First Dungeon and Boss! | Devlog

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  • Опубликовано: 8 сен 2024
  • Play the free demo on Steam!
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    Join my Discord!
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    Boss art by Tony Huisman
    / trispixels
    Music by RMD Compositions
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Комментарии • 114

  • @Aceatoll
    @Aceatoll Год назад +110

    I think having dungeons be handcrafted is almost always better in this context, but you could also put in some endless minigame dungeon somewhere that is procedurally generated to get a nice mix of the two if you wanted to

    • @IIKicktheMoonII
      @IIKicktheMoonII Год назад +3

      Just to add, im sure everyone is familiar with Wizard of legend, very good dungeon crawler with procedural dungeons, maybe something to help draw inspiration from.

    • @Konradix05
      @Konradix05 6 месяцев назад +1

      I know this was a year ago, but Secrets of Grindea does this exact thing.

  • @coreymatthews5210
    @coreymatthews5210 Год назад +8

    Hand Crafted Dungeon is nice for polished looks. You can also pool a set of them with the Boss Room Tagged "BossRoom" and Spawn a boss at random so even if a player gets a familiar layout the end result is random. Though the boss room would need to obey the function of the boss if there were any environmental effects. I like the style of this!

  • @Dlong19777
    @Dlong19777 Год назад +35

    Game looks great. I do believe that the procedural stuff should be limited to just specific areas so that you can plan the dungeon design to be more challenging. But on a whole your game looks to be coming along great and I will definitely pay for the final version.

  • @PistolVEVO.
    @PistolVEVO. Год назад +3

    looking back to the first concept of the game to now, super impressive! Love your work Challacade, cant wait for when the game in completed!!!

  • @origamiwithcillian91
    @origamiwithcillian91 Год назад +9

    I love the music. It’s s perfect. If there’s one thing I don’t really like though, it’s the portal( I don’t see the point and it makes the game look even more like minecraft). I personally prefer the randomly generated dungeons because it adds a little more challenge and mistery.

  • @rpgamersgamecorner7181
    @rpgamersgamecorner7181 Год назад +2

    man the boss fight theme which is a leitmotif of the dungeon theme is awesome

  • @jackiedaytona1017
    @jackiedaytona1017 Год назад +2

    I like both hand generated design along with random generation. Spelunky, for instance has hand designed ‘rooms’ to which certain elements are randomly picked, then a cleanup pass happens to ensure quality.

  • @Wand3n
    @Wand3n Месяц назад

    This is incredible! Ive always been interested in this type of thing but have never gotten into it

  • @kingquackster833
    @kingquackster833 Год назад +3

    I love the look of this game. I'm sure my own game can take inspiration from this, amazing! I think that procedural dungeon generation is more ideal because it makes the game more replayable, like Archvale.
    Your videos are great, simply superb!

  • @MichaelKocha
    @MichaelKocha Год назад +1

    Love the look of this! Maybe you could design a bunch of individual rooms by hand, the procedurally place them? That way each room is hand designed, which is likely way more polished and challenging, yet, each time you enter a dungeon it'll be a random assortment of rooms available in that specific dungeon.

  • @rmdcompositions
    @rmdcompositions Год назад +1

    Happy to work with you @Challacade ! Awesome video, can't wait for more updates on the game 🎮 🎶

  • @modley_the_m_guy
    @modley_the_m_guy Год назад +2

    Weehee! New devlog! I LÖVE those! (get it?)

  • @samz_fr
    @samz_fr Год назад +2

    Nice game! One thing I noticed when I downloaded the demo and fought the boss, is that I can combo the boss to oblivion infinitely with auto attacks or that flame attack. Also, the flame attack makes the game lag a bit.
    I know its pretty early in development, but cool game so far! Keep it up!

  • @PandemoniumGameDev
    @PandemoniumGameDev Год назад +3

    I'd say keep the procedural generation but combine it with handcrafted rooms. Spelunky uses this approach and I absolutely love the levels in that game, always interesting but recognizable at the same time. Also maybe add some secret rooms filled with goodies? Always feels great to find one of those 😁

  • @rjose705
    @rjose705 Год назад

    THIS GAME IS SICK!
    A couple points of feedback:
    - The swing felt clunky and slow. You swing and then it feels like you pause for a second while you give up your movement and it just felt horrible in general to use.
    - The dodge roll almost never came up. there were no enemies for which the dodge roll was actually necessary which meant my main point of avoidance for enemy attacks was just circling them.
    - The Boss's charge attack has no telegraph, same with the little eyes too.
    That's all.

