7 months of game development progress | Devlog
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- Опубликовано: 7 фев 2025
- Check out my game on Steam!
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Music:
Island Life Orientation - Animal Crossing: New Horizons
Traverse Town - Kingdom Hearts
Rogueport Sewers - Paper Mario: The Thousand Year Door
Trophy - Super Smash Bros. Melee
Inside a House - Zelda: Twilight Princess
Credits to ModernXP for the HD Mario 64 footage.
Credits to Loopy Longplays for the Elden Ring footage.
seeing your game evolve from a tutorial to a full fletched release is very inspiring.
i started watching your devlogs recently since your videos helped me a lot with my game
keep up the great work dude :)
Thank you!!
Seven months is crazy! Keep up the great work!
Seven months isn’t that long for a “real” project. Good job.
It always amazes me how much progress you make between each devlog. No matter how much time passes between them, it's a monumental effort for a solo dev! Keep it up!
I might actually download Steam now solely to play this game! It's gone so far now, from that old Legend of Zelda prototype to a fully fledged game now! Keep going!
Have you not played any games on your computer!?
I've played Minecraft Java to see what all the fuss is about, but I don't really play games anymore.
It looks so good! And it’s wonderful hearing you talk about not just the visible layers of design but also the underlying philosophy that drives you in making code-level decisions. It’s really inspiring to watch your progress on this.
Excited for this to come out!
Can't wait for the update! The game looks really good
This is amazing i just finished watching your develogs starting with the open source sprite one. This game looks beautiful. I'm definitely wishlisting this and getting it on release. Good luck with the rest of the project, you're doing great!
I feel like you could make darkness work if you approached it a little differently. Instead of just making an area dark, you could do something like the spirit temple from tears of the kingdom. The floating islands are all shrouded in fog, which makes it pretty challenging to get through, but there’s also a main quest that completely gets rid of the fog and makes it much more convenient to get through. You could do something like this by adding a dark area with torches placed very sparingly and maybe even forcing the player to destroy them to progress. Then, you could add a quest which gives the player the ability to see in the dark, and make it very noticeable, so the player doesn’t think that they have to suffer through the dark. I feel like this would make for an interesting and challenging quest for players who are dedicated, but also not annoying for people who don’t like the dark.
Great feedback, thank you!
Thank you so much for sharing this content! I recently decided to get back into developing games with Love2d and your tutorials were my immediate go to when I made the decision! Keep up the good work Mr. Kyle!
Thank you so much for the support!!
Funny, I was just thinking about this channel the other day, it's been a while since you posted any content, glad things are going well with the game. I agree, procedurally generated dungeons add a level of variety and unpredictability, but if you have the time, making unique/custom areas are going to feel and look much better
Keep up the hard work man your game looks great!
I absolutely love the way this game is going!
It's fun to hear these same thoughts from another person. I can tell you appreciate and have thought a lot about all these nuances in both game design and game development overall!
This was a great video! Lots of great learnings that give perspective to people just starting out in their game dev journey.
Thanks for continuing to make great content and for documenting the creation of your game :)
One thing you mentioned and that is true for software development in general is that as the project grows bigger and has more systems not only you can have more bugs, but also unexpected and/or incompatible behavior between them. Maybe a system was behaving properly before and when a new feature is added it continues to work as it used to, but their interaction is not seamless or maybe you change a little method here and it breaks another piece, then you fix it but then you see an old implementation is not as efficient, so you try changing that and more weird behavior pops up xD
A professor of mine one said once a sotfware goes into production the needs of the user are molded more by how the system was designed than the system for the users.
Absolutely true!
Darkness only works if the enemy is cloaked. Then you have it sometimes shoot a fireball or whatever. That's what makes it difficult and fun. I love that you removed procedural! I hate procedural SO MUCH. GOOD WORK.
Just had this recommended. Pretty wild since I typically follow pixel indie stuff closely. I just watched the whole dev log Playlist and definitely hope to see regular updates.
Excellent devlog! The progress over these last 7 months has been awesome.
Yes finaly a new video i have been checking you’re Chanel every day finaly and the video was better than most of you’re older videos i loved it the editing was really good
Everything is looking great! Glad to see some more content on it.
Hey! I like the new video format. Really small thing but I love the very end of the video where it fades to black, you turning your mic away as it does that is a really nice touch.
this game reminds me soo much about kirby. The enemies dying annimations are just like kyrbies and I think that is pretty cool. Keep up the grind man wish you the best of lucks
Great video, was really interesting and enjoyable how you shared how you have progressed and talked us through what the thought process was, what you enjoyed, what you didn't and how the game has come such a long way. Things like how area interaction is important and how the dungeons were better hand made were pure gold. I like the video format a lot, it was relaxing and enjoyable to watch, nicely paced and full of interesting points and raw honestly which is refreshing. Awesome stuff.
