstarter. For one, you'd have to take at least a few months off to organise everything, design all the rewards, contact manufacturers , distributors etc, which takes away from development. There's also all the stress that comes from being entrusted with a large sum of money out of nowhere. Crowdfunding can be incredibly daunting to even consider, so I understand why many developers don't go down this route.
@@nitricswight yep, I know if I ever say this (I've said it like 2 times in my life I think) is always thinking that I would not even dare to pressure a creator in any way just for money. I don't expect them to fulfill my wish, I just want them to do what they want and have the resources they need. I'm aware people is not like this at all, so... Yeah, I only spoke on my behalf when I said it. But thx for pointing that out, not many people know about that.
@@nitricswight It is also possible to run a kickstarter with zero physical rewards. It's the most sane thing to do, and one not many devs seem to consider.
This game has the the "Spore" level of potential. Amazing concept and mechanics and the ability to appeal to a large portion of people. I can imagine wheezing when playing this with friends as my slug-giraffe gets slapped by a crocodile.
my same exact tht about spore, it gives me a feeling i only had wen i was younger if tht makes sense
just performed the fastest wishlist in the west
Ello my friend. I wish I had a pc. To play it
Hell yeah
No way
Hell yeah!
so real
There are few channels where I get so excited when notified of a new post.
Yeah it took me a few second to understand what was going on before jumping on my chair!
Honestly I forgot who this was but then I saw the monsters . Good luck 👍
Honestly I forgot who this was but then I saw the monsters . Good luck 👍
yeah same
For real, I thought the exact same thing.
When he said "zero wish lists" I said "say no more".
7:34
The “stuck in dodge mode” glitch feels like a fun taunt. If the enemy held its arms out to the side while doing it, it’d be even better
"Come at me bro!"
It's not a bug, it's a feature.
That's a really great idea
Definitely this. A goofy game means goofy enemies, and if you've got the systems already, exploring their possibilities in fun, trivial ways makes the game so much more endearing.
FASTEST WISHLIST IN MY LIFE
same
I even clicked 'follow' for the first time.
This is truly remarkable game
literally. the second i heard the fucking word wishlist i loaded up steam
same
If you give up on this project I will never forgive you this is the best game I've seen ever.
That guy is single-handedly creating our childhood dream game
Basically, yes
I remember having this exact idea but with pokemon, but my friends told me it could never happen because it would be way to much work to create all the 3d models.
@@JuhoSprite Wouldn't the Pokemon version basically just be Pokken but with a far larger roster?
Im not talking about the fighting part, I am referring to the fact that the creatures can cross breed and it leading to basically infinite creatures.@@anonanonymous9670
@@anonanonymous9670pokemon with procedurally generated pokemons is just pokemon with a large roster?
Just a small suggestion: For the small critters maybe make a small HP Bar over their heads? The huge HP bar could work for bosses and the such.
Replying so this comment gets boosted🎉
Replying so this comment gets boosted🎉
This game just has a "vibe" that no other game has, and I love it
It has the vibe of old mini clip games but as a full sized game haha
True @@shubhod9569 My favorite mini clip games were awesome pirates and Moby dick good to know this guy is caring on Mini Clips legacy
@@shubhod9569 haha
@@shubhod9569 Mini clip? :/
Your portraits look great and you're like "nah this sucks"
True artist grindset right here
The portraits are beautiful, and they would fit in amazingly in a retro murder mystery, but they do seem kinda hyper-realistic and intense compared to the rest of the game. My creatures are pre-emptively filing a restraining order against Hank From Accounting.
I also agree. Love the art but doesn’t suit the game (still love it tho art and game)
I gotta agree. As much as they look awesome, it's a bit of whiplash to see the two styles interact
Tbh I like the charm of having such a bizarre contrast. Let people make crazy theories about it.
I disagree it perfectly captures the vibe that the old pixelated titanic games had, where the sprites were goofy but the portraits were elegant and good. Its also like stardew valley
I like it. please dont change them.
