Bringing My Cozy Isometric Game to Life | Hooked DEVLOG #2
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- Опубликовано: 20 авг 2023
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Hey there!👋
Thanks for joining me for another devlog for "Hooked" where I share the development of my dream game: a casual, cozy, isometric fishing game inspired by titles like "A Short Hike," "Stardew Valley", and "Eastward". I'm really excited because in this video, we'll take a look at all the progress I've made over the last few months and how the game has completely changed since the last video.😊
#gamedev #hooked #devlog - Развлечения
Finally, a new devlog!! This one took sooo long to make. It's really hard when I have to split my time between a thousand things, and game development takes a lot of time in general, but here we are!
I would love to hear what you think about the progress we've made on the game in this one. And if you're new here, do you like the idea of "Hooked"?
Love the idea❤❤ But I have an idea for the cooking, how about if you make cake or something like that you can decorate it with some things you’ve collected like berries icing and other things!
I would recommend not putting a candle below your monitor 💀
I'll make sure to buy some artificial ones. 😅
@@LostGameDevyaa that's better 😅
@@Don-zo3tsI think that's 🙃
Lol that had me concerned too
fr my monitor melted….💀 AND IT WAS A NEW MONITOR AAAAA
Bro concernedape really inspired a whole generation of solo devs
One suggestion. When it comes to the level design, I suggest grouping objects together instead of spacing them out evenly. Put stuff like mushrooms or small stones near larger objects like fallen logs and rocks, bushes near trees, etc. And group trees together more densely in some areas. If you have things too evenly distributed, it just looks contrived and unappealing. Things tend to naturally group together in reality. Use it to sorta fade larger objects into the scene with incrementally smaller objects leading away. Use props and foliage to frame the paths and areas the player is expected to navigate, like you would with a fence.
A cozy game should be relaxing to look at, random/chaotic prop placement will subconsciously make people feel stressed. Definitely something to look into, as there is more psychology put into level design than people think. Its also very important for the vibe and presentation of the game. I'm both an artist, and have some experience in level design, so thankfully I at least have some sort of idea of what I'm talking about here lol.
Your art and style looks great btw! Very professional looking! I'll have to keep up with your devlogs!
Hey G7ue, thank you so much for your feedback and for liking the art! You bring up a really valid point here. I honestly never thought of that as a problem, but I completely agree with you. All the trees, logs, mushrooms, and bushes were placed almost at random, and that makes everything look a bit chaotic. I'll definitely have to do some research on map design and better understand how those things work, and then update the map as well.
Thanks again for your feedback, I appreciate it a ton! 😊
yes! in stardew valley the chaotic spread of foliage and rocks and stuff is overwhelming… i want to just break down areas when i want to expand or need materials, so i wish it would look nice when i don’t need the area yet
Your game looks fantastic. That's a benchmark of how isometric games should look like.
Oh my, that's such a sweet compliment. Thank you very much!
just a little detail. I think it would look better, if the lilipads would move with the waves, now it kinda looks like they are some kind of lilipad-shaped rock
Hey, that's a great idea! I definitely think adding some floating animations to the lily pads would be perfect. I'll make sure to add that to my to-do list! 🙂
I think you have a winner here. The graphics look beautiful and your vision is perfectionist and well thought, there is no doubt this could be a great success! It will take a few years to have a proper game done, but I think this will be your rocket launch as a successful game developer. You'll just have to fight burnout and time passing by. Also your English is very good! Good luck and keep up the good work! 🙂
Woah, thank you so very much for your kind words! I'm so glad to know people are excited about the game, it makes all the time I put into it feel worth it. Your comment has really made my day. ❤️❤️
This is really cool! Isometric pixel art games like this are surprisingly rare even in the indie game scene. I'm very excited for it!
Hey! I'm so happy to hear you're excited about the game, thank you! 😊
This is a super ambitious project and it looks like you're making great progress! Awesome work.
