You get a super cool trailer, showing explosions, intense gunfights and epic moments The screen then goes black to reveal the title. "Booty Blastin" That'd be the fastest pre-order in my life.
I think naming it “booty blastin’” is fun but I kinda feel like that name would limit its reach. The name implies that it would probably fit more into the category of meme games like “muck” or “banana shooter” that you play a few times because it’s funny but never really gains a dedicated player base. I feel it would also make it harder to spread by word of mouth because people are probably less likely to tell their friends to play booty blastin’ seriously.
@@JimBobJoeB0b to be fair, you can say you play ultrakill in public without getting too many odd looks. Just try saying you play booty blastin' out loud in public a few times...
Name adheres to content. If you think it suits the content, and the content is not expected to change radically, and the name fits your target audience, feel free to use it. Anyway, Trenchbroom is an amazingly convenient editor, I love working with it, it's not overwhelming and it's very intuitive to use. Of course I'm saying this as a Quake fan.
Pretty much this. I assume it's about treasure hunting, so it does work if that remains a fundamental part of the game. I made the mistake of naming my game after story elements and themes then completely rewriting the story, but the name stuck because it had a ring to it... but at the end of the day, I guess that's what matters most. Can people remember it? Yes? Good. I know people that swear by Trenchbroom so especially in the context of a game with blockier environments it makes perfect sense. Some of the most recent games to employ it include GRAVEN and Wrath: Aeon of Ruin; it's still a capable tool worth learning, especially with QODOT making implementation less of a hassle.
It looks like picking up and dropping items can be a bit finicky. Maybe if you wanted to streamline it, you could make the player automatically pick them up, or you could use the day z mechanic of dragging the item from a "nearby vicinity" menu to your inventory, or even just make the collider for the item larger. Of course, the struggle of picking up an item may be the point; it could be that you want picking up an item to be a risk in the heat of battle. So depending on what your intentions are, there's my opinion. Hope it helps!
I think a better solution is an outline on the object and a bit longer pickup range. Then you will see what object you will pick up, and can choose which one to pick while looking at them as they are lit up by the selection outline. One could even have a 0,5 second hold to pick up bar/circle.
1:55 holy fuck this is so fucking true, there's so many weird things that you either have to know or be careful about when animating and exporting animations in blender. I remember working on my game and it was such a pain in the ass. I also went with the procedural walking but in this game I chose a different apporach.
I think you might want to take a look at GDC lecture about animations in Overgrowth. They use like 2 keyframes for walking and then add a whole bunch of programatic extras that make it look awesome.
tbh Wolfire is probably not the best devs to emulate, he's like super ocd about procedural solutions and overgrowth was a huge example of why it didn't really work (due to enormous dev load, issues with QA, etc)
The progress you're making here is really intriguing! Looks like your inverse kinematics are coming along really well and the gameplay loop looks like a capture the flag with loot. For the record, I've been working with Game Maker Studio making an ARPG with the most difficult thing so far being NPC movement AI.
I find it interesting the different things people get out of creating. Because I'm the type that adores animating but when I tried my hand at making a game I bounced off the highly precise and number based map making. Trenchbroom does seem more up my alley though seems much easier to work with. Best of luck though homie. Name got a snicker out of me lol. Sorry if it seems disrespectful but the first thing that popped in my head was Assblaster 9000 after hearing that and I started laughing more.
trust me once you get used to the QODOT workflow and the way Trenchbroom deals with entities making maps is going to be such a easy task, I used entities to bind events and interactions together in order to other events to trigger sort of like how Hammer deals with that sort of stuff and you can just have the .map file and have all the events and triggers already done in Trenchbroom you only build and test.
a quick tip for your wall textures is that you can just use gimp, and go to filters>map>tile seamless, and that will let you make your terrain textures tile smoothly. my brother showed me that, and it saved me a ton of time.
Man, I really feel what you said about not wanting to animate. I really don't like it either, even though I have to do it for the type of game I'm working on. It's a painstakingly finnicky process that sometimes works how you want it to, but it's fleeting when it does. Really becomes daunting when you know you're gonna need a ton of different animations for different interactions too. Most of the pain comes from trying to get it to look good enough so that it's not painful to look at.