The second you said "Real Time" I sat up in my seat and said "Oh I'm actually getting this game"
heck yeah we’re back
we're so back
coming back to watch this again because the game looks so charming and the video is good and I'm excited for whenever the next devlog comes :)
I’m very excited for this game, I personally believe that procedural animation and generation is sickeningly underused in games, not only that, but I’ve always been a fan of using breeding in games to make something stronger, so this game is basically made for me
Can’t wait for it to release! Take your time tho, don’t wanna rush
Yeah but i have a "little" project around that and minecraft, was inspired by the channel. Just may took time
go and play Dragon Quest Monsters Joker (3) or the new The Dark Prince, its very good monster breeding games
Years ETA aside.
It seems like this has almost the same if not greater concept potential to Pokemon and Palworld.
Yeah, i was thinking when looking at the title about how rainworlds creatures fight eachother. And was pretty surprised the animations are actually procedural like in Rw.
Because procedural generation leads to boring, same-y bullshit.
my 2 cents is that your portraits are very realistic and your creatures are super goofy. When put together it's gonna look like Who Framed Roger Rabbit. Living in the same world but feeling like creatures of different realities altogether. Ultimately, you should create the game that you feel the most proud of, so do as you will with this comment.
He mentioned it, but the portraits are for practice.
I agree
@@ginguu2490ye, but real good practus.
"Pretty long" - man I literally watched it twice in a row because I love your presentation and dev process insights. This could be the first game I would ever buy early access, and that's coming from someone who has very strong feelings on that.
I actually love rewatching these videos. This is the only channel I do that with
My friend... I have never loved a game idea more. I have thought about this type of thing since I was a kid, and have constantly thought about how to improve the IP's like Pokemon that the creators unfortunately do not utilize to their fullest. Your combination of perspectives, innovative ideas, style, design, speed, it's all just spectacular. I applaud you not only as another aspiring developer, but as a person who would be thrilled to play your game as soon as it's released!
This project clearly has passion behind it, and I hope you go so very far my friend. Take the time you need for breaks, do not overwork yourself, I know all the hype is very encouraging but do not allow it to burn you out. You're one in a million my friend.
WOW when you switched from the creature being nose-point based to being able to face different directions, they made a huge difference to making this look way way more polished
Wishlisted. As a small suggestion, I think adding a subtle hitstop effect to attacks when they land could make the combat feel a bit less floaty.
Absolutely! I'm a sucker for those combat things, so a hitstop and maybe slash effects from a sword would look great also.
When I saw palworld explode on the game market I was like: "wait a second wasn't there someone who also worked on a really cool pokemon like game". Here you are lol. Hope your game explodes as much as palworld because your idea deserves it. It's fricking amazing.
Pal World is an Ark-like, not a Pokemon-like
@@anonanonymous9670it's a monster catching game with survival sandbox gameplay mixed in. It's a blend of both
@@anonanonymous9670 It's that weird case where their genre list has one or two in common (mon games, maybe JRPG), but not much else (turn-based vs third person shooter, old-school JRPG vs open world survival craft with light settlement sim elements). Truly a game where it's premise (pokermans with boolit) belies its actual gameplay.
This game is dragon warrior monster like not Pokemon like
palword is just ark with ai fakemons
fastest Wishlist ever. Always a treat to
watch these!
"i didn't like the portraits i drew" in reference to some of the best pixel art portraits i've ever seen
Probably used ai so I wouldn’t trust their artistic involvement
@@GastonGock he specifically said "I drew" and even if you take the most pessimistic and antagonistic view possible who cares if he used AI. Ai art has opened up the field so anyone can create. all these weirdoes whining about how ai makes better art then them deeply confuse me. quit being salty I can make beautiful art at a fraction of the time and come join me. its fun.
@@Allister_1nah they look very boring, thats the real issue with ai art, not that it can replicate technical skill (there are some other issues aswell)
@@vt4c
Sure, would bet your life that he drew with AI?
Because I followed his tweeter, I know he's drawing art for at least 5 years before AI was ever a thing, but shitty people like you are so much involved in accusing people instead of presuming their innocence that maybe you know better.
AI art is high floor, low cieling.
But the floor has holes
this is impressive. You can't imagine my joy when you said you're doing real time combat instead of turn based. This is a W for someone who isn't a fan of turn based combat
Honestly, when i see your notification, my heart just skip a beat from the enjoyment and exitation that i have will watching your video,the advencements that you have made from the begining is pretty imprecive ! I love the feeling of the game so keep it up!
