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Why Open-World was a Mistake [Devlog]

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  • Опубликовано: 1 авг 2024
  • Exploring the open-world concept seemed promising initially, but after months of development, I recognized its pitfalls for my project. In this devlog, I delve into why the open-world design didn't align with my vision for Luminous Realms, and how I pivoted to enhance gameplay. Plus, discover the new features I've integrated!
    🎮🎮🎮 Wishlist on Steam 🎮🎮🎮
    store.steampowered.com/app/19...
    ❤️Join RUclips Membership!! ❤️
    / @yahyadanboos
    👾 Discord ▶ / discord
    🐦Twitter ▶ / yahyadanboos
    📷 Instagram ▶ / yahyadanboos
    💡 Subscribe ▶ ruclips.net/user/YahyaDanboo...
    🎵 Music:
    ▶ Away_from_the_moment by ISAo
    dova-s.jp/EN/bgm/play1848.html
    ▶ Construction by ISAo
    dova-s.jp/EN/bgm/play4764.html
    ▶ Android Aneurysm by S.I. Publishing
    download1.audiohero.com/track...
    ⌛ Time Stamps
    0:00​​​​ - Start
    0:00​​​​ - Is Open-World good?
    0:30​​​​ - Trying Linear Gameplay
    0:53 - Switch to Linear World
    1:19​​​​ - Which Kingdom Hearts-Inspired?
    1:44​​​​ - Other Inspirations
    2:07​​​​ - Planning and Documenting
    2:44​​​​ - New Transition & Save System
    3:26​​​​ - Pause & Settings Menu
    4:11​​​​ - Dialogue System
    4:34​​​​ - Guard Mechanic
    4:46​​​​ - Game Convention Showcase

Комментарии • 289

  • @YahyaDanboos
    @YahyaDanboos  9 месяцев назад +28

    🎮🎮🎮 Wishlist on Steam 🎮🎮🎮
    store.steampowered.com/app/1949610/Luminous_Realms/
    What do you guys think, was moving away from Open-World style gameplay a good idea?

    • @aguywithgames3135
      @aguywithgames3135 9 месяцев назад +4

      If you feel this is what clicks with you, then you should go for it!

    • @kotybakm2334
      @kotybakm2334 9 месяцев назад +1

      Probably cause open world games need to fill it with a lot of good content or else it would be a boring empty world game

    • @Null_DreiAcht
      @Null_DreiAcht 9 месяцев назад

      I think I prefer game that way. While Kingdom Heats III wasn't really an open-world (outside of a few specific world), it did seems to apply some OW technic for loading sections of a world instead of moving between multiple zones. I wouldn't say it was bad, but it made certain world feel empty.

    • @archive803
      @archive803 9 месяцев назад +1

      So glad you decided to go what your going with. want you to make the game you want to make but I honestly that the Open-World seemed a bit too out there from what you were originally going for. Back on the hype train and gonna be around every step of the way! Thanks for putting in the work you do.

    • @its_myo
      @its_myo 9 месяцев назад

      i think so, kh1 for examole has exploration but each room is fairly smaill i mean in khbbs for examome the worlds are like made out of like 10 rooms

  • @NeViKble
    @NeViKble 9 месяцев назад +234

    Imo dropping the open world was a good idea, especially for a indie developer considering how much work you have to put in to make a good and sensible open world experience.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +16

      I definitely think it would have been possible just like the solo dev of A Short Hike did it but for me it just didn't feel like thr game I wanted to make anymore 😅

    •  9 месяцев назад +3

      ​@YahyaDanboos you could take the ninja gaiden black route and just make every linear level seemless and have things load while the character walks through a door or part of the level.

    • @ok_listen
      @ok_listen 9 месяцев назад +1

      100% agree

    • @willuigi64
      @willuigi64 9 месяцев назад +4

      @@YahyaDanboos for the scope of your game, you'd have needed to do a lot more designing than what A Short Hike did.

  • @Yozora_Jan
    @Yozora_Jan 9 месяцев назад +66

    The best creativity always comes through limitations. Always happy to support, glad to see you're enjoying the dev process!

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +5

      Exactly, that's such an important rule to never forget about 😊

    • @ex-x7079
      @ex-x7079 9 месяцев назад +3

      I think its a lot deeper than that.
      Limitation enforces critical thinking, but it does not increase creativity.
      For a long time, Japanese developers had expressed their ideas, for the players through liminal spaces.
      The Creative aspect didn't change, it's just the expression that has changed, drastically.
      And now, everyone expresses their creativity all through one pipeline.

    • @barry5
      @barry5 9 месяцев назад +1

      @@ex-x7079 Im gonna be honest, nothing of what you said except those first two sentences made any sense.
      And limitations do help with creativity, they give you a starting point. It's a lot more overwhelming to be able to make literally anything.

    • @snipazz4316
      @snipazz4316 8 месяцев назад

      (off topic) so this is why minecraft isnt fun anymore? i enjoyed older versions with little and simple content more

  • @astrahcat1212
    @astrahcat1212 9 месяцев назад +86

    Linear games are the best ones in my book, but it used to be an unpopular opinion and I think that opinion is gaining some traction these days.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +18

      indeed, I feel we have too many Open-world games now and the games are losing the charm that linear games always brought to the table

    • @astrahcat1212
      @astrahcat1212 9 месяцев назад +16

      @@YahyaDanboos It's just that, open world used to be made for a very different reason, these days we see more to try to keep people tied into subscriptions.

