I actually prefer a mix between the two devlog approaches. A big milestone video every two to three months would be fine, but at the same time I'd also fear missing one by accident and completely forgetting about it. On the other hand, I guess everyone agrees that a weekly 5 minute video talking about basically nothing isn't the best approach either. And you should probably Re:Iterate(); on that idea of Talking About Game Design, maybe try a monotonous British voice or something…👍
I like that advice a lot! Milestone videos work so long as they aren't /too/ far apart so that they disappear! Also, lmao, if only my British accent wasn't so awful...
1:53 I love the explanation: "he got like a sword" no more, no less. Really looking forward to your journey, you've set clear goals and have a timeline down. I am sure you will make it happen! Very inspirational. You have located the stuff you want to focus on and are realistic on what you can achieve. Watching your video with Castlevania and Maria, I realised how dialogue can be a burden that annoys more than helps at times. Note to self.
Super excited for this, loved Isadoras Edge jam version so sure a full version will be awesome. Pretty sure you'll nail it and there will be no filler content to be seen 😉
Awsome stuff, good to see you have basic ideas and structre planned out. I really looks forward to seeing what happens. As for devlogs I guess milestone videos are generally better, more focused than just trying push out up to date videos all the time that are, I did this, then this then this, then this etc. I think if you have a particular subject for the video you can break it down more interstingly and the whole proccess of it, then throw those side updates and other bits and pieces around it.
Thank you! And yeah, that makes a lot of sense to me. Make sure the devlogs have a real focus to them, rather than arbitrarily cramming in stuff. I'll definitely keep that in mind!
I had a feeling if you went this direction, you'd do a full version of Isadora's Edge. I'm looking forward to seeing how this..... Develops. Glad my advice could go, bro!
My angle was too obvious heh heh heh And yeah, I appreciate the advice a lot! Definitely will be sourcing other ideas as development continues as well, lmao
Looking forward to following this through development! I like what GingerNingerish said about milestone videos - a video or two chronicling each of the four levels seems pretty reasonable to me. Maybe one in-progress devlog and one retrospective once the level's complete? Anything more than 1 video a month seems like it would just become exhausting to keep on top of in addition to development.
Yeah, I think a cadence of trying to do about one video per month seems like a reasonable goal - assuming I don't just go apeshit shattering milestones left and right, heh heh heh
I'm so jealous that your starting your dream game! I will one day be there...I got a couple more projects I wanna do before I take that Journey myself... I can't wait for more of these devlogs! I love how you went and played back the game that inspired you for this game and made a list for the basic you need
Thank you! Yeah, I really liked starting at the roots, making sure I could really understand the magic of the games I love before trying to recreate it!
I am immortalized in the video! Excited to see a full blown game from Isadoras edge! I haven’t played the Megaman X games but everything you’ve described sounds right up my alley. I think whatever works best for you regarding devlogs is best, you definitely won’t want to burn yourself out since I know that’s pretty common. Excited to see what you make! Happy to play test if you ever need it.
That's a great point, doing devlogs in whatever style is easiest for me is the way I'm most likely to actually make them, haha! And awesome, I'll definitely be hitting you up for some playtesting along the way!! :D
I've discovered your channel and I've been loving it :) About unmemorable hallways, I think what works is contrast. Why was those places memorable in Castlevania? Because they were special. Why were they special, because they were not unmemorable hallways. So the sameness of these halls serve the purpose of making the special locations look even more cool! The developpers knew where they wanted the player to feel certain things. Everywhere else: unmemorable hallways. I've been loving the informations on game design that you put in your videos. I'm an artist by trade and I've been learning to code and game design by doing small games on my free time. So yeah, thanks! :D Good luck on this new project, can't wait to see more
A wonderful video. I found you through the VimJam 2 dev log, today in fact. Just two videos watched and you've already earned my subscription. I don’t usually sprout ideas when watching dev logs, but when I do, I turn mole hills to mountains. I tend to cannibalize the scope creep structures for my writings. However, with my comparatively early arrival, I am white rooming. The plague doctor made me think you could theme the bosses off of the 'four' horsemen in pop culture. Good Omens swaps Pestilence for Pollution. I'd theme the Dr. Wily type character with Death instead of the Devil as the former seems less over played. I have some small story and stage theme ideas too if you want to hear them.