Honestly I think it should be titled simply as“Critter Cross” and not “crosser”, feels more catchy and more emphasis on the critters then the ‘crosser’ that you play as. Also this is inspirational man, hope this does well when it’s done!
The final fighting scene looks terrific, it actually looks fun to play and actively makes me want to try it for myself, meaning you absolutely delivered with this mechanic, awesome job!
I heard that Arx Fatalis noise at 3:10! This game looks incredible btw. I hope you're able to take your time with it and really make the game you're envisioning. Regardless of how long it takes it will be a day 1 purchase for me for sure.
Babe wake up, new Critter Crosser devlog just dropped
this looks great! If you're still considering putting floppy/limbless fish in your game, you could place a wave of water underneath them, letting them "surf" around.
And when we needed him the most, he returned!
Very impressive work! I can't imagine having the technical prowess of programming all that procedural stuff, even though that's exactly what I have to do myself lol.
Had to wishlist but one suggestion I would make is have the health deplete from outside->in instead of inside->out.
I remember a fighting channel pointing out bad UI design in fighting games and that having it go towards the middle makes it easier to read when someone is low on health. Very minor issue to me and not sure if the end version of this game will attract the more hardcore crowd that will care much more.
Hopefully you're having fun as you make this!
that’s cool
Never thought about it but it does make sense, as both bars go down to go to the middle means you're focusing on one part in the middle of the screen rather than spliting focus between the two ends.
@@Ernestiqus just diverge your eyes smh my head 😒
No, that looks disgusting for me. He could add an option to change how ui looks.
please dont change the ui. or provide multiple options.
I seen a video one time that said you’ll look at every game different when you actually start coding…I understand it now you’re a genius Props to you 🙏❤️
This is literally the only channel where I rang the bell. I like the way you dev. Always happy to see a new video come up, and very ok with how long it takes to do so. I'll wait patiently til you ding the bell on your end.
Looking forward to trying the game too, but mostly just happy to watch you make it, lol.
It's hard to throw out old work, and I'm sure it wasn't as easy as you made it look in the video to get rid of the old walking style, there are certainly some tradeoffs. But the new style will make a more fun game, so hard to really be too upset about losing the cool critter walk animations. I wonder if it might be worth having a "fighting stance" and a non-combat walk animation where they still follow their nose.
Twin stick is an incredible upgrade IMO! Keep up the great work, this is already looking so good.
Your technical ability within Gamemaker is absolutely flooring. Combine that with your artistic ability and it is so inspirational!
Something about this editing style is reminding me of a youtube channel I watched in the 2010s but I can't quite place it. and I mean this in a good way.
Everything about this game is PHENOMENALLY impressive. The pixel art portraits is the best I've ever seen, the animation is the most fluid I've ever seen - you've succeeded where so many other game developers have languished!!!
i saw your videos a while back and i was searching so hard to find it again and I DID IT! i feel so relieved, i love your work!
I audibly cried out in joy at the mere sight of this video...
No pressure or anything, I just got reccomended this video again, and remembered how cool this project is. Take your time , and Keep up the great work.
The art for the game looks so good, I can't wait to see this fully released! Keep up the good work!
I normally don't subscribe to channels that put out so little content, but your work, from a technical level, leaves me in awe, so you're the exception to the rule. Great work, can't wait for the next video and wishlisted.
Its amazing how far this game has come over the past few years and its turning out so good! Keep it up man cant wait to see how the game continues to evolve!
put this in my wishlist so hard
Ran so fast to wishlist it before I even watched the video lol I'm so excited for you reaching this stage!! It's amazing to be able to follow along with the development and know how much effort you're putting into this game. Thank you for the update post!!
Did you run _so_ fast that your arms couldn't keep up? 4:52
@HiAdrian yeah and my legs too weirdly enough
ahhh LMFAO!! there's so much polish here i'm greatly humbled by the level of skill and dedication. And the audio... this video is loaded! This game is looking decent with potential. i'll check it out
Defiantly wish listed when i spotted the description, love seeing the progress of this game!
