Hey man! Shout out to you! This looks awesome I can't wait to try the demo and play it for myself. This is the coolest thing I've seen today! I'd love to see more devlops on this! A tribute to ghouls and ghosts! Kudos! Love it so much!
Great progress. Actually surprised to see it's UE. Great job not looking "Unreal" (sincere compliment). When I made Strider 2014, Capcom asked me what I wanted to do next, I said, "Ghosts & Goblins!". They were not having it. Not because they wanted to keep G&G for themselves, but because they (for some bizarre reason) didn't think G&G was viable. I really hope your game comes together and does well, proving them wrong! Looking forward to the next update!
i feel like making the spectral armor look heavier would be a good way for players to naturally feel like it makes sense that they cant dash when its activated, as opposed to it being an arbitrary debuff
Wow! This is one awesome game. The game itself looks super beautiful and polished. The gameplay looks really fun too. Also the environment and character models are spot on. I really like the stage progression being shown when you lose rather then number of deaths. That really does make one feel that they can do better. Also really like the new skeleton enemy idea. It reminds me of the old school Prince of Persia's skeleton enemy. Your game deserved the grants. Best of luck in getting your game ready for Next Fest! Keep it up! :)
Absolutely phenomenal looking game and all the best for Steam Next Fest! So happy to see that you got accepted for Mega Grants and I wish you all the best bro!!💌
I think at the end of Devlog 0 or 1 I have a section at the end that has some resources on game art. I don't personally make tutorials, but there are many resources out there, Artstation, Gumroad, Gnomon Workshop, and youtube all have great tutorials.
Remember you only get 1 Next Fest entry so you prefer to enter when your closer to finishing and your Demo is really polished and represents a the product the best so you can ride the wish lists quickly into purchases. In regards to load times you should look at using Soft References using ASync Loading instead of Hard References as much as possible and cutdown on Casts in Blueprints between classes which are not constantly tightly linked because that causes Hard References and Reference Chains where all the references Classes and all their variables (Mesh, Textures, SFX, VFX) are auto loaded into memory as soon (mostly / oversimplification) as one of the classes in the chain are loaded.
@@officialgrimwaregamesllcanywhere you’ve implemented a cast aside from animation blueprints id look into replacing it with an interface. It will help significantly with blueprint communication
@@jb2760 I'll look through the code, I think I already do a lot of that or use tags with blueprint interface. But I'm sure more things can be optimized.
Hey there! Congratulations on your game, it looks phenomenal and I can't wait to try it. There is only one thing that seemed off about the menu. Maybe it's just me, but the text blends in too much with the color of its box which makes the words more difficult to see. Good luck with the further development!
Congrats on the grant. I didn't know Epic Games was that nice. But I think the improvements you made here, especially with the checks points is a good ideal. Looking forward to retrying the demo come the next Next Feast.
Thank you, Yeah Epic has been very pro developer, it might be because they aren't on the stock exchange, they're very generous with their tools their pricing structure. That's one of the reasons I'd choose unreal vs unity. Also I have like 10 years of experience in unreal 4.
Just played the demo and looking forward to the full version. I did find a bug. Upon mashing the retry button in frustration an extra player instance spawned at the check point.
oooh like if you do it several times? I'll look into that! Thanks for letting me know! - EDIT - Just tried it...yeap, easy fix, will get that done asap thanks again! - EDIT again...Fixed! Should be in soon
Gigs, as in gigabytes!!! That is f***ing tiny!!! Congrats on getting such a good looking game so tiny. Edit: I stand corrected, turns out I was mixing up maga & giga again, still 8.5 GB is still a pretty good size, especially compared to games nowadays.
Yeah from 9.5gigs went down to 3.5gigs. At least its no CoD 200gigs, But yeah 3D assets have a higher file size than 2D assets or pixel art and I'm no compression wizard. I'm sure though when I finish the game I'll be able to optimize it further. I do believe Mario Wonder is about 5gigs for the entire game? But they also have a more simplified art-style. Lots of solid colors vs handpainted world of warcraft stytle textures.
@@AkitaAbroad Some of it was making sure I only build the levels that need to get built, that they aren't referencing assets that aren't being used and some of it was optimizing on some repeated code using a function library, macros, and deleting floating unused blueprint code.
Wow, really? Well done! I played your demo, and it's very nice. However, I noticed that the checkpoints don't seem to work properly. Whenever I die, I keep going back to the first place I started. Additionally, it would be helpful if there was a way to know that I've reached a checkpoint before losing the game. like for example Lighting a Grave Or Something ,These are my suggestions for you. Once again, great job!