Thank you so much for the kind words! I appreciate it! I definitely love the theming, it's a great springboard for ideas! I'm more than happy to hear any other ideas you have! Even if they don't make it into the game, they could inspire something that does, so I'm always open!
Over a month and several distractions later, I still have the ideas. This is really long. Most of the questions are rhetorical. I’m sure you’ve already answered some, if not all, of them for yourself. It’s your comment section, reply as you please. I understand control scheme stuff would come up when doing menus and/or polish so you don’t need it yet. However, I feel knowing where to find good resources before needing them seems prudent. Mental Checkpoint has a video on the topic with resources in the description. Video: ruclips.net/video/d6GtGbI-now/видео.html You may want to check out Game Endeavor too. He has several Godot beginner tutorials and, more importantly, he offers plug-ins and prefab code to his Patreon supporters. I know your not a beginner. The thought is he could be a valuable resource. His most recent reQuest devlog focuses how he made a cutsceens, including a plug-in. The Ludum Dare 49 Devlog video notes how he got particle effects to fit in with pixel art. How do you intend to implement level selection? Is it going to be a menu or are you going to make a small hub world? Besides story and worldbuilding, I can't really say anything about it. If you want to look into it, Design Doc and Adam Millard have videos on the subject. I'll link them if asked. I’m a fiction writer. Some of my ideas are the consequences of a decades long interconnection process, others come from random oddball questions, and others still are puns. Just. Puns. Worldbuilding is deeply intertwined with the story making process. Where does the game take place? What are the mobs called? My answer to the second question is an amalgamation of Arabic jinn, Enochian angels, and Shinto spirits. There are cruel entities but the morality isn't black and white. I made word notes on my phone: 1 root word, 7 Prefixes, and 3 Suffixes. I may have over complicated it. To expand on the horsemen thing, I found another one. The Demonic Paradise Wiki, it’s a Fandom hosted rollplay forum, lists Conquest in place of Pestilence. I also made up another, Entropy or Stagnation, but it wouldn’t play much of a role in my story idea. Together with the classic 4 and Pollution from Good Omens, that makes 7 horsemen of the apocalypse. Seven seemed better than 6 due to it’s significance in several religions and philosophies. I wouldn’t call them the 7 horsemen. It’s easier to copyright one’s use of millennia old religious material if one mangels it first. I can spit ball some names if you want. Now for story. Dr. Wily/rival character is summoner of sorts who invokes Conquest to summon, bind, and use Death, War, Famine, Pestilence, and Pollution. She unleashes chaos and the prolog/tutorial level starts. Magic lady go overboard when fatally wounding Isadora, releasing the 5 to wreak havoc. Death comes back and saves Isadora. It promises to put her through a “crash course” to help defeat the summoner. The objective is to dispel all the summoned horsemen to depower the summoner, but it neglects to specify that it is one of them. She does it. She confronts the summoner but it interrupts. Final Boss: Death, the one that helped you. I hope I’m not overwhelming you. I avoided doing this for too long. I’ve kept from going into too much detail but I changed a lot. I mean, I kept Death as the final boss in the concept but changed the antagonist(s). In the end, it’s still your game so all the choices come down to you.
Excited to see you continue more on this game! I had so much fun trying it out, I'm very eager to see what you end up doing! It's also fun for me to learn more about game development, and you explain it in such a fun but concise way! Also, seeing clips of you playing games makes me hope you start streaming at some point! I think you'd be great at it! P.S. - Thoughts on Hollow Knight? I know that's another decent example, so I was just curious. P.P.S. - What did you name your son?