I agree that animating in Blender is very tedious, but there are a few tricks that really help. The main one is making sure that you lock your animations. I don't know why this is a thing, or maybe they've fixed it by now, but last time I used Blender you had to lock your animations with the little shield icon when you were done editing them or else they might just completely disappear for some reason. I prefer using Maya personally, but you can't really beat free lol. The other is setting the curves of your animation. For a looping animation, you need to set the curves properly or else it will look very linear. I don't quite remember the process for this, but if you search for a tutorial with the terms looping animation curves I bet it would be easy to find!
I don't blame anyone who finds Blender and animating too much effort, not all of us are crazy enough to put up with it and have an eye for making it look nice. Still though, I'll point out that most of the time people use IKs and other types of fancy controls/drivers while animating. In my experience it's entirely possible to animate without them, but if you lose track of what parts are doing what it can be a real mess.
best way to make the inventory is to do 1,2,3,4,5,6,7 for all the items and have multiple items of the same type on the same keybind for healing as an example you would press 3 and to select another medical item type you press 3 again
Using Call of Duty 4 Radiant Map editor (which derives from quake3) for 10+ years now, I can tell the quake style map editing, meaning designing a map using rectangular cube shaped geometry objects to shape the map, is an extremely flexible tool, and i highly recommend getting used to it and using it. It's definitely more handy than modeling everything on blender. individual models can work great on their own, but for structure design, a quake style editor is extremely useful.
Trenchbroom is really nice and fast for making low poly naps buuuut it does have some limitations, like there are no sculpting tools or noise modifiers so if you want to make an outdoor terrain that isn't just completely flat you have to edit everything by hand vertex by vertex :/ But if you're just doing interiors which usually mostly have straight planar faces that don't really require much in the way of fine tuning trenchbroom is s tier. Sadly the qodot dev apparently isn't updating qodot to godot 4 but there is TB Loader instead so not all hope is lost for using trenchbroom with godot 4...
I love silly game names, one of my favorite homebrew Gameboy games is called "super jacked up tomato face Johnson" and it cracks me up every single time
Maybe make those „nut“ bottles have more physics when you pick them up. So you can just throw them across the map to the extract station and not have to walk all the way there
Maybe pull a RoosterTeeth, but in a good way. Originally, they wanted to call their startup "Cock Bite" but thats just not a marketable name. So this switched it to "RoosterTeeth" to keep the same phrasing, but in a marketable way. As novel as Booty Blastin' is, I doubt people would vocally confess playing it to one another.
A cool idea with the picking up items could potentially be being able to throw them, like tossing gas cans and propane tanks in left 4 dead, or something. Also, the name is great.
That drop zone thing reminds me of a gamemode I was working on back in the day for GM9, you would gather resources from the map and drop them off to be able to buy things in the shop. Now I recognize the death spiral there but back in the day of course I didn't.
I'll once again mention the system used in Overgrowth video called "Animation Bootcamp: An Indie Approach to Procedural Animation" instead of doing everything in code or everything as animation in eg Blender, you make make about a dozen keyframes and use a lot of clever interpolation and inverse kinematics.
How about if you drop those loots into those drop zones then those items can be shared among your team mates? Like if one person drops a healing item in the dropzone, another player across the map can now take the healing item from the shared loot pool and heal them.
I’m subbing, I’m developing a 3D engine not in a text based program so I can understand he math first (quaternions that’s why), it’s just relaxing to watch your videos of you developing your game because yes
I’ve always wanted a game where you can hot swap, weapons and items mid gunfight, not just with hot keys. I want an on-screen inventory that you can use while moving
I think you should add "The" So it will sound more epic and ridiculous. Also some epic ultrakill style intro would make it even better "The booty blastin™"
Ah yes, trenchbroom. Best level editor tool in my opinion. I've used it for making Cruelty squad mapping. The problem that I had with Trenchbroom is that it uses brushes instead of meshes. Having a lot of brushes in godot will cause the game to preform a bit choppy. But at the same time, Cruelty Squad is a performer kill with crappy PCs. So who knows.