  • @PtyPro
    @PtyPro Год назад +1

    Also the series of BossKey from Game maker’s toolkit is a great demonstration of the level design behind each Zelda dungeons. It helped me a lot design mine!

  • @sudhansubalasahoo
    @sudhansubalasahoo Год назад +1

    Okay I played the game and it was so nice. Smooth animatioon, nice sound effects and good enemies.
    One criticism is that in the second area the coin becomes blended with the environment making it hard to find, also the game should slow down when opening the inventory and there should be a magnet type effect to pull the coin towards the player

  • @christianschmid1440
    @christianschmid1440 Год назад +25

    Why not mix both approches? Special dungeons and/or main dungeons could be handcrafted but smaller ones are generated to keep things fresh?
    I liked your shorts a lot :) The games progress is amazing!

    • @the_doskias
      @the_doskias Год назад +2

      I echo this sentiment a thousand times.

  • @mayestidjedam8968
    @mayestidjedam8968 Год назад

    I was wandering through yt when I saw your video. Your game looks really nice and the gameplay seems nice too. I look forward to see what it willl become :D. You ve got yourself a new fan

  • @Username8C
    @Username8C Год назад

    Giving me some beholder vibes and I love it.

  • @astropolski
    @astropolski Год назад

    Just watch all the vids in the series. Caught up now and can enjoy the new stuff :D looking forward to the next vid.

  • @0u73rh34v3n
    @0u73rh34v3n 8 месяцев назад

    Looks great! Catching a lot of Mana Spark feels here

  • @scorpieth2396
    @scorpieth2396 Год назад

    Looking great man. Love the artstyle and how smooth it all looks. Good enough to make me click demo link (I never play demos). Keep up the good work!

  • @mxblong
    @mxblong Год назад +1

    Its amazing how much you grew!

  • @Wellvyre
    @Wellvyre Год назад

    You could theoretically handcraft Dungeon rooms and give them each a requirement so that they randomly get attached to each other whilst also following a certain rule.
    For example that no error occurs the "Dungeon Boss Room" (if u have that ofc) cannot be attached to the "Shop Room"

  • @theshadowgamedev61
    @theshadowgamedev61 7 месяцев назад

    Aaahh... bomberman 64 background music. This sounds so good, relaxing and nostalgic.

  • @ariessuggs3819
    @ariessuggs3819 Год назад

    procedural is a mixed back, you create vast oceans but it ends up being so shallow that it really doesn't matter. I prefer making hand made dungeons etc

  • @krystian9924
    @krystian9924 Год назад

    The game plays so smooth and lovely, keep it up, love it!

  • @sev8811
    @sev8811 Год назад

    For the procedural gen, keep using it but change where it’s applied!
    Instead of having a room be *generated, handcraft rooms and have them procedurally connected to each other.
    Also random enemies in room.
    Example from my memory is Bullets Per Minute, RoboQuest and maybe Enter the Gungeon on steam

    • @izaakburningham3188
      @izaakburningham3188 Год назад

      Enter the gungeon is a great example. Every room is handcrafted down to enemy placements with some variants that are pulled from (Sometimes a Blue Shotgunkin spawns instead of a red) and sometimes certain doorways don't exist, but they all link together with and create your level. It's a good system, allowing for nice rooms that feel fair (Sometimes, bullet patterns can be a bitch and a half sometimes) while keeping each run nice and varied.

  • @durrium
    @durrium Год назад

    The combat looks SSMOOTH!! Subbed

  • @Chicken144p
    @Chicken144p Год назад

    Game looks really interesting, I’ll be sure to keep an eye on its progress ❤

  • @KawsMeDev
    @KawsMeDev Год назад

    Very nice the walking animation is a huge improvement it was a bit jarring before. Good progress. You can make some hand designed prefabs to use for the procedural generation and have a little of both with random details being added in as well.

  • @chase5531
    @chase5531 Год назад

    for the boss: an eye ball that follows you like super mario 64 would be a cool touch

  • @frankkismann680
    @frankkismann680 Год назад +1

    I love what you do, it's awesome work. I really like the Zelda saga and I could swear that you do too 😅. I look forward to your game and don't regret subscribing.

  • @SebastianGraves
    @SebastianGraves Год назад

    Subbed. Cool project man.