Could it be that you might not have activated the checkpoint? The way it works is you hit UP to activate it when you're in front of it, and you must have 20 ectoplasm orbs to do so. This works in a way similar to souls when you activate bonfires but its supposed to challenge you to make a decision between using 20 to heal or use 20 to save a checkpoint. So if you don't activate them, then yeah you'd get sent back .
@@salimabdellaoui2463 you are not the only one that didn't notice this, I need to figure out how to solve this issue, so more people notice it and understand it. I'll look into it today. Thank you for the feedback! Appreciated
This is insane!... Wow you got a subscriber.. Im still wondering if this ia 2D platformer or 3D, It boggles the mind, the art is amazing.. I havent played it at all, Im just in awe by a apparently a one man show doing all of this work!.,
@@officialgrimwaregamesllc got it, its like Crash Bandicoot (Bonus levels). Its 3D but modtly sort of in 2D side scroller.. Ill follow the process, I cant get over the quality and the improvements when u view the first videos as they evolve.. good luck getting this game out.. Im gonna wish list it next time i open my steam (on phone now)
@@67steinip Yeah or like Donkey Kong Country Returns in some ways. Using a 3D assets but locking them onto a 2D plane so they can't move in the Y axis Forward backwards...
This games art direction is amazing !
Hey man! Shout out to you! This looks awesome I can't wait to try the demo and play it for myself. This is the coolest thing I've seen today! I'd love to see more devlops on this! A tribute to ghouls and ghosts! Kudos! Love it so much!
Thank you!
Great progress. Actually surprised to see it's UE. Great job not looking "Unreal" (sincere compliment). When I made Strider 2014, Capcom asked me what I wanted to do next, I said, "Ghosts & Goblins!". They were not having it. Not because they wanted to keep G&G for themselves, but because they (for some bizarre reason) didn't think G&G was viable. I really hope your game comes together and does well, proving them wrong! Looking forward to the next update!
Oh cool, I rather enjoyed Strider 2014 great job! Thanks for the kind words!
i feel like making the spectral armor look heavier would be a good way for players to naturally feel like it makes sense that they cant dash when its activated, as opposed to it being an arbitrary debuff
good idea, like making the animation feel heavier, and having an anim for like a "failed attempt at dash"
what the ? this game looks too good to be true. amazing character design the game juice is flowing and the art is looking crisp.
Working hard to make it good and true. haha
Wow! This is one awesome game. The game itself looks super beautiful and polished. The gameplay looks really fun too. Also the environment and character models are spot on. I really like the stage progression being shown when you lose rather then number of deaths. That really does make one feel that they can do better. Also really like the new skeleton enemy idea. It reminds me of the old school Prince of Persia's skeleton enemy. Your game deserved the grants. Best of luck in getting your game ready for Next Fest! Keep it up! :)
Still insane to me that it’s only one guy making this! You’re my hero!
I indeed am going insane for sure 😅
Absolutely phenomenal looking game and all the best for Steam Next Fest! So happy to see that you got accepted for Mega Grants and I wish you all the best bro!!💌
Thank you so much! Haha pressure is on!
The is looking great. If you have any game art tutorials I’d love to buy them too.
I think at the end of Devlog 0 or 1 I have a section at the end that has some resources on game art. I don't personally make tutorials, but there are many resources out there, Artstation, Gumroad, Gnomon Workshop, and youtube all have great tutorials.
Remember you only get 1 Next Fest entry so you prefer to enter when your closer to finishing and your Demo is really polished and represents a the product the best so you can ride the wish lists quickly into purchases.
In regards to load times you should look at using Soft References using ASync Loading instead of Hard References as much as possible and cutdown on Casts in Blueprints between classes which are not constantly tightly linked because that causes Hard References and Reference Chains where all the references Classes and all their variables (Mesh, Textures, SFX, VFX) are auto loaded into memory as soon (mostly / oversimplification) as one of the classes in the chain are loaded.
Thanks for the tip! I'll look into that. Appreciate the advice!
@@officialgrimwaregamesllcanywhere you’ve implemented a cast aside from animation blueprints id look into replacing it with an interface. It will help significantly with blueprint communication
@@jb2760 I'll look through the code, I think I already do a lot of that or use tags with blueprint interface. But I'm sure more things can be optimized.
Hey there! Congratulations on your game, it looks phenomenal and I can't wait to try it. There is only one thing that seemed off about the menu. Maybe it's just me, but the text blends in too much with the color of its box which makes the words more difficult to see. Good luck with the further development!