With the walking animation I think it's the thighs on the model bones are a little too short, that info might help in the animation,I don't know anything about programming but I do a bit of 3d modeling.
One thing I would add is when you pick up an item, have it move towards the player real fast and then destroy upon touching the player cuz at that point it should be off camera and then add it to the inventory. Would provide better feedback to the player rather than vanishing on the spot.
about the procedural animation, you can put a max limit or something till which the leg goes behind the hip because thats the only thing which is making it look a little wonky according to me
Just an idea for your carrying around system. If you pickup an item to deposite somewhere else, the play picks it up with one hand disabling ADS. So you have to play one handed in game whilst carrying this kind of item.
dude, i like the way you make tutorials for a beginner like me, people often forgot that they are making tutorials for beginners and then say things that i don't understand, but you are not like them. thank you so much i really appreciate it. also i have a request how to make door physics like GTA V, pushing the door and enter without buttons, the object moves but still locked in the same position.
Well depending on the the time to kill, moving your crosshair to an object obviously takes your aim away from enemies, this could cost you your life. I’d maybe suggest you’d collect items via being a certain distance and automatically collect the item or press a button whilst not looking at the item to keep the action always constant.
I would have just mixed animation with a ragdoll, its called active ragdolls you should look it up. And it also means that there is no clipping when it comes to walls.
It's definitely a risky title. If you don't ensure that the rest of the game maintains a properly comedic tone, then it might turn people off as a whole. With that name, people are going to expect a tongue-in-cheek, possibly semi-sexual kind of game. At the very least, they'll expect a crass atmosphere. By having this title, you run the risk of this expectation overshadowing the actual gameplay.
I was thinking about naming the game as "Transferin' While Blastin' " since you transfer some soda cans to a specific area for points while blastin some enemies.
When the title is much more depth and mystery than the other mystery games. Makes you think the profound meaning and intentions of the booty and the lore behind it. Maybe the Booty is an acronym of somehat philosophical or something scifi or crime organization black market mafia boss caught if 4k rtx4090ti raptor. Whatever it is we can only assume.
idk if this is top of the list of your massive "things to do" for this game, but if you want to fix the arm shadows, you can stop your FPS model from casting a shadow and instead cast the shadow of the TPS model instead, but hide the actual TPS model from the player. I dont know if godot makes it as easy as UE4 does, but in UE4 it takes 5 minutes and is a nice quality of life change that is quick to implement. also, booty blasin kinda slaps for a name, ngl. loving the dev logs
If you ever get around to improving the walk cycles and such it would real interesting to see if you can figure out how to make them goofy while using the improved state, with a name like that it's what I'd expect at the very least, or I guess something like those weird mobile game ads, you know the ones.
It sounds attractive enough for an indie game. Though I can't be sure about how comfortably you'll put a game with a name like that on Steam. I'd assume it's not a name a lot of people would search so as to avoid inappropriate games, or at least that's what I'd do and I can't know for sure what the majority of Steam users would. But it definetly has potential of attracting people. I think that's a topic that can be ignored for the majority of the creation process without concerns. As a beginner publisher your concern should be making up a name that'll attract players, while sounding good enough when you slap the numbers 2 or 3 next to it on the potential future sequels, and also isn't going to allow for a nasy Twitter addict to cancel you in the future. Now that I'm thinking about it, I can't wait to be a grown up workaholic who comes home to play Booty Blasters Reloaded on his ancient 1660 card.
If you haven't already you should look into David Rosen's GDC talk "Animation Bootcamp: An Indie Approach to Procedural Animation". Its a method to mostly automate the movement animations with IK and just the bare minimum of simple keyframes
Any booty blasters?
Yes, tis a perfect name for your game.
day 1 booty blaster 🫡
Shooting at the booty deals the same amount of damage as a headshot
Booty blast rampage
It would work well for a pirate game
You'll definitely need some epic voice to say the title when the game starts up.
like the Halo announcer
You get a super cool trailer, showing explosions, intense gunfights and epic moments
The screen then goes black to reveal the title.