I am very much enjoying the direction you are taking this project, I remember when you first shared this project on youtube, I was absolutely blown away by your coding wizardry and I love seeing you polish this game to perfection
I really like the second to last logo with the purple.
The tone really fits the game and sets off the orange.
Blue and Green has been done to death these days
Bro this is the game I never knew I wanted until now! Now I’m invested! Can’t wait to see the next upload in a year :)!
I would just call this game "Breed"
I just finished watching all the dev logs! This game is looking very good! I have wish listed it. I look Forward to Playing!
Literally yesterday I thought to myself: "Huh, its been a year! since the last vid. We must be due for a new one
this is so cool! I just found one of your earlier logs and I love the progress thats Ive seen in between all of them! quick wishlist for me! also I entirely relate about the want for collecting but also wanting slightly different creatures for creature breeding and I'm excited about this game!
You don't need a AAA studio when you ARE a AAA studio!
Game looks pretty cool, added it to my steam wishlist. Excited to see where you take the game!
I love your work! My only comment on the new art style is that it's kinda jarring how realistic it is when compared to the rest of the game.
Looks like AI, sadly. Probably RD pixel art, or pixelized and color quantized AI art. His whole process is that of an AI “artist”. Kinda gross that he says he draws them himself imo
@@GramGramAnimations u mad?
@@GramGramAnimationsI don't think it looks like AI at all
@@polecat3 I think they are definitely AI generated. AI “prefer” specific angles and lighting and they are quite noticeable on these portraits. Not sure if he said he “drew” them just because or he was actively trying to deceive people tho.
I agree with the sentiment that the portraits don’t match. I’d also say that the people the portraits are depicting look really generic and not like fully realized characters, which is also a problem considering what they’re going to be used for. My gut instinct as an artist myself is that they’re AI generated, which would explain the genericness, plus another possible red flag is that he has multiple portraits of characters with vaguely similar but slightly different clothes and hair and faces, which is a hallmark of prompt generation, but I do feel bad just accusing him of that because it is entirely possible that he just has a very specific style and a rather bland taste in subjects. If they are actually drawn by him I’d suggest either redrawing the portraits in a more cartoony style or hiring another artist who’s experienced with that style, and I’d suggest he redesign the characters themselves to be more individualized and to fit the rest of the game better. hope that I’m just being paranoid because I really enjoy this guy’s videos and passing off AI art as your own is pretty disrespectful.
amazing work, I just stumbled upon your video from a year ago and watched this sequel right after, easiest wishlist of my life
I opened the video and INSTA wishlisted your game, dood. You don't know how much I was waiting for ur game. So excited, pls open a Kickstarterrrr
I love seeing these little glimpses into the programming world. Very neat
LOVE what we're getting so far. The combat has loads of potential! Personally, I feel that the different spells could be tweaked a bit more to differentiate between them. Fireball and waterball seem to function very similarly and lightning/magic could be very broken due to being hard to dodge.
I think giving each spell type a unique charge attack would do wonders for the combat system. For example, perhaps charging up a fireball results in a short-range large continuous burst of fire breath that can light grass and enemies on fire. In contrast, perhaps charging up a waterball turns it into an ice shard that has a small hitbox but does sizeable damage if it hits its target. I think something along these lines would make the current fire and water spells more different from each other and function as direct opposites, with charged fireball functioning more like a short-range large AOE attack and charged waterball functioning more like a long-range precision sniping attack.
To balance out the brokenness of the charged attacks, perhaps make it so that being attacked while charging up interrupts the charge.
As for the lightning and magic spells, I think creating another spell type to counter them could work. Perhaps an Earth element spell that allows the player's critter to conjure up Earth walls from the ground within a short radius from the player's critter like Earthbenders from Avatar. These destructible walls could then provide an adequate shield against homing attacks that are tricky to dodge for a short period of time before being destroyed or disappearing.
To prevent players from camping and hiding, I think implementing a charged magic type spell that acts as a vortex that pulls other critters and objects towards the player's critter could work.
Those are just my two cents though. Regardless, I have faith that the combat in this game is going to end up good. Keep up the good work! I hope future development goes well.