Thank you so much!
@Challacade I am sorry, I know you are so busy. But I really likes your RUclips videos. Can you please make, and upload a Godot RUclips beginner video, or playlist tutorial, on how to make Megaman maverick hunter x, Megaman battle network, or Megaman like game, and 2D Pokémom or digimon games with evolution or transformation on them. And a Dragon ball Z 2D game with a great ape transformation on it, and a martial art or a combat 2d multilayer game, card yu gi oh game, and other types and genres of games. If you can please make a video tutorials on how to make these games using Godot and, GDscript, I will deeply appreciate it from the bottom of my heart.
You really leveled up with this video production. I’ve enjoyed it from start to finish. Good job!
Thank you! I'm very happy with how I'm improving!
took 7 months turned into 7 minutes
As a fellow struggling solo game dev, when you've been working so hard for so long you start to think you've not made much progress in a while or something. But your progress is amazing, and your vids/guides have helped keep me inspired! Keep it up, your doing great!
Shy-guy hiding under the TV wondering when he will get his shoutout for his hard work in this game.
We love your progress! Super excited to give this game a go, keep up with the good devlogs!
Thank you!
It's so good to be able to see the game progressing, keep up the good work and thanks for the video :D
I can't put into words how good Moonshire's lookin' right now! Well, I guess I did, but good work in any case! Can't wait for this game! 😀👍
Your creativity is remarkable, Captain! May you walk steadily toward a bright future.
I've been coming everyday here to see if a new video has been uploaded since i've discovered your channel ! Glad I found one !!
Great and inspiring video! Keep up the great work. Your game looks fun!
This video rocks man, keep up the hard work
You inspired me to try and makemy first game, thank you so much i love watching your game progress
That's awesome!
Hey nice. I just saw this video in my suggestions, immediately went and downloaded the demo on steam. Not sure if that was a focus, but it runs perfectly fine on Linux with a super ultrawide monitor (32x9). Impressive. Many AAA titles fail to do that properly. Feels quite polished already, I love the visuals and haptics. Keep it up!
Thank you! And yes, that was a personal priority for me because I use a 32:9 monitor.
You should try adding a cosmetics shop, where you can do [objective={idea:{"creative_idea"}}] and the rewards can be different robes, perhaps a gilded cloak, which adds a layer of yellow to the edges of the cloak. Or an opulent cloak, which adds gems to the edges of the cloak. Or just go off the rails, and add plate armour as a cosmetic for doing a very hard quest.
No issues. Love the format! Keep it up.
looking forward to playing this game when it comes out, loving the visuals rn
Just remember guys, we give great hints and opinions, but he is the only one who know if these things have any sinergy with the game or not
you've got that shadow down when an enemy jumps around so the player can keep track 🤓 - great update video
youtube recommended it after 1 minute, damn W
that chair looks super comfy
Yes! It's a recliner ❤️
Tried the demo, not my type of game exactly, but I REALLY like that the first boss isnt immune to the fire debuff from torch, being able to do that cheese is such a breath of fresh air
The game is looking really great since the last update!!
Can wait for the game! Looks really fun!
Amazing! Keep up the good work!
Agreed darkness as a mechanic is generally more annoying than anything else. Looking awesome keep it up!
reminds me of the old quote about how art is never finished, it's only abandoned.
Dark environments can be annoying, but they’re essential. Like, the rougher some details are, the more the core mechanics stand out. I'll never forget the sewers from A Link to the Past...
Always love me an update on this game :)
I am really excited to play your game
I like this kind of video format
I like dark areas in games. When you want to put in a really dark cave.. I'm down!
A good idea is to let the cave have many layers, where you are able to go down further and further.
The deeper you get, the more dark it gets, too!
Just experiment a bit. Maybe put a treasure at the deepest point in a small non lit area. Sounds exciting to me to find out what's down there!
..skeletons, boulder, old wood planks, already opened chest, empty bottles and rubbish, you name it!
2:40
imo levels with the darkness only becomes a problem if you literally can't see where you're supposed to go. In this i like the darkness because it shows the importance of the torch and you can still see where you need to go
more examples:
1) 2D Mario games: the levels light the room just enough so that the player can still see the platforms and most enemies also light up the room. They also serve the purpose of variation
2) Luigi's Mansion: the darkness isn't really a obstacle but fits thematically. Ghost's and other painful hazards are still visible
i haven't played the Crash Bandicoot Trilogy yet but from what i see i think it's the bad kind of darkness because you're discouraged to go fast but serves no benefit other than handicapping the player
Your game looks beautiful!