"Booty Blastin"
That'd be the fastest pre-order in my life.
@@gibleyman same
B-B-BOOTY BLASTED
@@flowerpotmadeofclay or the unreal tournament announcer
I think naming it “booty blastin’” is fun but I kinda feel like that name would limit its reach. The name implies that it would probably fit more into the category of meme games like “muck” or “banana shooter” that you play a few times because it’s funny but never really gains a dedicated player base. I feel it would also make it harder to spread by word of mouth because people are probably less likely to tell their friends to play booty blastin’ seriously.
To be fair, the game “Ultrakill” had a pretty generic sounding name, and look how it exploded in popularity
@@JimBobJoeB0b to be fair, you can say you play ultrakill in public without getting too many odd looks. Just try saying you play booty blastin' out loud in public a few times...
I dunno people might have friends that are into booty blastin
@@JimBobJoeB0b I think the names cooler than booty blastin
@@launchpending im into it
Name adheres to content. If you think it suits the content, and the content is not expected to change radically, and the name fits your target audience, feel free to use it.
Anyway, Trenchbroom is an amazingly convenient editor, I love working with it, it's not overwhelming and it's very intuitive to use. Of course I'm saying this as a Quake fan.
still getting used to trench but it's got some neat features I appreciate
Pretty much this. I assume it's about treasure hunting, so it does work if that remains a fundamental part of the game. I made the mistake of naming my game after story elements and themes then completely rewriting the story, but the name stuck because it had a ring to it... but at the end of the day, I guess that's what matters most. Can people remember it? Yes? Good.
I know people that swear by Trenchbroom so especially in the context of a game with blockier environments it makes perfect sense. Some of the most recent games to employ it include GRAVEN and Wrath: Aeon of Ruin; it's still a capable tool worth learning, especially with QODOT making implementation less of a hassle.
I love the whole serious tone of the video and then the title hits you and it leaves you there like a deer in the headlights
Woah, I miss what, two episodes and there’s player models and houses! What the hell! Great progress my man!
It looks like picking up and dropping items can be a bit finicky. Maybe if you wanted to streamline it, you could make the player automatically pick them up, or you could use the day z mechanic of dragging the item from a "nearby vicinity" menu to your inventory, or even just make the collider for the item larger. Of course, the struggle of picking up an item may be the point; it could be that you want picking up an item to be a risk in the heat of battle. So depending on what your intentions are, there's my opinion. Hope it helps!
I think a better solution is an outline on the object and a bit longer pickup range.
Then you will see what object you will pick up, and can choose which one to pick while looking at them as they are lit up by the selection outline.
One could even have a 0,5 second hold to pick up bar/circle.
That's just the perfect, most serious name.
1:55 holy fuck this is so fucking true, there's so many weird things that you either have to know or be careful about when animating and exporting animations in blender. I remember working on my game and it was such a pain in the ass. I also went with the procedural walking but in this game I chose a different apporach.
NO SWEARING DUMMY
I can't beleive i've been watching you for almost a year and a half now without subscribing , crazy.
The walking animations in FP are fucking amazing. When strafing when the gun rolls its just perfect
I think you might want to take a look at GDC lecture about animations in Overgrowth. They use like 2 keyframes for walking and then add a whole bunch of programatic extras that make it look awesome.
I loved that talk, it's is very inspiring. /watch?v=LNidsMesxSE
tbh Wolfire is probably not the best devs to emulate, he's like super ocd about procedural solutions and overgrowth was a huge example of why it didn't really work (due to enormous dev load, issues with QA, etc)
The progress you're making here is really intriguing! Looks like your inverse kinematics are coming along really well and the gameplay loop looks like a capture the flag with loot.
For the record, I've been working with Game Maker Studio making an ARPG with the most difficult thing so far being NPC movement AI.
I find it interesting the different things people get out of creating. Because I'm the type that adores animating but when I tried my hand at making a game I bounced off the highly precise and number based map making. Trenchbroom does seem more up my alley though seems much easier to work with.
Best of luck though homie. Name got a snicker out of me lol. Sorry if it seems disrespectful but the first thing that popped in my head was Assblaster 9000 after hearing that and I started laughing more.
