Walking on Walls - Astortion Devlog #28
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- Опубликовано: 26 авг 2022
- === Saturday Livestream ===
• Season 2 Finale Party
=== Wishlist Astortion on Steam ===
store.steampowered.com/app/19...
=== Support the Channel ===
/ aarthificial
=== Tools I'm using ===
JetBrains Rider
Unity
Motion Canvas
Adobe Premiere Pro, Audition, Photoshop
=== Music from Epidemic Sound ===
www.epidemicsound.com/referra...
#MadeWithMotionCanvas
I know it's very early stages so any advice might be presumptuous or useless, but whatever. You shouldn't have to hold the space to stay on the wall. At least there should be a toggle option. It really helps people with disabilities, and is useful for everyone's dexterity
or an option to decide on an individual basis in settings
@@luigitho9560 this
well, id assume this could be used in momentum puzzles later and generally you might sometimes want to not stick to every single wall in existence lol
I feel like it's a relic of "hold shift to sprint" which we're all used to but I'll grant that it's not great design in terms of user-friendliness
I think the best option is to press space bar to get out of this "mode", it's more intuitive since space jumps, and jumping would make the character far from the thing on the wall
These devlogs are both a joy and an inspiration to watch. Seeing these systems working together is so satisfying!
Congrats on reaching this milestone. Wishing for your continued success.
How do you manage long-term projects likes this? Are you able to work on this full-time, and if so, is Patreon how you're able to sustain that?
Thanks!
I have a video about it: ruclips.net/video/8dQgrZhbGwo/видео.html
These devlogs have reached a point where I immediatly get overly exited when I see a new one has released. I'm so exited to see what will come next.
same here :D
I can't wait to see the future progress you make.
Thanks for putting this out there! I am glad you have finished the underlying systems in the game, and that they can all interop so beautifully.
Man, I need the tools you have made. I’ve been working on a game for like 4 years and my biggest hurdles are needing to do things like what your tools do but not being savvy enough to make the tools.
All that aside, your content is amazing and I REALLY want to play this when it launches!
I'm loving the sort of Flash Portal vibe and gameplay. And this wall walking feature is pretty similar in appearance and functionality to the cut adhesion gel from Portal 2.
I love how straightforward your systems are, every time I try design something it always seems to end up like spaghetti
As always, top notch presentation. I can't wait to see where you, Astortion, and Alice go from here. Amazing work.
Congratulations!
And thank you for making these devlogs, sharing your ideas and experience for free!
Love the video, this is probably the best devlog series I’ve seen!
huge congrats on making it this far! i recently went back and watched through all the old devlogs in order, and the progress in terms of both the content and the way you’ve gotten comfortable talking about things is really clear and impressive!!
Oh cool! I'm glad to see you are in the stage of adding new mechanics! This is truly one of the most fun parts of game development for me.
Congratss!
Always an amazing and inspiring experience watching your devlogs!
AARTHIFICIAL! Thank you for once again blessing us with a devlog.
Nice Metroidvania elements! Absolutely love the look of this game, can't wait to get my hands on it!
I am glad to see how your channel is growing up. I remember watching you when you had 10k+ subscribers. Well done and keep up the great work!!!
Absolute gem of a project. Can't wait for next video
Thank you for sharing your game development! I like how you don't go too technical, but also explain it with a view lines of code on the screen. Keep up the great work!
Good devlog, I really like your devlogs
You know today's a great day when a new Astortion devlog is out :D
Really cool series. I really like the project you are working on ANDDDD the style of making videos. Very nice visuals! Good job! Keep it up
This looks amazing! Can't wait to play it!
It is fascinating how fast the time flies by. I remember watching the first devlogs playing Zelda back when you only started as like it was 2 weeks ago and not 2 years ago!
Im glad I'm along for this ride. You are giving some bit of hope to continue my game dev journey.
Let's go bro! Always nice to see your videos!
Congrats, part of me is a bit sad that I won't be able to see any more of these cool technical videos, but I look forward to things like the Soundtrack and art of the game
I like how you pick an aspect of your game and explain the background in a clean and understandable way in just a few minutes..
This channel is.. AMAZING. Even if I wasn’t interested in coding this would be an amazing channel, explains everything very well.
This is gonna be Great!
i barely understand what you’re saying and wow. as someone interested in the programming field you’ve been a huge inspiration.
i found you earlier today and just finished binding the whole devlog
Well done! Looking forward to Season 3 and a Season 2 recap of course!
You are one of few people that managed to inspired me. Now im going to high School with programming class! Thank you! amazing work!