I know the video is old but I wish listed it! Looks good I love small passion projects. Graphics are always secondary to good mechanics and fun gameplay, nobody ever said damn i hate such and such game it sucks... but the graphics are good time to fire it up! So the fact you remake entire sections of your code to account for better gameplay speaks volumes about your work ethic. I'm dropping a sub so I can follow the progress!
CATS:
Actually there were 5 of them
1 - 0:06 (top left, NPC)
2 - 0:16
3 - 0:57
4 - 2:49
5 - 4:02
This is what i wanted since i was a kid, can't wait to buy it, looks amazing.
The most impressive part, coming from a programmer dabbling in art, is those pixel-art portraits.
Seriously looks like a paid artist. I actually thought it was a joke when you said they were terrible.
I'd say keep how the animation used to look like for "wandering" or just normal exploration, but if you encounter an enemy/get into combat, it can switch to the twin sticks control scheme.
That way, you still get the nice animalistic animations with everything following the head but the functionality of the twin sticks when you need it.
I'm not unaware of how much that could be to code, but it's something to consider if you don't want the game to change so drastically ❤ Best wishes on thus, you've inspired me to make my own art
Dude used The Three Stooges footage. I have a new favorite person in this platform.
I remember previous videos of this, I'm happy to see you've continued and how much progress you've made :D
And with this video... oh you don't have 0 wishlists in Steam, no you don't, haha
There, I wishlisted. But im not the first to wishlist, so I dont feel as important as I should.
Your game looks great. I like the little frog dude who walks down the sidewalk. His gait is joyful, but his face cannot hide his trepidation. ....I hope he is ok.
"perlin" has been living rent free in my head for 6 months
Emmm.. I found your channel just now and you are genius? Like pixel art is beautiful but I can see people doing that. This game though.. It’s really unique both in ideas and technically, keep going man
In summary: Perlin.
Perlin
I found this video after I'd already wishlisted the game on steam, so when i saw the style i was like "hang on this looks familiar" cant wait to see the game release!
"hey its me"
Me: IT'S YOU
This is some serious talent. Super excited for the full game to be released.
This video feels like it was made for adhd people. I love it.
DiD I MenTiOn I haVe AdHd AutIsm anD CliNicaL DeprEsSioN?!
@@hypno5690 This is not what I meant, sorry for the misunderstanding. I just have a little sister that has ADHD and this video reminds me the way she talks and the videos the laughs of. And I really love my little sister.
@@isabeloliveira5230that is super wholesome
@@isabeloliveira5230that is super wholesome
Not a fan of Pokémon-like games, but this looks like a very much needed breath of fresh air in today's industry.
this is my favorite devlog channel, very nice
I can't imagine the amount of work this takes. Kudos, this looks AMAZING
Your background music choices are impeccable 🤌
I remember watching a video of yours a while back, back when I didn't know much of anything about game development (but still had an interest). There are few things that enter my ADHD-autism mind that get me hyperfixated nearly as much as games such as Rain World, Terraria and Deep Rock Galactic have, yet here we are, with another thing I can't wait to play.
There's someone named FinalsForEach that remade the core of Minecraft, but super optimized, and is now turning the direction of development into his own thing. That and this are two devlogs I cannot wait to watch another of. The development of these things are just too exciting, especially when I keep seeing more and more of it!
Onto suggestions (if you are taking any), I feel like multiplayer is a must-have for this sort of game. Because it's real-time combat, there could be up to 4 (or even more!) players at the same time, maybe even in its own party-like modes. I remember you saying you had a creature character in a previous devlog, and making and sharing creatures you made could be a neat thing that you could maybe add Steam Workshop support for. I don't know everything you're going to add to this game, but mod support would definitely increase the lifespan of Critter Crosser and the community. Mods could add/change things like campaigns, areas, shops, textures, music, and pretty much anything in the game, as long as it's not hard-coded. Again, I don't know what your entire scope is for the game, so if some of these suggestions *are* planned, this might add further incentive to add them, but I do apologize if I am instead making the development process worse in any way.
I know adding suggestions/requests is difficult in a lot of ways, but I'm sure there is *at least* one person out there who could be of great help when developing different aspects of the game. I would volunteer myself, but I have little to no experience so I feel I would make things worse rather than better lol. There are a lot of talented people out there who I'm sure are willing to contribute in many ways, because this project feels really cool as a concept, and from what we're seeing, as an actual game.