I can just imagine in the future chilling with my friends and saying "yall wanna play some BB?"
When Garbaj posts it’s a good day
Depends on the seriousness of the game and how well the name matches the theme. If it fits the theme then its a great name.
Bro is that Nut drink wtf hahahahahah
Its quite interesting.. I wonder what the idea behind it is
trust me once you get used to the QODOT workflow and the way Trenchbroom deals with entities making maps is going to be such a easy task, I used entities to bind events and interactions together in order to other events to trigger sort of like how Hammer deals with that sort of stuff and you can just have the .map file and have all the events and triggers already done in Trenchbroom you only build and test.
a quick tip for your wall textures is that you can just use gimp, and go to filters>map>tile seamless, and that will let you make your terrain textures tile smoothly.
my brother showed me that, and it saved me a ton of time.
Man, I really feel what you said about not wanting to animate. I really don't like it either, even though I have to do it for the type of game I'm working on. It's a painstakingly finnicky process that sometimes works how you want it to, but it's fleeting when it does. Really becomes daunting when you know you're gonna need a ton of different animations for different interactions too. Most of the pain comes from trying to get it to look good enough so that it's not painful to look at.
I agree that animating in Blender is very tedious, but there are a few tricks that really help.
The main one is making sure that you lock your animations. I don't know why this is a thing, or maybe they've fixed it by now, but last time I used Blender you had to lock your animations with the little shield icon when you were done editing them or else they might just completely disappear for some reason. I prefer using Maya personally, but you can't really beat free lol.
The other is setting the curves of your animation. For a looping animation, you need to set the curves properly or else it will look very linear. I don't quite remember the process for this, but if you search for a tutorial with the terms looping animation curves I bet it would be easy to find!
Bro can't wait for full release. You will have my full support and all of my money 💰
I don't blame anyone who finds Blender and animating too much effort, not all of us are crazy enough to put up with it and have an eye for making it look nice.
Still though, I'll point out that most of the time people use IKs and other types of fancy controls/drivers while animating. In my experience it's entirely possible to animate without them, but if you lose track of what parts are doing what it can be a real mess.
best way to make the inventory is to do 1,2,3,4,5,6,7 for all the items and have multiple items of the same type on the same keybind
for healing as an example you would press 3 and to select another medical item type you press 3 again
Booty Blastin' is the most serious name I have heard
Using Call of Duty 4 Radiant Map editor (which derives from quake3) for 10+ years now, I can tell the quake style map editing, meaning designing a map using rectangular cube shaped geometry objects to shape the map, is an extremely flexible tool, and i highly recommend getting used to it and using it. It's definitely more handy than modeling everything on blender. individual models can work great on their own, but for structure design, a quake style editor is extremely useful.
Trenchbroom is really nice and fast for making low poly naps buuuut it does have some limitations, like there are no sculpting tools or noise modifiers so if you want to make an outdoor terrain that isn't just completely flat you have to edit everything by hand vertex by vertex :/ But if you're just doing interiors which usually mostly have straight planar faces that don't really require much in the way of fine tuning trenchbroom is s tier. Sadly the qodot dev apparently isn't updating qodot to godot 4 but there is TB Loader instead so not all hope is lost for using trenchbroom with godot 4...
When godot 4 gets released, will you make the change?
I love silly game names, one of my favorite homebrew Gameboy games is called "super jacked up tomato face Johnson" and it cracks me up every single time
ah yes, my favorite soda. NUT JUICE
Can’t wait to see how it all turns out! I only have Xbox, maybe a silly question but will I need a pc in the future to play Booty Blasters?
Maybe make those „nut“ bottles have more physics when you pick them up.
So you can just throw them across the map to the extract station and not have to walk all the way there
Maybe pull a RoosterTeeth, but in a good way.
Originally, they wanted to call their startup "Cock Bite" but thats just not a marketable name. So this switched it to "RoosterTeeth" to keep the same phrasing, but in a marketable way.
As novel as Booty Blastin' is, I doubt people would vocally confess playing it to one another.
imagine this being your favourite game
"i love booty blasting!"