That's amazing! Good luck with your studies!
Super cool! This game is going to be amazing
Congrats! Good luck with future development
Also can't wait for funny/cool exploits/(advanced techniques) in any of game's systems (I mean some "unintentional features" might be discovered while trying to combine all systems together). For example, *something* in physics system that will help you to reach huge velocities (gota go fast)
Awesome video! Still looking as crisp as ever. I've recently closed the services development arm of my company, to focus on my new startup. I would have loved to learn motion canvas but the resources are so sparse, I couldn't even draw a circle and animated it to scale appropriately. I will go back to static boring old code for now. I hope in the future I can come back, support you and use this tool to create some cool videos for my channel.
Keep up the great work. I hope to support you again soon once I've determined my run rate for the company and some other looming decisions I have to make.
Let's goo! Core gameplay done, excited for season 3, and the saturday live.
Idea behind the game is great, really like your deep kinda dark voice, it suits with the atmosphere with the game atm.
Nice, looking forward to the stream!
I'm amazed. This is so fascinating. I can't wait for this game to come out! I usually have suggestions, but I'm stunned. This is so insanely good! Good luck at finishing this game, but don't overwork yourself (and make me able to slide with the rail anchor).
I can't wait to be able to play your game
Can't wait to play this great game!
These animations are such a delight to watch! Can't wait for the graphics library to be released, I wanna use it in my own videos so bad but I don't have enough adsense just yet to get the patreon (I'll try to budget it in someday though).
Oh hey I saw your monad video a month ago :) I’m also excited to play around with a new graphics library
yo, a new devlog! i love watching these, they’re always so interesting.
there’s one thing i wanted to ask however: the sprites in this game are so beautiful, but in the gameplay you’ve shown they’re also really small in comparison to the world. is this a design that you intended, so that the player can see more of the puzzles and expansive environments on screen, or is it something that’s open to change?
Wonderful.
I just rewatched the video and I wanted to point out a small thing for the game. Im not sure if you already have implemented this so im pointing it out. Allowing the player to re trigger a tutorial dialog, especially if walking away can close the dialog is something that might flow under the radar but can break an experience. Though I dont play many games I happen to have encountered a bunch of tutorials that were closed due to a lack of patience / me being fidgety forcing me to either give up on the knowledge or to look it up online which is a barrier that I dont like crossing unless necessary, especially so in games with puzzle elements
Next devlog is stage 3!? Lets gooo
Brilliant.
love the art style as it is honestly, 'Form from Function' as they say
But u do u ^^
pery good
Awesome wall walking ability! Can't wait to see how the game uses it to create fun rooms.
aarthifical`s programmer art looks better then most games final appearance.
That’s very cool. I think it would be cool if you next made her ponytail point down at all times
amazing video
yo as someone whos been hooked on the captain and axiom verge lately this game looks so good and I cant wait for it to come out
Love your devlogs. Binged through all of them a few days ago. Thank you for sharing!
I do have a question though, at 1:52 it looks like you're querying the dialog system every time the physics are supposed to update, wouldn't it be better if you give the physicsmanager class a property that gets updated externally? Maybe by an event called by the AST-1 manager (assuming you have something like that) since it's a driver for it.
Or do you have a reason for doing it the way you're doing?
Then again, I don't have a lot of programming experience, so my Idea might be trash lol
Been watching since season 1 🐐
I really love this series! Especially details in pixelart!
I was thinking about the crouching which make Alice stable, mainly when pulling boxes in her direction - what was the explanation of this?
Maybe let the device not be on her arm but on her mechanical leg? Then stronger gravity pulling in that leg explain why she can pull x5 heavier object (by making her gravity x6 heavier or smth).
It would also explain why she can walk on the walls and why she is pulled into boxes midair by her legs not arm.
Arm would be additional mechanic which allows gamer to link boxes to each other.
What do you think about it?
And what about flying thanks to mechanical leg which can create "pull off" gravity? For example: It simply doesn't work like that because it's broken like whole facility or because it's first version of it.
It could create possibilities like switching leg or putting something newly found on it if necessary.
i had an idea for a driver, a key would trigger it (your choice) and then when you pressed the attract button, your gravity force becimes yourself, pressing space now would force you forward and alice woukd be facing the mouse pointer, allowing you to glide through the air for a sort period of time.
Absolutely look forward to playing this game when it releases! Also, what was the song named you used in the outro?