Thanks a bunch Rugbug!❤️
Watched your first devlog when it came out - the progress between first and second is like night and day.
Keep going it's looking great!
Thanks a lot Joel! I'm really glad you like it. 😊
Hey there! I just wanted to say that you are an incredible artist. I don't have much experience in pixel art, but seeing your game fires up an urge in me to try it. I love your style and pixel art, and it can't be understated how skilled you are. I also noticed that you have a very in-depth plan for the game, and I can't wait to see where this goes :D
Hey, thank you so much for the nice words!! I'm so happy to know you like my art style.😊
Looks great
Thank you!! Your kind words mean a lot. 😊 Being a solo developer means wearing many hats and that can be quite challenging, but it's incredibly rewarding. Knowing that people can appreciate the result makes it all worth it. ❤️
This is looking great! Can already tell a lot of effort has gone into it. Can't wait to see how it evolves.
Thank you JCunliffeUK, so glad to hear you like it! 😊
This is the first video that I genuinely wish was 1hr+, I love the way you explain stuff. The game looks so good so far, I'm definitely getting it :)
I was worried that it might be too long, but omg, thank you so much!! So glad you enjoyed it. ❤️
I really love the way the game looks so far! I'll definitely wishlist it, the controls seem simple and i really like that too, thanks for sharing the progress with us :)
Thank you so much for your support and kind words! Your wishlist means a lot!😊
Often times it’s harder to avoid a problem than actually solve it we’ve all been there
This was so inspiring and helpful ! We will be waiting for the rest of the devlog ! :)
That's awesome to hear! Thanks a bunch for the kind words. Once everything I'm working on is ready to be showcased, I'm super excited to post the next devlog.😊😊
You could repurpose your old movement system as a command system for controlling NPCs or pets.
I imagine having a dog that follows you by default; but you can also click on the screen and your character makes a little whistle sound and the dog goes to where you clicked. Maybe there can be some simple tasks that a pet can do for you (like fetch/pick up items from the ground or search an area)
Hey, thank you so much for the idea! That's actually a pretty good one, I definitely want to implement something like that for pets.😊
I just started developing a game solo and i must say, you are very inspiring. You also show your failures witch are of course also part of game development. Great Work. I am certain that this game is going to be awesome!
Omg, thank you so much! I wish you all the best on your game dev journey! ❤️😊
Everything looks SO adorable!! Incredibly excited to see the future development of this game!
Thank you so much, it's nice to hear that!! 😊
Your art style is absolutely beautiful! Great work, can't wait to see more from you!
Hey, thank you very much!😊
Im so glad i found you!! This game makes me feel warm and fuzzy inside! Can't wait to follow your progress!!
Omg, thank you so much! Glad to hear you like it. ❤❤
Reaaally nice progress, i´m loving the art style!! Looking forward to the next one. Good job man
Thank you! I'm really happy to hear you like the new art! ❤️
Wow this project looks absolutely amazing, everything looks so beautiful and cosy already! I´m very excited for this game!
OMG, thank you so much for all the excitement! Constant comments like yours are what help me never run out of motivation!
Hey This is so inspiring, i've been struggling to find a game ideas for years and seeing this game you are making kind of gives me a few ideas. Keep up the good work.
Hey, thank you! I'm so very glad to hear that my game has inspired you.😊
Thank you so much for making handwritten captions! I've barely started the video but I just want to say thanks, because so few creators make the effort and it's so very much appreciated. I'm not even deaf or hard of hearing, personally, I just find videos easier to process with captions.
Absolutely! As a non-native English speaker, I was concerned that my accent might make it difficult for some viewers to follow my videos. But I didn't want to use RUclips's auto-generated captions because they're often full of mistakes so I made them myself. You're actually the first person to bring this up, so I'm really glad to hear that some people are finding them helpful ❤️
@@LostGameDev Your English is great, I can follow your speech as well as anyone's.