I want to say more, but I know I would just repeat myself, which wouldn't be very fun to read. Like I've said, there are many people similar to me who I'm very confident will absolutely love this.
I absolutely love perlin noise for abstract art!
I just added the game to my wishlist, you're doing an amazing job, I really like this concept, the art and monster design. The only thing that I would change is the portraits as I feel like they do not merge very well with the game art style, but it's just my opinion.
When you realize its going to be another year until next video 🗿
The animations on these things are truly incredible. Hopefully theres some tutorials out there to get something similar!
You have no idea just how long my girlfriend and I have been waiting for this to be playable!
WE WERE STILL IN LOCKDOWN WHEN I FIRST SHOWED HER YOUR FIRST VIDEO!
First time here. I don't know much about generating structures in games, but the way you made 2/3D version of avatars? I can't even compare how impressive it is! Very cool project!
still waiting for the next RujiK vid to release
It’s been a while since I checked in, but I am so happy that I can wishlist this on steam now
When I first found out, I was trying to wishlist it desperately so I wouldn’t forget, but it didn’t exist. I am so happy to have it as my #1 now for anticipation
Keep at it man, this is the only ever thing I followed for so long on ❤ Appreciate the dedication
RETURN OF THE KING
Man I can't wait for this game, the tech is so cool!!
That Naruto runs isn’t a bug; that’s a feature in search of a purpose. Including the advanced one.
This is the first time I'm hearing about this game. However, I can say that it has my attention. I will wishlist this game on steam and I will continue to await how it progresses in the future!
ANOTHER VIDEO, YAY!
Everything you're doing with the game is incredibly interesting. Not enough games use procedural animations, and to me they look vastly superior to traditional animation. The only other game that comes to mind is Rain World. I feel like traditional animation has a lot of constraints, and implementing more code to inform HOW a thing can animate, as opposed to just having static frames of animation that always look the same no matter what and can't be altered (or at least not much) depending on other variables is very limiting.
My biggest critique with the lack of progress in the gaming industry isn't graphics or anything like that. It is and always has been animations in both 2d and 3d games. More so 3d, though. They way characters always just collide and clip through the environment had always bugged me. In Skyrim when you sneak up for an assassination, when the animation plays nearly every time your blade is not where near the characters throat, and your character doesn't even grab or interact with the other character properly, and it all just looks janky as fuck, and I'm no programmer but I always thought couldn't you apply some properties to the blade of the knife and the throat of the guy and program the blade of the knife to travel to the throat before doing the slashing part of the animation? And kind of apply that logic to other parts of the animations where it would have the most organic looking results? Obviously it would be more work, but it would immensely better
I don't know. This is a bit of a rant but I just feel like develops don't even really TRY different techniques or to try to push this area of game development forward, and if they did really dedicate themselves to it we'd end up seeing a LOT more really impressive animations with some even more impressive programming behind it.
Anyway, I love what you're doing here. Keep it up!
With the explosion of palworld I imagine people will be hungry for a creature collecting game with more fresh twists and this might just be it! Excited for more!
This is absolutely amazing, i whislisted this so goddamn fast
keep up the amazing work!
Dude, I think it's about time you launch a kickstarter campaing, I think there's so many of us willing to back this project ❤
Yea, no kidding.
Game dev here, there are also a lot of reasons not to do a kickstarter. For one, you'd have to take at least a few months off to organise everything, design all the rewards, contact manufacturers , distributors etc, which takes away from development. There's also all the stress that comes from being entrusted with a large sum of money out of nowhere. Crowdfunding can be incredibly daunting to even consider, so I understand why many developers don't go down this route.
@@nitricswight yep, I know if I ever say this (I've said it like 2 times in my life I think) is always thinking that I would not even dare to pressure a creator in any way just for money. I don't expect them to fulfill my wish, I just want them to do what they want and have the resources they need. I'm aware people is not like this at all, so... Yeah, I only spoke on my behalf when I said it. But thx for pointing that out, not many people know about that.
@@nitricswight It is also possible to run a kickstarter with zero physical rewards. It's the most sane thing to do, and one not many devs seem to consider.
Please upload AT LEAST once a month!!! I love your videos.