The output / input colors are a great touch but you should be very cautious with colourblindness accessibility. Perhaps you could draw a slightly translucent line between the output / input indicators while you're near them or hovering over them or something, to help with that? Not sure myself, but it's just something to watch out for.
Thanks! I was also thinking about this. I'm not sure about the lines though because sometimes an input can be far away from its output. I'm considering using not only different colors but also different symbols. So not only circles but stuff like triangles, squares, etc. Or perhaps, if I ever add a map to the game, it could have a special mode that displays these lines you're suggesting.
I was also considering them. The main problem here is that most levels don't have a back wall but rather a parallax background so some of these connections would appear floating in midair which I'm not sure I like. Maybe I could do something like eagle vision from assassin's creed? You could switch to a different viewing mode in which everything is grayed out except for inputs/outputs and only then these connections would be visible. Anyway, thanks for the feedback. I'll definitely revisit these ideas once I make some actual levels
@@aarthificial Personally I find "eagle vision" type systems really annoying and intrusive. Idk why. I guess it always feels like laziness from the developer. Instead of being creative, they just go "oh idk, let's just say the player has some magic vision they can enable to see glowing lines appear". But maybe I'm just jaded....
I know this is an old vid and there are already comments saying this, but I do agree that the orange and red can be hard to distinguish - I know people have suggested shapes, but strangely enough, maybe you could even consider “pulse patterns” or something. If the dots flashed to a different color and back in a different pattern, it could then be distinguished for color blindness, and allow for even more variations (colors within a limitedish palette have only so many that can be distinguished easily) Not sure if you’ve already solved this problem but figured I would suggest it nonetheless! I’ve just caught up with all your videos again (had a busy year haha) and it was such an amazing surprise to pop back after 12 months and see how your channel and audience has grown, as well as all the amazing tools you’ve been putting out for the public! I’m so happy for you, and I can’t wait to wishlist and someday play astortion!
I can imagine a puzzle where the player must use the "socket" to unlock the "railed anchor" so the player can use the ability to change the position of the "socket" and after that, the player can go somewhere. Heck, this is confusing. Edit: Changed it to the proper names.
i just finished your devlog playlist, i really like everything you've got going on. I usually despise devlogs because im not a fan of engines and also most games youtubers are uninspired. I really like how sometimes you let your curiosity drive you forward, and i think you should really let that flourish, because at finality, if its not interesting to you then why even bother. (my favorite vid was the one i found you with, bringing foliage to life)
Just a random though, would it be better to have a link between inputs and outputs (instead of color) ? I don't know what kind of ambience you're trying to create, but judging from the title-screen art, I would say running wires would fit right in.
You can search for a comment by DikerdodlePlays under this video because we already discussed this there. TLDR: Nothing is set in stone and I'll definitely revisit this idea once I have some actual levels.
Bro you improved so much in editing, the other videos were good but this one just feels more alive. I love it. Looking forward to play this, also i just started watching this series, ehm 2 years later like what, how did i not find u earlier.
Maybe the "railed anchor" should also move if you are not static (like in the early stages of the game), because you can already deactivate the rail if you don't want it to move
Tbh, it was really irritating before. It feels much more useful when you can place it exactly where you want. Additionally, stasis (the ability to become static) is unlocked later in the game so these rails also serve as classic, metroidvania-like gates. When it comes to enabling/disabling certain components, it's not something that's always possible and it depends on the current puzzle
You should change the colors that the elements are assigned to. The seem super similar, and people with below average sight will have a hard time telling the difference
Hmm I was thinking more in terms of "energy" where terminals and ports output energy that is later inputted into other elements. But I agree, it's more intuitive to call them the other way around
I know im a little late, but please dont forget about collor blindness when designing your game. I would connect the input and output with a collored line that lights up when activated, like a circuit, on the background.
I love what you got going on with this game! The concept, the art-style, the mechanics, love it! The devlogs are both entertaining and inspiring. Personally, I really like games that are a bit challenging and encourage exploration. I’m not sure how it will be in the final version of this game, but I think I could be a bit discouraged by getting *too* much help or hints about what to expect, referring in this case to the color symbols of the input/output objects. I think leaving the terminals a bit mysterious could be a great way to encourage exploration, similar to some of the interactions in games like INSIDE or LIMBO. It would also make the puzzles harder if you don’t know the exact input/output relations before having tried them for a while. However, the opposite extreme can of course be discouraging as well, having to check a large number of combinations for every problem. Some kind of middle ground would probably be preferable. Perhaps making it so that after figuring out how to use the terminal the first time it becomes more intuitive from that point on... Anyway, I’m not sure if you’ll ever find the time to read this, but I just wanted to share my personal preference. I believe this is going to be a great game, and I am really looking forward to trying it in the future! Keep it up!