Though I'll take the opportunity to give a small correction: in English, pier is pronounced "peer", while the way you say it sounds like "pyre", which is a pile of combustible material, often for burning a body in an open air cremation ("funeral pyre"). Just thought I would let you know because I always appreciate when someone lets me know I've been mispronouncing a word. Otherwise your English is excellent.
Also the progress in this video is incredible, looking forward to seeing how the game develops!
Ohh, I see. I realized after I posted the video that I mispronounced the word "tier," but never noticed I did the same with "pier". Thank you so much for mentioning it so that I can correct it in future videos! And thanks for all the kind words as well! 😊
genuinely love your positive attitude, looking forward to the game development and game in general :)
Thank youu!!
Wow! Thanks you for you time making this devlog video! Your game looks amazing! Good luck with that! I’m going to a wishlist page 😄
Thank you very much! I'm really happy to hear that you like the game.😊
I really love this game! One thing that catched my eye is that the clouds' shadows are still showing at night (there is no light source unless moon is really bright) and when it's raining (all sky is one big cloud probably). I think it could look better if those shadows were there only on sunny days ⛅
Hey, I’m so glad to hear you like it! Thanks a ton for the feedback, it means a lot. I completely agree with you. In fact, it's something I've already been working on since the last update, and I'm planning to highlight it in the upcoming devlog. As a little sneak peek: there's a completely dynamic weather system in Hooked on the way, where clouds always have unique shapes. They change size and shape dynamically at runtime based on the weather and time, and that fixes all problems you mentioned.
Great Job! I was literally watching the last devlog, when i realized you uploaded this one!
Thank you, hope you enjoyed it! 😊
@@LostGameDev I did, thanks!
This game looks brilliant! It was really interesting to hear how you solved the isometric rendering issues. Can't wait to see more!
Thank youu! ❤️❤️
I love the palette, and it all just looks so amazing!!
Thank you so much!!
This looks so great!! Look forward to following your progress☀️
Thanks so much, it means a lot!! 😊
Such a great devlog! Can't wait to see more! Very inspiring!
Thank youu!!
Subscribed! Wishing you the best of luck on this new journey and can't wait to follow the progress. 🙌
Thank you so very much!!😊
I said this once and ill say it again this would 100% be my dream game, these devlogs are crazy, even though the huge gap in time from #1 to #2 I see that it was worth it, all of the work put in the game so far is incredible, honestly I can't wait for hooked to come out this is amazing, it's crazy to see how a far a person can make a game in around 6 months. All the best of luck to you man.
OMG, thank you! I really appreciate your support and enthusiasm for the game! I put a lot of effort into this project, so your words mean a lot to me. I know there was a bit of a gap between updates, but I'm glad you see it was worth it. Thanks again for your kind words!😊
It's interesting to follow your gamedev log. This is gamedev theory upside down. You create something that looks good first before even thinking about the type of game you'll make. This gives you constraints right of the bat, which can be a good or a bad thing. It can force you to think creatively with the options at your disposal. It can also limit your freedom preventing you from creating something really unique. This is not the wrong or the right way to do it, that's what makes it so interesting. Keep it up!
Hey, thanks a lot! I completely agree with you. And a mistake can actually be a good thing if you learn from it. This time I feel like I really did, and I've come to understand the importance of doing some planning and thinking before diving into things.😅
Feeling cozy already, can’t wait to see this game grow!
Aw, thank you so much apoxfox! Glad you like they way it looks so far.😊
Yo, happy to see a new video from you! The quality of your videos have really gone up by a lot! Also your game looks really cool so far and I love your pixelart! Good luck on the development 🙂
Yo! Glad to hear you liked it Gabest, thanks a lot! ❤
You are sooo flippin cool man! Liked and subscribed. Good luck with your game, doing so much on your own is impressive but take some rest every now and then.
Woah, thank you so much!!❤️I'll do my best to be careful and get some rest so I don't burn out.😅
Your art and the quality of the videos are top notch. Would love to hear more on your background!