  • @NotPalliot
    @NotPalliot Год назад

    looks great so far :D
    maybe you could have one of the dungeons be procedurally generated, and one that is not procedurally generated just to test them both out and compare? then you could go from there

  • @akumadj7569
    @akumadj7569 Год назад

    i played a game a while ago, and they hand crafted a few rooms then used a precedually generation to generate and place these rooms together so this way the levels where still generated but it was done from a selections of completely build room. this was a 3 d game thou

  • @RustRizzler
    @RustRizzler Год назад

    I think handcrafted dungeon story mode, and a "procedural trial" you can connect with as extra level challengees for rewards at trial completion.

  • @yksnidog
    @yksnidog Год назад

    Really nice game. I think generated ways which lead from one handcrafted room to another should work best for the main game, than for some meaningful parts of the story should be purely handcrafted passages (for example a run from the monster thing) and for little dungeons (like the bomb cave) it could be totally generated up to 10 rooms.
    The eye enemys are the babytype of the boss. So it would add to make em more believable if there would be eyeballs which shoot instead of the dash attack. Or if this is switched by a coin every time you came to the room. So the backtrack would be more interesting.
    Also there could be nests and queens which spawn the enemys until destroyed/killed, so in the room are no enemys for 2/3/5 times you go in. If a room is fully cleaned you can give the player in some rooms the possibility to make a campfire to restore a bit health.
    Health could be refilled by mushrooms which also give the player a handicap for a short time.
    Apples could be the save alternative. And campfires the most save one. Big foot like meat could make you slow for a while... By doing so this is like a mini game within the game.
    If you hold the shoot key when firing arrows they may fly longer range. Bombs could explode when you release the key. So the boomerang doesn't need to do damage but is a mobile obstacle when first click is shoot, second hold position and third come back. All this leads to players feeling like little generals when this little tactical decisions work out.
    Also you could consider some people using W-A-S-D and not the arrows because it would fit better with using e for extermination inventory. And when "i" is the normal one both are not that overcrowded.
    This are just my thoughts after playing the demo @Challacade . Keep going!

    • @yksnidog
      @yksnidog Год назад

      Have to correct myself: W-A-S-D is possible to use but did not work at first start. No blame here I tried it on Windows 8.1. Second start it worked there too. In Win10 it worked from first start. ... But the 2 inventorys would still be a nice thing.

  • @missinglink_eth
    @missinglink_eth Год назад +1

    Your game is coming along nicely. As an old school 2D gamer, I would highly advice not using procedurally generated levels. People that play these games like to memorize every square inch of every map, become experts in the games, and that makes hand crafted levels a must. Just my opinion though. The music and are are fantastic, btw. Kudos to the people that worked on them.

  • @nickgennady
    @nickgennady Год назад

    I think you should look into graph grammers. It helps make your procedural generation have a hand-crafted feel.
    I would also look into Moonlighter dungeons for inspiration as well.

  • @kristian9795
    @kristian9795 Год назад

    Nice looking game,i played the demo and i have a sugestion,it would be cool if you would add different weapon types with different stats,an example:Katana-fast,less damage but gives a bleed effect wich will take a bit of life of an enemy every 2 seconds;Axe-big damage,kinda slow and it will stun enemies a LOT and others types

  • @50kayss
    @50kayss Год назад +1

    I like it!

  • @findot777
    @findot777 Год назад

    I can't wait for when this is released and people start calling it a souls like just because it has a roll button also love the art it reminds me of terraria with some inconsistencies but somehow still looks amazing

  • @soylazar
    @soylazar Год назад

    Love a bit longer videos!

    • @Challacade
      @Challacade  Год назад +1

      Ill be working on making the vids longer ☺️

    • @soylazar
      @soylazar Год назад

      @@Challacade Amazing!

  • @Astral_Akira
    @Astral_Akira Год назад

    Games awesome
    Suggestion: add mini bosses or locked rooms where u have to defeat all mobs to get a key to progress
    Add traps like lava or arrow traps

  • @godofthecripples1237
    @godofthecripples1237 Год назад

    I think a procedurally-generated world with handcrafted dungeons is a good blend.

  • @Beaniez1
    @Beaniez1 Год назад

    I think the dungeon should have a trip wire with a crossbow trap and I think you should design a couple rooms and then make the game pick random ones

  • @milesparker557
    @milesparker557 Год назад

    New to this channel and everything looks great! Though I feel like the tree leaves are too similar in color to the grass. Without the outlines, they almost blend in.
    Looking at the trees in some other top-down games (Stardew Valley, and A Link to the Past), you can see how much contrast there is between tree leaves and grass.