Thanks for the feedback! I do, however, beg to differ. Picture this: A terminal and a rail. The player can't see both of them at the same time. The game starts near the terminal. What does the player need to do to figure out that the terminal toggles the rail? Without any symbols, they'd notice a terminal but they wouldn't know what it activates. So as you said, they'd be encouraged to explore a little bit. At some point, they'd probably encounter the rail, but just seeing it wouldn't really help. They'd need to go back to the terminal, toggle it, go back to the rail, and - if its state would've changed - they'd be able to draw a correct conclusion. Now, *with* symbols the situation is kinda similar. The player would notice the terminal marked with a symbol, but it's not enough to know what it activates. They'd still need to explore the place to find the rail. But this time, since the rail would be marked with the same symbol, they wouldn't need to go back to draw the conclusion. So my argument is that in both cases the player is forced to explore the location. But without symbols, they also need to do some additional backtracking - to the terminal and back. Furthermore, if more objects could be activated by the terminal, they would need to go back and forth between all of them. I feel like it would be interesting at first but get tedious with time. All in all, it's definitely something I'll experiment with once I begin testing the game with the community. Maybe being able to see the symbols should be an ability unlocked further into the game? Or perhaps there should be a difficulty setting? Fascinating topic to explore
you shuld make a color blind mode for me and evry one that is color blind so instead of making colors u culd use somting like sheapes like two Xes or two Os
The output / input colors are a great touch but you should be very cautious with colourblindness accessibility. Perhaps you could draw a slightly translucent line between the output / input indicators while you're near them or hovering over them or something, to help with that? Not sure myself, but it's just something to watch out for.
Thanks!
I was also thinking about this. I'm not sure about the lines though because sometimes an input can be far away from its output.
I'm considering using not only different colors but also different symbols. So not only circles but stuff like triangles, squares, etc.
Or perhaps, if I ever add a map to the game, it could have a special mode that displays these lines you're suggesting.
@@aarthificial what about wire looking lines, that run along the level making 90 degree turns? Definitely seems like it could fit with the theme
I was also considering them.
The main problem here is that most levels don't have a back wall but rather a parallax background so some of these connections would appear floating in midair which I'm not sure I like.
Maybe I could do something like eagle vision from assassin's creed? You could switch to a different viewing mode in which everything is grayed out except for inputs/outputs and only then these connections would be visible.
Anyway, thanks for the feedback. I'll definitely revisit these ideas once I make some actual levels
@@aarthificial Personally I find "eagle vision" type systems really annoying and intrusive. Idk why. I guess it always feels like laziness from the developer. Instead of being creative, they just go "oh idk, let's just say the player has some magic vision they can enable to see glowing lines appear".
But maybe I'm just jaded....
Translucent line works but I'd suggest maybe different shapes.
I'm amazed it is a great devlog. By the way shapes instead of colors would be great for color blind persons.
Thanks! Totally agree about the shapes.
I know this is an old vid and there are already comments saying this, but I do agree that the orange and red can be hard to distinguish - I know people have suggested shapes, but strangely enough, maybe you could even consider “pulse patterns” or something. If the dots flashed to a different color and back in a different pattern, it could then be distinguished for color blindness, and allow for even more variations (colors within a limitedish palette have only so many that can be distinguished easily)
Not sure if you’ve already solved this problem but figured I would suggest it nonetheless! I’ve just caught up with all your videos again (had a busy year haha) and it was such an amazing surprise to pop back after 12 months and see how your channel and audience has grown, as well as all the amazing tools you’ve been putting out for the public! I’m so happy for you, and I can’t wait to wishlist and someday play astortion!
The circle being different colours to indicate what it's going to activate is actually a great touch.
Thank you as always!
I can imagine a puzzle where the player must use the "socket" to unlock the "railed anchor" so the player can use the ability to change the position of the "socket" and after that, the player can go somewhere. Heck, this is confusing. Edit: Changed it to the proper names.
i just finished your devlog playlist, i really like everything you've got going on. I usually despise devlogs because im not a fan of engines and also most games youtubers are uninspired. I really like how sometimes you let your curiosity drive you forward, and i think you should really let that flourish, because at finality, if its not interesting to you then why even bother. (my favorite vid was the one i found you with, bringing foliage to life)
Thank you so much!
I really like the foliage video. It's like my magnum opus. Hopefully in the future I'll be able to make more stuff like that.
Awesome looking art and animations. This will make an amazing puzzle platformer, cant wait for more updates. 👍 Subbed
Its actually crazy how fun it is to listen to u talk
Great video and explanation of the mechanics, keep up the good work!
Thank you so much!
I think thr different colors for the little square are a bit too hard to distinguish from each other. Other than that I really like what you've done.
Thanks you!
Just a random though, would it be better to have a link between inputs and outputs (instead of color) ? I don't know what kind of ambience you're trying to create, but judging from the title-screen art, I would say running wires would fit right in.