Thank you so much for your kind words! I don't really have a background in game development, I'm pretty new to it.😅
That was inspiring man, thanks. Good luck with your game.
Thank youu!
First video I see of this series and have to say I’m really impressed so far! One suggestion is that it might be nice to add some sort of image effect over the game to give it a blue tint. This works really well to sell night instead of just a dark overlay.
bro you are amazing i love the vibe you create for the video and the game😍
Aw, thank you so much!!😊
The game looks amazing so far and the devlog was edited to perfection, very fun to watch.
Thank you so much! Glad you like it, it takes a ton of time to make these videos.😅
Neat update showcase, especially editing. The fairly long required time for the grid priority pathfinding, sprite visualisation hierarchy and some other comparatively basic concepts suggest that one or two game-development courses according to the game would be suitable. This is not meant condescendingly, but rather to save time both in your learning process as well as the game development efficiency.
I have mad respect for this man right here, keep it up man
Omg, thank you!! ❤❤
Wow, great progress. Can't wait for the next one. Keep it up 💪
Thanks a bunch!! ❤❤
It's looking amazing, good luck i will look forward your game!
Thank youuu!❤️
this is a very well edited video
I know the hard work you have done!
new sub❤❤
Thank you so much and welcome!!😊
I thought I had never heard about this game until you mentioned the Twitter discussion about the lamps, I remember that Tweet!
It's looking really nice, the game looks like one I would play c: looking forward to it!
I'm surprised it never crossed my mind the reason Stardew only updates the clock every 10 minutes, I had never thought about it that way even though user experience should be one of my areas of expertise, I learned something new today!
I also wanted to mention that you might want to tune the bird take off and landing animations, they seem to be always at the same height
Wow, that's so cool, thank you so much!😊When it comes to the birds, are you referring to the animation sprites and how large or small the bird appears?
@@LostGameDev the moment they land and take off from the ground spot, is as if they were gliding very very close to the ground.
I don't think it has anything to do with either of the things you mentioned, i think it should be tuneable with the position animation you do after spawning them
@@Rikaisan Hmm... I'm honestly not quite sure what you're referring to.
I noticed the bird thing too. I think what you should do is to literally move the bird up on the screen when it is in the air. When they land, you can move them down to indicate that they are actually on the ground now.
Consider adding a shadow below the birds as well
Either way, I love those little birbs
Im excited to finish this video, ive re watched the first 2 devlogs a few times cause i was excited for this one lol
That's crazy lol. Thank you so much!!
would love dynamic rain sounds based on the droplet hitting the ground relative to the player location. simple to implement and is good for atmos.
Oh, that sounds really cool! I'm not entirely sure about the specifics of how to make it happen, but I'm definitely gonna try it when I start working on the weather system. 😊
@@LostGameDev check the distance between the player and the rain droplet that hit the ground (this can be precomputed). use the direction of that resulting vector to pan the audio accordingly. use the vector norm to adjust the volume of the droplet sound accordingly.
something along the lines of that.
edit: you can even get a little crazy and implement sound filtering based on the distance vector, but that's probably overkill.
Yo, the art style is VERY CLEAN. I haven't watched anything yet but if it's your stuff... Keep going. Art style goes a really long way, especially if it's cohesive across the entire game.
2 minutes in... Wow. Yeah man. Keep going. I wrote EXACTLY what you were wondering about your art before I even knew anything about it. From someone whos done graphic design for 11 years, mate, you're going to take this places. Stardew started and came out of no where, yours can be the next one man.
Thank you so very much for your kind words!! I'm really glad to hear you like it.😊
I was VERY compelled to support you on patreon last night when watching this. This normally doesn't happen and so it says a lot about the quality of what this game is going to be like. I can't financially in the situation i'm in but the fact I even tried to work out if I could speaks volumes. I hope that you're able to find a way to finish it even if the stars don't align because i'd imagine this is apart of your journey man, it's an amazing start that you have and the philosophy you're applying shows it will be a banger. I wishlisted it and will definitely buy it when it's out. @@LostGameDev
never played any of the games you listed at the start but excited to see how the game comes out in the end!