  • @Clearmybowl24l7
    @Clearmybowl24l7 Год назад

    the animations are clean asf but it would be sick if the character had multiple different attack animations like for example add a random chance after pressing attack 3 times in a row for the character to do a 360 spin attack or sumthing like that

  • @ericsavage1988
    @ericsavage1988 7 месяцев назад

    Hello, so I just started watching this series I think it is really cool, just stumbled on your channel a couple of days ago.
    What library or game engine are you using to make this game with?

  • @AmineGM73
    @AmineGM73 Год назад

    great idea 👍👍

  • @PtyPro
    @PtyPro Год назад

    I think handcrafted dungeons are always better, in the same way how zelda dungeon work, the layout and possibilities of level design are much more high since you can make puzzle, parkour, or mechanics that isn’t restricted to only per room. So you will be able to make puzzles or fight that isn’t only atrached to one room, which greatly increase the creativity for puzzlebox dungeons. You would also be able to manage new mechanics much better with a good learning and difficulty curve that you have better control on it. It also depend on what type of game you want to make, but I personally feel that pre-made dungeon isn’t as much restricted in level design than random generation

  • @pr4shantishere
    @pr4shantishere Год назад +1

    Suggestions for dungeons
    Handcraft the dungeons that you will access in main story
    Make the dungeons procedurally generated where player will go to earn coins xp etc.
    Take Pokemon games for example. The enemies in the battle tower are random but in the main story they are fixed.

  • @pommeatkinson7273
    @pommeatkinson7273 Год назад

    I just played the demo it was amazing I have one suggestion could you please put a sound for when you swim like you did when you push a monster in to the water please reply to this comment your videos mean so much to me

  • @Manu-qx4nc
    @Manu-qx4nc Год назад +1

    srry if its not about the dungeon but i think that the enemy should drop more than one coin (i came up with this idea watching the hollow knight coin system)

  • @TimConceivable
    @TimConceivable Год назад

    combine procedural dungeons with hand-built ones by making a variety of hand-built rooms or maybe groups of rooms and then placing those procedurally. so a slightly different approach to what everyone else is saying lol.

  • @naniiiiii
    @naniiiiii 3 месяца назад

    the eyeball reminds me of the eye of terror from dst (which is just the eye of cthulhu from terraria :3)

  • @pommeatkinson7273
    @pommeatkinson7273 Год назад

    So cool

  • @strawberryketchup
    @strawberryketchup 8 месяцев назад

    Cool!

  • @Baka_Dan
    @Baka_Dan Год назад

    Shy Guy the slasher :D

  • @distantforest2481
    @distantforest2481 Год назад

    Looks awesome so far! I've been messing around with Monogame and I stumbled upon your videos, but I notice you use love2d here. Is there any reason why you use love2d over monogame? How is performance?

  • @Dymund
    @Dymund Год назад

    Awesome work! Are you going to come up with any puzzle mechanics like in LoZ?

    • @Challacade
      @Challacade  Год назад

      I'm going to do my best; I think the dungeons are going to be smaller scale with a bit more focus on combat, but I'd like to incorporate puzzles into the gameplay, it will help a lot with pacing

  • @thecrow_real
    @thecrow_real Год назад

    EPIC 😎😎😎😎

  • @dempetz
    @dempetz 9 месяцев назад

    i think you should make a handcrafted boss area but not the main rooms

  • @mattiaperla6394
    @mattiaperla6394 Год назад +1

    I've tried the game and It really nice, but theres something i noticed that should be fixed: the Fire weapon is way too op, i mean It takes 0 skill and It deals a lot of damage, and It also stops the little eye bulbs' dash making them unable to hit you.

  • @itsKonamee
    @itsKonamee Год назад

    i think having dungeons handcraftes is way better in games.

  • @nemene8585
    @nemene8585 Год назад

    Thanks for making a game about me 🤠

  • @SmellsLikeRacing
    @SmellsLikeRacing Год назад

    Procedually generated dungeon would be better, every playthrough would be different and adds replay-value.
    What doesn't make sense is those screen fade-outs in dungeons, would be nicer if map parts would be bigger and loading new maps would happen less often.