You can do ittt
A cool idea with the picking up items could potentially be being able to throw them, like tossing gas cans and propane tanks in left 4 dead, or something. Also, the name is great.
That drop zone thing reminds me of a gamemode I was working on back in the day for GM9, you would gather resources from the map and drop them off to be able to buy things in the shop.
Now I recognize the death spiral there but back in the day of course I didn't.
... You are hired. Shut up and take my blessings.
I'll once again mention the system used in Overgrowth
video called "Animation Bootcamp: An Indie Approach to Procedural Animation"
instead of doing everything in code or everything as animation in eg Blender, you make make about a dozen keyframes and use a lot of clever interpolation and inverse kinematics.
If you get a double kill there needs to be an epic "BOOTYLICIOUS!" voiceline
Naming it that really limits the reach of the game to being a meme game. If that's what you want, go for it, but if not then probably don't
How about if you drop those loots into those drop zones then those items can be shared among your team mates?
Like if one person drops a healing item in the dropzone, another player across the map can now take the healing item from the shared loot pool and heal them.
Booty blastin' sounds like a spin off Halo arcade game staring Sargent Johnson as the MC.
Ps: He knows what the lady's like
Consodering the cans I was halfway expecting Nutdealer
There better be pirate themes later on in development if the name stays as such. But looks more and more promising every upload.
My guy had a whole new voice when he said "booty blastin'"
I’m subbing, I’m developing a 3D engine not in a text based program so I can understand he math first (quaternions that’s why), it’s just relaxing to watch your videos of you developing your game because yes
so satisfying to see your game inch closer and closer to being finished. it's like watching a seed grow into a tree. great work!
I’ve always wanted a game where you can hot swap, weapons and items mid gunfight, not just with hot keys. I want an on-screen inventory that you can use while moving
Nobody:
The booty: so anyway, i started blasting
I'm super proud of you fr this game will succeed I believe in you
I think you should add "The" So it will sound more epic and ridiculous. Also some epic ultrakill style intro would make it even better
"The booty blastin™"
Booty Blastin' is an incredible name. It refers to the two main objectives directly and in entertaining fashion.
Always look up online for possible websites and personas using the name you are planning, also consider things like logo and abbreviations etc
Ah yes, trenchbroom. Best level editor tool in my opinion. I've used it for making Cruelty squad mapping. The problem that I had with Trenchbroom is that it uses brushes instead of meshes. Having a lot of brushes in godot will cause the game to preform a bit choppy. But at the same time, Cruelty Squad is a performer kill with crappy PCs. So who knows.
"Hey bro wanna play booty blasters"
"What"
"Did i stutter"
That… was not along the line of what I was expecting 😂
figured it'd be silly when I first saw the cans of "NUT" scattered around the map
do not call it booty blastin
When it comes down to it, it’s your game, make its name whatever you want it to be, that being said 10/10 name
With the walking animation I think it's the thighs on the model bones are a little too short, that info might help in the animation,I don't know anything about programming but I do a bit of 3d modeling.
One thing I would add is when you pick up an item, have it move towards the player real fast and then destroy upon touching the player cuz at that point it should be off camera and then add it to the inventory. Would provide better feedback to the player rather than vanishing on the spot.
Cant wait for the finished game!
about the procedural animation, you can put a max limit or something till which the leg goes behind the hip because thats the only thing which is making it look a little wonky according to me
I love it. Big Wiggler Energy.
Just an idea for your carrying around system. If you pickup an item to deposite somewhere else, the play picks it up with one hand disabling ADS. So you have to play one handed in game whilst carrying this kind of item.
dude, i like the way you make tutorials for a beginner like me, people often forgot that they are making tutorials for beginners and then say things that i don't understand, but you are not like them. thank you so much i really appreciate it.
also i have a request how to make door physics like GTA V, pushing the door and enter without buttons, the object moves but still locked in the same position.
Well depending on the the time to kill, moving your crosshair to an object obviously takes your aim away from enemies, this could cost you your life. I’d maybe suggest you’d collect items via being a certain distance and automatically collect the item or press a button whilst not looking at the item to keep the action always constant.