Thank you so much!! So happy to see people who haven't even played these types of games getting excited about Hooked. It really means a ton to me! ❤️
Definitely nailed the cosy vibes! See you in 6 months :)
Thank you! Don't worry, it won't happen again.😅
I absolutely love how everything looks so far! I just hope you don't spend too much time on aesthetics and forget about gameplay. A pretty game is nice but boring if the gameplay is dull.
Absolutely! I appreciate your feedback and enthusiasm. I completely agree with you - gameplay is key. This devlog focused on a visual prototype to kickstart development, but rest assured, gameplay is a top priority for the next update. I can't wait to share the progress I've made on both fronts in the next update.
this game oooks amazing!! you nailed the style
Thank you! ❤❤
I haven’t played isometric games in years but the original Genesia game was my childhood love. And I have totally forgotten about the square island view that it had - which the start of this video suddenly bought back in my mind. The square floating island that scrolls into the next square… there’s something really appealing about it
Scrolling back through the video, there’s something really cute about the self contained island. Even if the next tile gradually reveals as you approach the next one or something
Hey! I think floating islands are certainly more attention-grabbing, but I do believe removing them was the right choice for the game. I always have to consider the gameplay perspective as well.😊
this so cool been watching u from ur first video on this channel, u have improved alot hahaha well ur art was also good but i like this new art as well ❤
Woah, first video?! That's crazy! Thank you so much! ❤
@@LostGameDev how come u removed the other videos that u uploaded initially
you deserve the subs for the relaxing game making! 🎉
Thank you! 😊
This game looks amazing congrats on your progress
Thanks a bunch, Toby!!❤️
I'm super excited about this and can't wait to play it. I think the music you used in the videos is super chill and I look forward to more videos. Also I really hope you put it on the switch eventually. It looks perfect for it and I don't play PC games very often as I am more on the go usually and a van lifer. I really want to play this and if not on switch I'll have to delay buying it until I get a better laptop. But it looks like it's going to be a while and I hope you have a ton of luck while building this but take your time so I also have time to get a way to play this on PC.
Hey, thank you! I think it would be really cool to publish the game on other platforms than PC, like the Switch! That would involve hiring a team to do the porting once the game is ready, but we're a bit far from that. One step at a time.😊
I dont fish but this looks like such a great game! Cant wait to follow this devlog along.
Wow, great job! Game looks amazing!
Thanks a ton! 😊
The Art Looks Amazing
Thank you!
hallo
I started trying Unity 2 weeks ago for creating exactly this game!! Wow, like my mind is on the screen. *added to wishlist*
Thank you so much for your kind words and support! Best of luck with your project, and I hope my game can continue to inspire and encourage you as you work on it!
Game's looking great! You definitely achieved some immaculate cozy vibes :D. Why not try adding a bit more life to the whole enviroment by utilising....animations... Having some simple trees sway, wind formations, leaves falling could definitely elevate your game and make it feel more alive! Looking forward to the next develog :)
Thank you for the feedback! I completely agree with you. Creating animations can be time-consuming though, and now that we have some art in place, I think it's a good idea to shift gears and start working on some gameplay. But we'll certainly come back to art and animations (probably multiple times) - I took notes of everything you mentioned.😊
Hey, here's a few quick ideas:
The clock could be like a pocket watch that you can open/close whenever you want, that way, the game feels more relaxed and time doesn't make players want to rush.
Also, you don't have to fully scrap the tile selecting to walk pathfinding algorithm - birds and other animals could use a simplified version of that by walking to randomly selected tiles
Hey, thank you so much for the clock idea, I actually really like it!