I'm also building a game, and 80/20 rule scares me considering I've already spent so much time on my game and I'm not exactly close to completing the first 80% yet. So with this logic, I may not complete my game for like another 10 years XD.
I love your videos, keep going
FINALLY, BRO I LOVE THIS GAME!!!
I liked the new format. I also liked the old format. Do whichever you find more fun
WE ARE SO BACK BABY! Love the direction things are heading in!
Happy to see you got the devlog out! Lol
here is how you could bring back the fire spell: when breaking a weapon to heal a fire shockwave appears and your basic sword is enhanced with the fire damage
Yeah, making enemies fun to fight! *side-eyes the lightning boss* I hate your highness (no pun intended) passionately
The demo definitely has some balancing issues haha!
you have inspired me so much
I like the format :D
Take me 7 years
nice to see you turn to game dev mr reeves
I didn't realize I looked like him until this video
it looks amazing!
Good stuff. I agree with you on total darkness being annoying.
Moonshire is my second most played game on my Steam Deck (Balatro is the first; shout out Love2D) and I’m pumped for the new demo!
That's so cool!!
Love this!
amazing work
[MIMOR SPOILERS] I think you should keep the darkness for the path to the secret eye boss. Genuinely one of the coolest pieces of hidden content that I've ever played in an indie game (with the exception of maybe deltarune)
Looks great!!
Yayayay new long video :D
Hey, the character is just like mine! Hahahaha... I am new to this channel, bro. I was looking for how to make pixel game tutorial and end up here
I'm developing my own game, and my enemy designs are very very simple, i have put a hard cap, no "regular" enemies can have more than 2 types of attacks, but, most of my designs so far have only had the one attack type, and i think the reason they are still so fun to fight is, yes, their attack pattern is extremely predictable, but, the terrain is different each time, and that helps alot, though i have no idea if that same principle could be aplied to a top down game as much, since, you do not have as much terrain variation as in a platformer like mine.
Let him cook 🎮
2:45 rather than making whole level dark, maybe make it so it becomes dark temporarily in a fight. Like some enemy than makes it go dark (making him a priority) or when you activate something and need to defend. Then it will be actual mechanic and not an annoying level thing.
This would be great as an open world or survival 😮
Regarding the darkness, i think you should rather add more difficulty using enemies and such, as making it just dark.
W!
I played a demo and thought it was really fun.
yay its done :D
almost
Darkness levels are awesome... if they are scary. If it's just a regular level with darkness then it is annoying like you shared
Really like this new way of filming video.
The only small problem i got, and it is not meant to disrespect you, but you look a little bit too static on the cuts where you are in your chair (it's always the same pose, the same angle and you dont move a lot). It's not that big of a deal but it might hinder the pacing of the video for some people.
Take care !
As a player with some eye issues i find really annoying the "darkness and light circle arround player" cncept. Making some soft cap of the sight or a correct transition between sight and fog/dark is important for me.
Great feedback!
Really inspiring seeing your game progress over the last few months. I have a question since I want to start uploading my own devlogs, how are you allowed to use nintendo music in the background? Is it considered transformative enough since you have game footage and commentary over it or are you at risk?
From what I've observed, Nintendo chooses not to claim their music on RUclips when it's used as a background track.
Radical dude
12th! thats still pretty good, right?
heck yeah dude
That's like 30 moonshire mondays
True!!
it might be worth trying, if normal enemies feel more interesting if they become more aggresive when on low hp or maybe have less time between their actions 🤔
Glad it’s available in Russia. Wishlisted!
I skipped the whole video to get your thanks. You thanked even though I didn't watch the video HAHAHAHHHA
And he got paid even though you didn’t watch it
@@jacksonb8114 :c
@@jacksonb8114 :c
I've been swindled!
Amazing progress! but will there be an option to turn on the original light settings? anyway i can't wait for the game to release (:
I really like these update videos compared to dev logs.
Would you ever make a more technical video about your shaders and lighting engine? I'm working on a similar top-down RPG in Go with an engine called EbitEngine. I know it has shaders, but it has minimal features, and most of the tools you have to make yourself. I have taught myself everything and come up with my own tools and solutions, but I have no idea where to start with coding a light source.
I'm not exhausted playing DOOM
Me either, I think doom eternal has great pacing, better than the game before it