Ayyy blue, thanks! I've considered doing some gamedev streams, but I'm not sure how well it'd go - definitely worth giving it a try at some point, heh. I actually haven't played Hollow Knight - if you can believe it. It's on my list though, for sure! His name is Stencil
Man, I discovered your channel through RUclips Reels a few days ago and I think your channel has become my favorite ?? I'm also developing a metroidvania type game (2 day game jam that I continued programming for the past month etc.) which I will release soon. In fact, I was wondering whether I should rework my jump mechanic or not (currently it just adds force once on jumpButton press); but after seeing your Game Dev secrets about jumps, I am definitely going to make my jumps more responsive! Regarding types of videos, the short Game Dev Secrets are fantastic to watch on a small break so keep those up (great visibility also for Steam wishlists). For the devlogs, I think it makes more sense for the channel to make milestone per milestone video as you're going to be populating playlists and it just makes more sense to have "I made a JUMP mechanic in my game" than "Week#1 - starting jump mech", "Week#2 - oh, why can I jump on enemies' projectiles?", "Week#3 - Ok forget it, let's make a point and click!" The latter would be more of a Discord / close friends type share ? (e.g. I do the latter in my game jam WhatsApp group as I host monthly game jams at home) I'm going to watch all of your videos also :) Have a good one man, Sincerely yours, Jeremy Ung (from Paris)
@@InboundShovel Can you tell me the things that I have to learn to create awesome advanced AI Bosses like yours I mean just tell me the names like state machine behaviour for example
I actually prefer a mix between the two devlog approaches. A big milestone video every two to three months would be fine, but at the same time I'd also fear missing one by accident and completely forgetting about it. On the other hand, I guess everyone agrees that a weekly 5 minute video talking about basically nothing isn't the best approach either. And you should probably Re:Iterate(); on that idea of Talking About Game Design, maybe try a monotonous British voice or something…👍
I like that advice a lot! Milestone videos work so long as they aren't /too/ far apart so that they disappear!
Also, lmao, if only my British accent wasn't so awful...
1:53 I love the explanation: "he got like a sword"
no more, no less.
Really looking forward to your journey, you've set clear goals and have a timeline down. I am sure you will make it happen!
Very inspirational. You have located the stuff you want to focus on and are realistic on what you can achieve. Watching your video with Castlevania and Maria, I realised how dialogue can be a burden that annoys more than helps at times. Note to self.
Thanks so much for the kind words!
Hopefully I can stick to that, I'm super excited to see how it goes! :)
Super excited for this, loved Isadoras Edge jam version so sure a full version will be awesome. Pretty sure you'll nail it and there will be no filler content to be seen 😉
Thanks so much for the kind words, I appreciate it! :D
Awsome stuff, good to see you have basic ideas and structre planned out. I really looks forward to seeing what happens.
As for devlogs I guess milestone videos are generally better, more focused than just trying push out up to date videos all the time that are, I did this, then this then this, then this etc. I think if you have a particular subject for the video you can break it down more interstingly and the whole proccess of it, then throw those side updates and other bits and pieces around it.
Thank you!
And yeah, that makes a lot of sense to me. Make sure the devlogs have a real focus to them, rather than arbitrarily cramming in stuff. I'll definitely keep that in mind!
I had a feeling if you went this direction, you'd do a full version of Isadora's Edge. I'm looking forward to seeing how this..... Develops. Glad my advice could go, bro!
My angle was too obvious heh heh heh
And yeah, I appreciate the advice a lot! Definitely will be sourcing other ideas as development continues as well, lmao
Looking forward to following this through development! I like what GingerNingerish said about milestone videos - a video or two chronicling each of the four levels seems pretty reasonable to me. Maybe one in-progress devlog and one retrospective once the level's complete? Anything more than 1 video a month seems like it would just become exhausting to keep on top of in addition to development.
Yeah, I think a cadence of trying to do about one video per month seems like a reasonable goal - assuming I don't just go apeshit shattering milestones left and right, heh heh heh
Super excited that you're expanding upon the game, loved it during the jam!
Thank you! :D
I'm so jealous that your starting your dream game! I will one day be there...I got a couple more projects I wanna do before I take that Journey myself... I can't wait for more of these devlogs! I love how you went and played back the game that inspired you for this game and made a list for the basic you need
Thank you! Yeah, I really liked starting at the roots, making sure I could really understand the magic of the games I love before trying to recreate it!
@@InboundShovel going to have to take that approach when I start my dream game, thanks!
So this is why the channel's been quiet for so long! Glad to see you taking this step into the larger world of gamedev. Good luck!