  • @ejuramusic
    @ejuramusic Год назад

    I agree with the decision to not to procedural generation. I think games like Zelda are so good and beautiful because many aspects are "handcrafted" and designed with a lot of intent.
    I also think with procedural generation the game might be too similar to the game soul knight
    Regardless, the game looks great! It's amazing to see all the progress that has been completed, it already looks beautiful!

  • @pommeatkinson7273
    @pommeatkinson7273 Год назад

    I love your video

  • @tijmel3181
    @tijmel3181 4 месяца назад

    You should call the boss poison eyevy

  • @LucSmiley
    @LucSmiley Год назад

    Looks good so far and to the doungon it lookt a bit empty so i would say hand made

  • @estrico6298
    @estrico6298 Год назад

    Just go with handcrafted dungeons, especialy if you need to introduce gimmicks to the player without text.

  • @LaffyTaffy04
    @LaffyTaffy04 Год назад

    I don't know how I got here, but I'm glad the Algorithm brought me here.

  • @rydysmoth7713
    @rydysmoth7713 Год назад

    You should definitely handcraft the dungeons, they will most likely look better and it seems much easier to code in.

  • @MStaff
    @MStaff Год назад

    nice

  • @boom_fish_blocky
    @boom_fish_blocky Год назад

    Generate it! It will be more interesting when playing

  • @andreez8433
    @andreez8433 Год назад

    Very nice game 👍

  • @jeanluca2512
    @jeanluca2512 Год назад

    I think hand designed dungeons are better than procedually generated

  • @fancyfish2346
    @fancyfish2346 Год назад

    Hand designed so speedruns are more consistent.

  • @coolorphans
    @coolorphans Год назад

    Was your sword mechanics implementation just to spawn a trigger box in front of you and see if there are any enemies inside?

  • @darknside
    @darknside Год назад

    nice video game

  • @BequerAlmada
    @BequerAlmada 8 месяцев назад

    i like the game

  • @blank_blankson_blankest
    @blank_blankson_blankest Год назад

    do it manual .and PLEASE replace skeletons (with robots for example)

  • @notN1C
    @notN1C Год назад

    can you make the controlles custemizeable?

  • @creeperwithstyle
    @creeperwithstyle Год назад

    What song is playing at the start of the video? I feel like I've heard it hundreds of times but I can't for the life of me remember where it comes from...

    • @Challacade
      @Challacade  Год назад

      That is Green Garden from Bomberman 64

    • @creeperwithstyle
      @creeperwithstyle Год назад

      @@Challacade THANK YOU! I felt like I was about to go crazy trying to find where it came from. These devolgs are great and really inspiring, by the way!

  • @chrisgordon1707
    @chrisgordon1707 Год назад

    What game engine you use?

  • @forcommentingpurposesonly2918
    @forcommentingpurposesonly2918 Год назад

    hand designing every single one of the dungeons would not be a good idea from a time management standpoint. It really depends on how many you're planning to make, but I would not suggest reusing the same dungeon layouts either.

  • @sajmon2771
    @sajmon2771 Год назад

    Isnt that boss just an Eye of Cthulhu?

  • @BrianSSH
    @BrianSSH Год назад

    Don’t know if this has been asked before but will the game have controller support?

    • @Challacade
      @Challacade  Год назад +1

      It will! Might be a few more months before I can get that implemented, but it will be included.

  • @moonnight9474
    @moonnight9474 Год назад

    what name music in game bro ?

  • @nonormalcentral4589
    @nonormalcentral4589 Год назад

    Why not both

  • @andersonmizaelsaiki2243
    @andersonmizaelsaiki2243 Год назад

    will have for android?

  • @vinwebytwo
    @vinwebytwo Год назад

    Why its not pixel perfect 😭

  • @tyxer666
    @tyxer666 Год назад

    i wanna add the game project to godot pleassssssssssssssssssssssssssssss tell me how im new in godot and this will helps me sooo mush

  • @zeeayyy
    @zeeayyy 11 месяцев назад

    EoC

  • @blank_blankson_blankest
    @blank_blankson_blankest Год назад

    sigle trees are much MUCH better.

  • @pup4301
    @pup4301 Год назад

    Don't like rouge lites because I feel like I am playing the same parts of a game over and over again. It gets boring fast. Please make them by hand! PLEASE!

  • @pommeatkinson7273
    @pommeatkinson7273 Год назад

    Please reply to my comment but you don’t have to I really hope that this games makes everyone happy