RUclips thinks this is Unreal the game
Garbaj: shows his own game, and says hw is usign Quake map editor
YT: "ah yes, Unreal (1998)"
That's awesome Garbaj!
Maybe add a beacon for looting system as well. Dig a hole bury loot - someone takes it to base/1p returns to use.
At this pace, your game will be completed by the time diesel cars won’t sell anymore
I would have just mixed animation with a ragdoll, its called active ragdolls you should look it up. And it also means that there is no clipping when it comes to walls.
Perfect name, I cant wait to start blastin`.
Name is just perfect, there's nothing to add
It's definitely a risky title. If you don't ensure that the rest of the game maintains a properly comedic tone, then it might turn people off as a whole. With that name, people are going to expect a tongue-in-cheek, possibly semi-sexual kind of game. At the very least, they'll expect a crass atmosphere. By having this title, you run the risk of this expectation overshadowing the actual gameplay.
"Is this some out-of-season April Fools joke?"
All I have to say about the name "Booty Blastin'" is that it makes me feel better about my ability to name things.
Booty Blastin' is an excellent name. Not to mention you already have Nut Drink in the game. Kinda sticks with the theme.
The name booty blasters is on of the the best video game titles I have ever heard in my life, if not THE BEST
I mean, Bungie called Halo "Monkey Nuts" and "BLAM!" before settling on "Halo".
This reminds me so much of the old halo games, love this
I was thinking about naming the game as "Transferin' While Blastin' " since you transfer some soda cans to a specific area for points while blastin some enemies.
Re-downloaded cyberpunk 2077 a week ago. Can confirm I saw characters t-posing within 20 minutes of playing lol
as long as its read in a pirate accent than im all for it
Blastin' the enemy and plunderin' their booty!
When the title is much more depth and mystery than the other mystery games. Makes you think the profound meaning and intentions of the booty and the lore behind it. Maybe the Booty is an acronym of somehat philosophical or something scifi or crime organization black market mafia boss caught if 4k rtx4090ti raptor. Whatever it is we can only assume.
idk if this is top of the list of your massive "things to do" for this game, but if you want to fix the arm shadows, you can stop your FPS model from casting a shadow and instead cast the shadow of the TPS model instead, but hide the actual TPS model from the player. I dont know if godot makes it as easy as UE4 does, but in UE4 it takes 5 minutes and is a nice quality of life change that is quick to implement. also, booty blasin kinda slaps for a name, ngl. loving the dev logs
you gotta get duke nukem to say the name on startup
I mean the name makes sense to me. The loot is the booty. The guns do the blastin'
i think the trailer of booty blastin' should be as jokey as possible
If you ever get around to improving the walk cycles and such it would real interesting to see if you can figure out how to make them goofy while using the improved state, with a name like that it's what I'd expect at the very least, or I guess something like those weird mobile game ads, you know the ones.
this is truly one of the video game names of all time.
It sounds attractive enough for an indie game. Though I can't be sure about how comfortably you'll put a game with a name like that on Steam. I'd assume it's not a name a lot of people would search so as to avoid inappropriate games, or at least that's what I'd do and I can't know for sure what the majority of Steam users would. But it definetly has potential of attracting people.
I think that's a topic that can be ignored for the majority of the creation process without concerns. As a beginner publisher your concern should be making up a name that'll attract players, while sounding good enough when you slap the numbers 2 or 3 next to it on the potential future sequels, and also isn't going to allow for a nasy Twitter addict to cancel you in the future.
Now that I'm thinking about it, I can't wait to be a grown up workaholic who comes home to play Booty Blasters Reloaded on his ancient 1660 card.
what an amazing and well thought of name!
If you haven't already you should look into David Rosen's GDC talk "Animation Bootcamp: An Indie Approach to Procedural Animation". Its a method to mostly automate the movement animations with IK and just the bare minimum of simple keyframes
the cans are labeled "nut" i will not elaborate
How about:
"Cache Clashers"
"Hoard Shooter"
"Battles, b#@£!es and ill-gotten riches"