Thank you so much! :)
To answer the question: I really liked your Vimjam2 devlog, where you detail chronologically how you did the game.
Awesome, I'll keep that in mind for future updates!
Always fun to follow a new dev log. From the sounds of it, you have the tool set to finish this.
Haha, fingers crossed! :)
Thank you for sharing your experience!
Super excited to see how this project goes, best of luck shovel!
Thanks Rave! :D
Good luck on everything you do man
Thank you! :)
I am immortalized in the video! Excited to see a full blown game from Isadoras edge! I haven’t played the Megaman X games but everything you’ve described sounds right up my alley. I think whatever works best for you regarding devlogs is best, you definitely won’t want to burn yourself out since I know that’s pretty common. Excited to see what you make! Happy to play test if you ever need it.
That's a great point, doing devlogs in whatever style is easiest for me is the way I'm most likely to actually make them, haha!
And awesome, I'll definitely be hitting you up for some playtesting along the way!! :D
I've discovered your channel and I've been loving it :)
About unmemorable hallways, I think what works is contrast. Why was those places memorable in Castlevania? Because they were special. Why were they special, because they were not unmemorable hallways. So the sameness of these halls serve the purpose of making the special locations look even more cool! The developpers knew where they wanted the player to feel certain things. Everywhere else: unmemorable hallways.
I've been loving the informations on game design that you put in your videos. I'm an artist by trade and I've been learning to code and game design by doing small games on my free time. So yeah, thanks! :D
Good luck on this new project, can't wait to see more
The structure you described is called _kishoutenketsu,_ its origins are in an ancient Chinese poetic form
excited to watch all these videos
Crazy how far you’ve come bro
Shovel's son counter:
1. Frog in Mega Man
2. Mech dragon in TFT
3. Majora the cat
4. TBD
I have many sons and I love them all
MegaMan x 4 was the shiz. Excited to see more about this! Super pumped for it :D
100% agree, Megaman x4 was FIRE
A wonderful video. I found you through the VimJam 2 dev log, today in fact. Just two videos watched and you've already earned my subscription.
I don’t usually sprout ideas when watching dev logs, but when I do, I turn mole hills to mountains. I tend to cannibalize the scope creep structures for my writings. However, with my comparatively early arrival, I am white rooming.
The plague doctor made me think you could theme the bosses off of the 'four' horsemen in pop culture. Good Omens swaps Pestilence for Pollution. I'd theme the Dr. Wily type character with Death instead of the Devil as the former seems less over played.
I have some small story and stage theme ideas too if you want to hear them.
Thank you so much for the kind words! I appreciate it!
I definitely love the theming, it's a great springboard for ideas! I'm more than happy to hear any other ideas you have! Even if they don't make it into the game, they could inspire something that does, so I'm always open!
Over a month and several distractions later, I still have the ideas. This is really long. Most of the questions are rhetorical. I’m sure you’ve already answered some, if not all, of them for yourself. It’s your comment section, reply as you please.
I understand control scheme stuff would come up when doing menus and/or polish so you don’t need it yet. However, I feel knowing where to find good resources before needing them seems prudent. Mental Checkpoint has a video on the topic with resources in the description.
Video: ruclips.net/video/d6GtGbI-now/видео.html
You may want to check out Game Endeavor too. He has several Godot beginner tutorials and, more importantly, he offers plug-ins and prefab code to his Patreon supporters. I know your not a beginner. The thought is he could be a valuable resource. His most recent reQuest devlog focuses how he made a cutsceens, including a plug-in. The Ludum Dare 49 Devlog video notes how he got particle effects to fit in with pixel art.
How do you intend to implement level selection? Is it going to be a menu or are you going to make a small hub world? Besides story and worldbuilding, I can't really say anything about it. If you want to look into it, Design Doc and Adam Millard have videos on the subject. I'll link them if asked.
I’m a fiction writer. Some of my ideas are the consequences of a decades long interconnection process, others come from random oddball questions, and others still are puns. Just. Puns. Worldbuilding is deeply intertwined with the story making process.
Where does the game take place? What are the mobs called? My answer to the second question is an amalgamation of Arabic jinn, Enochian angels, and Shinto spirits. There are cruel entities but the morality isn't black and white. I made word notes on my phone: 1 root word, 7 Prefixes, and 3 Suffixes. I may have over complicated it.