One thing that comes to mind, as far as the player experience goes, is how players would feel having to constantly open and close their pocket watch to check the time instead of glancing at the corner of the screen. But implementing such a system shouldn't be too hard, so I'll definitely consider it and let you guys playtest it and give me feedback on it.😊
I also agree with the pathfinding algorithm, it could definitely find its use in different systems.🙂
@@LostGameDev Wow! I didn't actually even expect you to see this, let alone get such a wonderful long response, goes tos show that you care and that is one of the most important things from game developers
@@Campake Of course, I always answer! You took the time out of your day to leave a comment, and I believe it's only fair to do the same. 😊Thank you so much for your kind words and support!
As someone who always felt pretty stressed out by the time in stardew valley I really appreciate you taking this into consideration. Maybe you don't have any way of telling the time on your person at all. You could tell by the lighting and the behavior of your surroundings what time it is. And if you need to know more precisely you could then look at stuff like a clocktower in a village or a grandfather clock in a house.
This may or may not work well but I thought I'd share anyways. It probably also depends on how important scheduling stuff will be in this game.
@@thisisamalya Honestly, more great ideas. However, I feel like something like this would very much depend on the players themselves (and the game itself), some people like enjoying stardew valley peacefully, whereas others prefer min-maxing.
I love your art style so much
Thank youuu!
This project looks incredible and I can see this being very popular with the Stardew Valley fanbase and others similar, keep going man! Steam page is really well executed too ;)
Whoa, it's so encouraging to hear that. Thank you!! ❤❤
your Game Art is soooo gooooood! can u give your game colour palate.I recommend you use 2 monitor and eye care.
I think you should use dual monitor
Thank you so much for your kind words! I'm glad you like my art. The game's color palette is still a work in progress, but I'll be more than happy to share it in the future when it's finished.
As a dev myself who has zero artistic ability, I hate you. This game has my dream style! Absolutely gorgeous!
Thank you!Trust me, it's easy to doubt your artistic abilities - I go through that too, despite receiving lots of compliments. We all tend to be hard on ourselves, but that's just part of the creative journey. The truth is, we often think we're not good enough because we see room for improvement, and that's a sign that you're on the right path!
looks very charming!
Thank you!❤️
I want to learn pixel art, anime drawing, and isometric game development like you.
Game looks Awesome. I found my path to choose😊
Hey, thank you so much! That's really awesome to hear! Best of luck on your journey, and please feel free to share your progress with the community on our Discord server.😊
I just came across the video and it caught my attention!
Although selling for a higher price with train could be a nice way to have players keep playing to maybe build the train or train station I thing having the products being sold localy for more money but take longer to sell and have the train be faster and instant would be a good balance while keeping the building aspect of the train station
Hey, thanks for the suggestion - sounds like a good idea! I'll note it down and we'll see how well it fits into the game when I implement the train.😊
It looks so good 💯😊
Thank you!!😊
loving the visual! maybe you could try making the clouds shadow bigger but more transparent, anyway everything is looking amazing
Hey, thank you very much! I'll try that for the clouds and see if I like it. Thanks for the suggestion! ❤️
The art style looks soo lovely! It was also interesting to see how you solved the isometric sprite sorting issue. Great job all around!!
Hey, thanks a ton!! I spent waaay too much time on the art, so I'm really happy to know you like it.😅
good work... looking forward to see more progress
Thanks.😊
First time dseeing your project, nice man, I would love to know more about, I wishlisted, hope you have sucess, I have many ideas for your game too, it's like something I would like to work on, anyways nice to just know how good it's your progress, see you at steam!
Woah, thank you so much for all the nice words! If you have ideas for the game, feel free to join our Discord server and share them with everyone!❤️
Hi! I recommend focus in the gameplay, this is the most important part of the game, it can be really pretty and cozy (and trust me, your game naled it), but without a really good gameplay, people will just get bored and not play for so long. Remember to give players a reason to stay engaged with your game, like colectables, prizes, etc. Good luck, wish you the best!