Thank you for your feedback! will look into it
Congrats on the grant. I didn't know Epic Games was that nice. But I think the improvements you made here, especially with the checks points is a good ideal. Looking forward to retrying the demo come the next Next Feast.
Thank you, Yeah Epic has been very pro developer, it might be because they aren't on the stock exchange, they're very generous with their tools their pricing structure. That's one of the reasons I'd choose unreal vs unity. Also I have like 10 years of experience in unreal 4.
I follow a lot of indie developers, your game is the best looking one and also might also be the most entertaining. Good work
Thanks I appreciate that.
@@officialgrimwaregamesllc Yeah I second that, I wasn't expecting such a polished professional looking game from a devlog well done!
looks very exciting! congrats on that grant too!! \o/
Thank you!
Awesome video as always! but somehow, i still don't know how to properly end a co-
😁
im getting awesome rayman legends vibes from that 3d background!!
I do love me some Rayman Legends
The platform game looks fantastic, I hope their next project is a run and gun 👍🏆
That would be fun! Gotta finish this project first! haha
Just played the demo and looking forward to the full version. I did find a bug. Upon mashing the retry button in frustration an extra player instance spawned at the check point.
oooh like if you do it several times? I'll look into that! Thanks for letting me know!
- EDIT - Just tried it...yeap, easy fix, will get that done asap thanks again!
- EDIT again...Fixed! Should be in soon
Ledge grab updates are win
yeah I went back to test an older build, the new one for sure felt a lot smoother.
congratulations, at the same time the game feels totally original it always reminds me of raymon, maybe because the childish look
Gigs, as in gigabytes!!! That is f***ing tiny!!! Congrats on getting such a good looking game so tiny.
Edit: I stand corrected, turns out I was mixing up maga & giga again, still 8.5 GB is still a pretty good size, especially compared to games nowadays.
Yeah from 9.5gigs went down to 3.5gigs. At least its no CoD 200gigs, But yeah 3D assets have a higher file size than 2D assets or pixel art and I'm no compression wizard. I'm sure though when I finish the game I'll be able to optimize it further. I do believe Mario Wonder is about 5gigs for the entire game? But they also have a more simplified art-style. Lots of solid colors vs handpainted world of warcraft stytle textures.
@@officialgrimwaregamesllc could you expand a little on how you accomplished this? Thank you for your vids - I’m always excited to see them pop up
@@AkitaAbroad Some of it was making sure I only build the levels that need to get built, that they aren't referencing assets that aren't being used and some of it was optimizing on some repeated code using a function library, macros, and deleting floating unused blueprint code.
@@officialgrimwaregamesllc Thank you!
Give gravedigger zombie 1% chance to throw a zombie a bomb or a power up
oooh haha interesting idea!
Wow, really? Well done! I played your demo, and it's very nice. However, I noticed that the checkpoints don't seem to work properly. Whenever I die, I keep going back to the first place I started. Additionally, it would be helpful if there was a way to know that I've reached a checkpoint before losing the game. like for example Lighting a Grave Or Something ,These are my suggestions for you. Once again, great job!
Could it be that you might not have activated the checkpoint? The way it works is you hit UP to activate it when you're in front of it, and you must have 20 ectoplasm orbs to do so. This works in a way similar to souls when you activate bonfires but its supposed to challenge you to make a decision between using 20 to heal or use 20 to save a checkpoint. So if you don't activate them, then yeah you'd get sent back .
@@officialgrimwaregamesllc oh I see I couldn't notice that am very bad gamer 😂😂, after all good idea
@@salimabdellaoui2463 you are not the only one that didn't notice this, I need to figure out how to solve this issue, so more people notice it and understand it. I'll look into it today. Thank you for the feedback! Appreciated
@@officialgrimwaregamesllc happy to help 😊😊
This is insane!... Wow you got a subscriber.. Im still wondering if this ia 2D platformer or 3D, It boggles the mind, the art is amazing.. I havent played it at all, Im just in awe by a apparently a one man show doing all of this work!.,
Thank you for the kind words. Yeah its a lot of work. As far as 2d or 3D its 3D using Unreal Engine 4.
@@officialgrimwaregamesllc got it, its like Crash Bandicoot (Bonus levels). Its 3D but modtly sort of in 2D side scroller.. Ill follow the process, I cant get over the quality and the improvements when u view the first videos as they evolve.. good luck getting this game out.. Im gonna wish list it next time i open my steam (on phone now)
@@67steinip Yeah or like Donkey Kong Country Returns in some ways. Using a 3D assets but locking them onto a 2D plane so they can't move in the Y axis Forward backwards...