I was expecting some kind of clever state machine system or something, I'm pretty intrigued it's all hard coded! Lol
i love how u make me sound dum cus idk what tf u are talking about but its SO cool and i wuld be open to play test
What a cool effect! Did you use the noise function + cell shading to render it? Very cool thing! If yes, then I didn't know it can be used like that.
this game looks really promising i can allready see some great puzzel design
nice
cool video
Since this is a month later, I don't expect this to be seen on time but what I world recommend for your timberline is getting the story down first then events then music. It's hard for music to match what's going on when nothings going on. Anyway, looking forward to it.
The order of elements is somewhat random, I'm not going through them from left to right. It's only meant to illustrate different phases
@@aarthificial I see. My apologies for the assumptions.
I'd prefer if sticking was always on, and by tapping space you un-stick until the next time you walk onto the sticky material.
how long does it take to get to this level? How long have you been programming? Being completely self-taught, it's hard to find exceptional programmers and even harder to find those programmers who talk about how they design systems and the overall harder things in software development.
I've been programming for around 3 years, and while I feel like I'm much closer to this level than I was last year (which is coincidentally when I found this channel, which inspired me to delve even deeper into game dev and programming in general), it still feels like there's a canyon between people like you and myself. I'm sure you hear people humbling themselves to you all the time, but it truly is both impressive and intimidating to see people programming systems around topics you can barely understand.
Awesome! Waiting to buy on Steam and test on Linux (through Steam Play if needed, not trying to bully you into building for penguin). I'm really curious about the UV you presented few vlogs before (it's currently your main channel video and that's for a good reason - it seems you're the first to come up with this technique; you can name it, lol). Do I understand it correctly - do you animate with the intermediate "rainbow-like" texture applied? Because I can't imagine how you'd animate with those low RGB values where everything looks almost black. And if you animate in that "rainbow mode" - isn't it distracting while working? You had to make your own animation editor that loads that intermediate texture, didn't you?
This is still developer art??? It looks so good already!
What animation software do you use to make these devlogs?
New video let's goo
Nifty
I am so looking forward to Astortion. I can already tell it's going to be super satisfying to play mechanically. But damn, these devlogs are really like bible entries, I swear.
The PhysicsManager sounds like something similar to ECS!
reminds me a lot of the bio samples in carrion. interesting system, but integrating it into the level design correctly could be quite difficult
i dont understand a thing you say but man i love your stuff
Please release Typewriter and Cartographer! I would love to be able to see how you've set them up (maybe a cool patreon thing? wink wink)
Well I initially thought you have made some kind of hair physics, maybe because of thumbnail and community post.
👌
Any plans for a mobile port? I have it wishlisted on steam and Will Buy It when it's out but I kinda hate having to turn my pc on lately
how did you make the movement work when upside down? is it as if the controls were flipped (press d makes you go left from your perspective)
Only 1 more year.
Wonder if you could have taken a more, uh direct approach? Since the player is collecting drivers, I can image the Player Class could just have an array of collected drivers, and each driver has an inherited method to get the forces that you want the player to experience. So now instead of adding code to the player for every possible driver, and asking whether the character has the driver, which ultimately won't scale well. You just loop through your collected drivers.
The code in the video is a very simplified version, just to give an idea of how it works.
In reality, interactions are not as neatly independent as you would assume.
For instance, the fact that the player is actively interacting with an anchor will influence how jump pads and surfaces are treated.
Question. Do I understand correctly, that this character can move only left or right? I mean as far as I've seen there are no maps/levels, that would allow walking up and this showing Alice's back or down and showing Alice's front. Just clarifying, thank you.
Im impressed with the game and your devlogs! If u ever need Russian translation for game, u can ask me :)
Maybe I'm just weird, but I really don't like the low-resolution font. I get that it's supposed to fit with the pixel art, but it really highlights the "fake" pixel grid - I would be curious to see if a high resolution GUI would work better (perhaps without anti-aliasing to retain some pixel-art qualities).
I also don't like it. The current UI is a thing of the past that I haven't had the time to upgrade yet.
I'll be switching to something similar to Celeste - the game will be pixelart but the UI will be HD.
Hey, I was wondering if you are making all the art on your own, or if you have someone helping you with it? Not because I'm trying to see if I could work for you, but just because I'm interested in what kind of situation you are in.
What's the name of the theme you use for the code?
i think i love you
Do you think i can play it on Mobile/ Phone, because it's 2D and pixelated game?
I want to make a game, too!
hello!!
question: if I do a fan art of Astortion, how could I show it to you?
You can tag me on any of my socials:
linktr.ee/aarthificial
Or, alternatively, send it via email available in the about section.
If you want an original score for the game, I could make one.
Will astortion have a console port?
i thought the thumbnail was a goofy ahh face