To expand on the horsemen thing, I found another one. The Demonic Paradise Wiki, it’s a Fandom hosted rollplay forum, lists Conquest in place of Pestilence. I also made up another, Entropy or Stagnation, but it wouldn’t play much of a role in my story idea. Together with the classic 4 and Pollution from Good Omens, that makes 7 horsemen of the apocalypse. Seven seemed better than 6 due to it’s significance in several religions and philosophies.
I wouldn’t call them the 7 horsemen. It’s easier to copyright one’s use of millennia old religious material if one mangels it first. I can spit ball some names if you want.
Now for story. Dr. Wily/rival character is summoner of sorts who invokes Conquest to summon, bind, and use Death, War, Famine, Pestilence, and Pollution. She unleashes chaos and the prolog/tutorial level starts. Magic lady go overboard when fatally wounding Isadora, releasing the 5 to wreak havoc. Death comes back and saves Isadora. It promises to put her through a “crash course” to help defeat the summoner. The objective is to dispel all the summoned horsemen to depower the summoner, but it neglects to specify that it is one of them. She does it. She confronts the summoner but it interrupts. Final Boss: Death, the one that helped you.
I hope I’m not overwhelming you. I avoided doing this for too long. I’ve kept from going into too much detail but I changed a lot. I mean, I kept Death as the final boss in the concept but changed the antagonist(s). In the end, it’s still your game so all the choices come down to you.
Excited to see you continue more on this game! I had so much fun trying it out, I'm very eager to see what you end up doing! It's also fun for me to learn more about game development, and you explain it in such a fun but concise way!
Also, seeing clips of you playing games makes me hope you start streaming at some point! I think you'd be great at it!
P.S. - Thoughts on Hollow Knight? I know that's another decent example, so I was just curious.
P.P.S. - What did you name your son?
Ayyy blue, thanks! I've considered doing some gamedev streams, but I'm not sure how well it'd go - definitely worth giving it a try at some point, heh.
I actually haven't played Hollow Knight - if you can believe it. It's on my list though, for sure!
His name is Stencil
0:27
Bro!
Looking at your newer clips of isa’s edge…
…you’re ready!
GGOOOOO
I'm a new big fan your game is so awesome
Thank you! :D
😞it’s Been 4 months, hope everything’s all right.
Things are going well, stay tuned for a new video coming soon! It'll explain where I've been, haha!
@@InboundShovel Soon™
Hope you're doing well.
@@davidmurphy563 Haha, oops - had some hiccups along the way!
I really like your Video stile. Maybe the Game Makers Toolkit video about mega man could help to design your levels.
Thank you! I'll definitely go check his video out!
Loving it bro!!
Thank you!
gud
Man, I discovered your channel through RUclips Reels a few days ago and I think your channel has become my favorite ??
I'm also developing a metroidvania type game (2 day game jam that I continued programming for the past month etc.) which I will release soon. In fact, I was wondering whether I should rework my jump mechanic or not (currently it just adds force once on jumpButton press); but after seeing your Game Dev secrets about jumps, I am definitely going to make my jumps more responsive!
Regarding types of videos, the short Game Dev Secrets are fantastic to watch on a small break so keep those up (great visibility also for Steam wishlists).
For the devlogs, I think it makes more sense for the channel to make milestone per milestone video as you're going to be populating playlists and it just makes more sense to have "I made a JUMP mechanic in my game" than "Week#1 - starting jump mech", "Week#2 - oh, why can I jump on enemies' projectiles?", "Week#3 - Ok forget it, let's make a point and click!"
The latter would be more of a Discord / close friends type share ? (e.g. I do the latter in my game jam WhatsApp group as I host monthly game jams at home)
I'm going to watch all of your videos also :)
Have a good one man,
Sincerely yours,
Jeremy Ung (from Paris)
Hey dude I really like your 👍 Nice job man
Thank you! :D
@@InboundShovel Can you tell me the things that I have to learn to create awesome advanced AI Bosses like yours I mean just tell me the names like state machine behaviour for example
Ooh! Like Mega Man X games!? 😯