Hey, thank you for the feedback! I totally agree with you on the importance of gameplay, but I do want to mention that there was a reason behind my focus on the art and making the game appealing.
I knew that I didn't want to develop this game behind closed doors - I wanted to create these devlogs! The reality is, even if your game is amazing, the first impression counts a lot. If all I had to show was a basic mockup, it might have discouraged people from giving the game a chance - at least, that was my thought process. Now that we have some art in place (even if it's not final), I can finally dive into gameplay mechanics! 😊
@@LostGameDev Totally agree! I personally will be very interested to see your mechanic creation process, I'll be looking forward to it.
Wow this looks awesome
Thanks, glad you like it!😊
The game looks absolutely fantastic!
It looks so polished already and this is only your second dev log!
I love the birds. Such an easy concept! :D
Great job! :D
Did I notice you were using FMOD? how are you finding it? :)
Thank you so much, D3kryption! I'm glad you like the way the game looks!😊
Yes, I use FMOD. If you're asking where to find it, I downloaded it from www.fmod.com/. They allow you to use it for free for projects that don't generate much revenue.
bro this looks soooo good🔥🔥🔥😭 i wish i could make pixel art this good
Thank you very much!! Making art takes a lot of time, but I have no doubt that with a little practice you can get better than me!😊
Wow, simply looks amazing. Probably this is already in your list, but adding some fishes would be cool too
Thank you so much!! I'll definitely add fish to the game - fishing will be the main focus of Hooked after all!😊
THE ART TURNED OUT SO GOOD
Thank you so much! Glad you like it.
Love the video, its very interesting seeing you work through the logic and the artstyle and colour palette you are working with is very rich and distinct.
One piece of feedback I have is that as someone who has visual disabilities I find any game that tries to replicate realistic darkness at night completely frustrating and I simply avoid playing these games unless there is some sort of workaround. Even Stardew that I love I find its nights (before getting the glow ring) more frustrating and annoying than scary.
For context, despite being only in my mid 30s, I have cataracts, corneal scarring and some retinopathy damage causing a lot of issues with tiny and thin text, colours that are too similar, screens that are too bright, or games that are too dark. I find a lot of high contrasts modes completely useless though, as they often sacrifice the look of a game in an extreme ways rather than just taking contrast into account as part of the games default colour palette. Those extreme modes are great and do tend to help people with extreme blindness, but other than the issues with text and colour I can see games very clearly.
Colour contrast is is something websites have considered for decades now (but somehow slipped into failing miserably with all the grey text on white backgrounds), but gaming is still quite far behind in realising this. Browsers come with dark modes pr plugins so even then its less of a problem but with a game the colour palette is what it is. Turning a games brightness up wouldn't resolve the issue as what that results in is just a washed out look, making colours even less contrasted. I don't expect a game to account for all disabilities, but colour contrasts are a standard issue for people with visual impairments and older gamers (of which there are a lot more these days).
You could make the nighttime more fun by making it harder and scarier without making it dark to a point where its meant to be hard to see. Any designer aiming to make navigating a space at nght harder is missing the point. Too many AAA games these days have darkness be way too dark due to HDR and Raytracing trying to replicate real life.
Thank you for your valuable feedback! I appreciate your input and will definitely consider making adjustments to ensure that everyone can enjoy the game, including those with visual impairments. I want the game to be accessible and enjoyable for everyone.
If you ever decide that WASD movement would be better after all, you can use an edge collider 2D to wrap a collider around an object. Should work in isometric.
Hey, thanks for your suggestion. As I mentioned in the video, we're going to stick with WASD movement for now. As for the colliders, I believe the issue can be solved using either 2D edge colliders or polygon colliders but I opted for the second option. Haven't encountered any problems so far, but we'll see if I need to change it in the future.😊
For the love of god please move the candle from underneath your monitor! The little flame will still create a lot of heat which may damage your monitor and not to mention the soot which will slowly accumulate over that section of your monitor.