You can search for a comment by DikerdodlePlays under this video because we already discussed this there.
TLDR: Nothing is set in stone and I'll definitely revisit this idea once I have some actual levels.
alright, i have been watching the devlog from the beginning now, but this episode you popped off with this song choice! please more!!!
Bro you improved so much in editing, the other videos were good but this one just feels more alive. I love it. Looking forward to play this, also i just started watching this series, ehm 2 years later like what, how did i not find u earlier.
3:02 right and left colors are very similar, you might want to make them more distinctive
I totally agree. Will experiment with them once I get into creating levels
Maybe the "railed anchor" should also move if you are not static (like in the early stages of the game), because you can already deactivate the rail if you don't want it to move
Tbh, it was really irritating before. It feels much more useful when you can place it exactly where you want.
Additionally, stasis (the ability to become static) is unlocked later in the game so these rails also serve as classic, metroidvania-like gates.
When it comes to enabling/disabling certain components, it's not something that's always possible and it depends on the current puzzle
Looks good dude
Glad you like it
Cool progress :D Can't wait to see it used in levels!
Thank you!
I can't wait to use them in some levels :)
Wish i one day could be sad to "deliver just this" unique system, congratz, dude, it's easily identifiable and seems fun and flexible
Thanks for all the nice comments!
The coloured circles are great but you might want to have them be a few simple shapes as well as colours for colourblind people and stupid people.
The last three words caught me by surprise. Lol.
You should change the colors that the elements are assigned to. The seem super similar, and people with below average sight will have a hard time telling the difference
Thanks! I'll definitely change them, especially their hues.
Have you mixed output and input?
I mean, buttons are inputs, things that can be enabled or disabled are outputs
Hmm I was thinking more in terms of "energy" where terminals and ports output energy that is later inputted into other elements.
But I agree, it's more intuitive to call them the other way around
0:13 tsunderthificial :0
I know im a little late, but please dont forget about collor blindness when designing your game.
I would connect the input and output with a collored line that lights up when activated, like a circuit, on the background.
Yes, there's a whole discussion about it in the pinned comment
I love what you got going on with this game! The concept, the art-style, the mechanics, love it! The devlogs are both entertaining and inspiring.
Personally, I really like games that are a bit challenging and encourage exploration. I’m not sure how it will be in the final version of this game, but I think I could be a bit discouraged by getting *too* much help or hints about what to expect, referring in this case to the color symbols of the input/output objects. I think leaving the terminals a bit mysterious could be a great way to encourage exploration, similar to some of the interactions in games like INSIDE or LIMBO. It would also make the puzzles harder if you don’t know the exact input/output relations before having tried them for a while. However, the opposite extreme can of course be discouraging as well, having to check a large number of combinations for every problem. Some kind of middle ground would probably be preferable. Perhaps making it so that after figuring out how to use the terminal the first time it becomes more intuitive from that point on...
Anyway, I’m not sure if you’ll ever find the time to read this, but I just wanted to share my personal preference. I believe this is going to be a great game, and I am really looking forward to trying it in the future! Keep it up!
Thanks for the feedback!
I do, however, beg to differ. Picture this:
A terminal and a rail.
The player can't see both of them at the same time.
The game starts near the terminal.
What does the player need to do to figure out that the terminal toggles the rail?
Without any symbols, they'd notice a terminal but they wouldn't know what it activates. So as you said, they'd be encouraged to explore a little bit. At some point, they'd probably encounter the rail, but just seeing it wouldn't really help. They'd need to go back to the terminal, toggle it, go back to the rail, and - if its state would've changed - they'd be able to draw a correct conclusion.
Now, *with* symbols the situation is kinda similar. The player would notice the terminal marked with a symbol, but it's not enough to know what it activates. They'd still need to explore the place to find the rail. But this time, since the rail would be marked with the same symbol, they wouldn't need to go back to draw the conclusion.
So my argument is that in both cases the player is forced to explore the location. But without symbols, they also need to do some additional backtracking - to the terminal and back. Furthermore, if more objects could be activated by the terminal, they would need to go back and forth between all of them. I feel like it would be interesting at first but get tedious with time.
All in all, it's definitely something I'll experiment with once I begin testing the game with the community. Maybe being able to see the symbols should be an ability unlocked further into the game? Or perhaps there should be a difficulty setting?
Fascinating topic to explore
woooooooow look at this music in the beginnig of the videoooo, you are going very good in this youtuber thing (i love you)
I can't remember for the life of me what RUclipsr uses this song as their outro
If anyone knows, what's the name of the song at 0:40?
The Whistle Song
ruclips.net/video/j6UZfkEb6Q8/видео.html
@@aarthificial thanks!
you shuld make a color blind mode for me and evry one that is color blind so instead of making colors u culd use somting like sheapes like two Xes or two Os
just realist that Dikerdodeleplays alredy comented that