That out of the way, a cute and satisfying art style like the one you're heading towards really adds a lot to this project.
Thank you for the warning.😅 I've replaced that candle with some artificial ones, and (as far as I know) the screen is in good condition.😊
The character design is so awesome! Wishlisted
Thank you so much! I'm glad you like it.😊
That's so amazing I'm impressed how professional this is.. I hope the game also take ideas from ( Moonlighter) .. And also Final goal like (Oxygen not included) .. (Dinkum) is also a Great reference.
I'm just saying that because I want the game to succeed it's really fabulous. Elite Supporter on the way 😍💗💗💗
Hey, thank you for your kind words! I believe those are fantastic games, and I'm certainly looking forward to studying them.😊Also, thank you so much for wanting to support me on Patreon, it means a lot to me! ❤️
Brother, i would love to know more about your background! Im eager to get into gamedev myself and understanding the "requeriments" to make a game like yours would honestly be a big help, am honestly in love with what you already made this far, I believe you are extremely talented and can clearly see that you work a lot to make this happen, hopefully i can get a reply, thank you very much in advanced !
Hey, thank you so much for your kind words. I really appreciate it! I'm glad to hear that you're interested in getting into game development yourself. When it comes to requirements, in general, you'll need a basic understanding of programming, art, and game design principles, among other things. But don't worry, all of these can be learned! Remember, consistency and clear goals are key. Set achievable milestones for yourself and keep working towards them. Don't be discouraged by challenges or setbacks, as they are all part of the learning process. Stay passionate, be open to learning, and enjoy the journey! ❤🧡
@LostGameDev Thanks for your time! I'm currently working on something (unrelated to gamedev), and once I am done, I hope to get started and try it myself. Thanks for your honest reply, and yes, it's kinda sad to see so many talented people whilst I am not even in step 1, but I understand that all of them (you included), tries really hard to get to where you currently are. Thanks again, and hope you have a great day!
this game looks really cool!
Thank you so much, glad to hear you like it!
For the movement system maybe keep the old one but add an option to double click to drag where the character is going? Also good luck making the game! (Btw in I really suggest u watch astrotion dev log #26 in case u need to switch colors for character creation, or changing the trees leaves color)
Hey, thank you! I'll make sure to watch that devlog, thanks for mentioning it. As for the movement system, the old one will no longer be used for the player character. It might be repurposed for animals or NPCs though.😊
if you stil have acces to the click to move code, mabey you can make a setting to choose if you want to use wasd or click to move. this way ur month of work didnt go to waste. (love your vids btw)
Thank you very much for the idea! I'll think about it. I'm also glad to hear you enjoyed the devlog, it really means a lot!
Youre going places kid. :)
Thanks.😊
What a game! It's amazing, I really like this art style and gameplay, it's great.
I think if it could be multiplayer, so we could fish together, farm, trade, build, more and more things....it would be better.
Thank you so much! Multiplayer isn't my top priority at the moment, but it's definitely something I'd love to work on down the line!😊
@@LostGameDev I hope I can play your game as soon as possible!
Just a random idea I had while seeing your "bird getting scared" mechanic: If you intend to add some sort of perks, one of them could be that the player is able to go near wild animals like birds.
That sounds like a great idea. I will definitely consider it!
I love the art! I think your have the camera locked to some type of grid, it looks jittery. You can use lerp to lock to that grid but in a smoother way. The chickens should just have full pathfinding, if the player wants them to stay in an area they should build a pen for them. If the pen is completely enclosed, the pathfinding cant find a way out. One more thing, you should move the light created by the street lights to be below the lantern, lighting up the street, not on the lantern
Hey, thank you so much for the feedback! I'm not sure why you got the impression that the camera is lagging - there's no jittering in the game. I really like the idea for the chickens though, I think it makes total sense for them to use a pathfinding system. I will definitely come back to them in the future and make that change.😊As for the lamps, I tried placing the light on the ground, but I'm not a big fan of how that looks.😅