    • @nicholasmorgan7609
      @nicholasmorgan7609 9 месяцев назад +4

      I think it's a matter of case-by-case basis. Not everyone can make it work. Some devs see popular open world games and try doing that and failing.

    • @tamerkoh
      @tamerkoh 9 месяцев назад +6

      @@YahyaDanboos I'm of the mind that semi-open games tend to be the best myself. Let me explain
      Let's take a timeless masterpiece like say Zelda: A Link To the PAst, or even one of your direct inspirations, Kingdom Hearts 1.
      In both cases, the games start out linear initially, but then open up some options, before needing to converge at the same point later.
      In A Link to the past, the initial rain portion and Hyrule Castle is mandatory for every player. The moment you exit the Sanctuary after escorting Zelda, it's still mandatory that every player does the Eastern Palace dungeon first and next. However, you have a lot of freedom in what you can accomplish before just beelining over there: You're free to explore like 80% of Hyrule (Death Mountain is the only portion of the map fully inaccessible), and are able to have a total of 5 Heart Containers, Bombs, Magic Powder, the Bug Catching Net, Two Bottles, and the Ice Rod before even setting foot in the first dungeon, if you do a full thorough sweep of what's possible before. So even though there's only one real place to go next for progression at this point, you still have lots of things to go and find and checking out your surroundings. The progression itself remains linear until after you obtain the Hammer from the first dungeon of Dark World. After that, you can do the remaining dungeons in almost any order. You only need the Titan's Mitt from Level 4 to access the latter half of the dungeons, the Fire Rod from Level 3 to enter Level 5, and both the Fire and Ice Rods to face Level 7's boss. Because of this ability to choose here, each playthrough can be a bit different, even if the set pieces themselves aren't changing. All players must converge at Ganon's Castle as the final dungeon, no matter the order they chose before.
      Same thing happens in KH1. IT's basically the metroidvania style progression you mentioned in the video. I think this is the best type of game design, because it not only allows for some variance between playthroughs, but also heavily emphasizes the player's relationship with their moveset and the environment around them

    • @SparkyTV2
      @SparkyTV2 9 месяцев назад +3

      Jake and Daxter was the perfect mix of open and linear

  • @Kreter4
    @Kreter4 9 месяцев назад +31

    Seeing Dissidia and Crisis Core in the Art section made me so happy! Great job and good luck for the future! KH2 combat is so good but so hard to get right.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +2

      Hehe thanks! I've loved the art style of Dissidia and Crisis Core so it's a huge inspiration 😊
      Indeed trying to create something similar to the KH2's combat system is tough, I'll do my best to try to get it right 💪

  • @killuafanboy3812
    @killuafanboy3812 9 месяцев назад +22

    1:34 That is something that has been a dream of mine. KH1 is my favorite, story wise, but KH2 is my favorite combat wise. 😊
    I've imagined KH1 with KH2 style combat ever since I got to play them on PC.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +9

      Mine too!! I always felt KH2 was lacking in 3d platforming and exploration and the sense of wonder with the story, so I'm really excited to combine those two game styles together into one 😁

  • @JoshMannon
    @JoshMannon 9 месяцев назад +14

    So glad you've added performance sliders! Hopefully now I'll be able to get in and try it.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +1

      That's great to hear, glad this can help you experience the game 😁

  • @alexstach8667
    @alexstach8667 9 месяцев назад +16

    It's crazy how you managed to recreate the basic feeling of a Kingdom Hearts Game in this early stage.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +2

      Thanks! It's been quite tough to get things to feel right but I'm glad that I'm able to slowly get it there 😁

  • @gothwood9
    @gothwood9 9 месяцев назад +9

    I don't mind dropping the open-world in favor of more compact limited exploration style like KH1. I think the best part of KH2FM outside of combat was exploring the Cavern of Remembrance, which really opens up as you get more growth abilities. Transferring that level design into an area that the player has a reason to come back to as they gain more abilities helps add replayability to an area you would otherwise build just to see the player run through only once. "Hub" areas are also a good way place to pour creativity while cutting down on having to craft a ton of levels to get the player from one area to another.
    You can also use big areas to test and reward players for understanding the mechanics of the game to reach otherwise inaccessible areas of the map with treasures.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +1

      Yes exactly, that's the feeling I'm going for. I really feel it's a shame KH2 didn't have any proper platforming and the Cavern of Remambrance leave much to be desired 😅
      And yeah u really like hub areas too and will have one of those in the game 😁

  • @arrowsdev
    @arrowsdev 9 месяцев назад +13

    you made a great decision bro i really loved the compact enclosed environment even in this gray box stage it looks very cool, best luck man

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +1

      Right?! I really think so too, that's why I got so quickly convinced after I made a small weekend test with this style of gameplay 😁

  • @JustVoylin
    @JustVoylin 9 месяцев назад +2

    Hey there! Another indie developer living in Japan here ;)
    For the style of your game, being linear instead of Open World will have much more benefits for your game imo. Looking forward how this game will turn out ^^

  • @RebelTaxi
    @RebelTaxi 9 месяцев назад +1

    Replaying KH1. I forgot had how small the maps were. Feels perfect for an indie project scale

  • @tomsantos9448
    @tomsantos9448 9 месяцев назад +7

    Switching to linear is probably the better choice. Now you can focus on speeding up the combat and not having to worry about making tons of assets and over working yourself

  • @justnormalgamer3404
    @justnormalgamer3404 9 месяцев назад +9

    خطوة جيدة أنك تراجعت عن العالم المفتوح
    بحكم أنه مشروع مستقل ففكرة العالم المفتوح فقط بتزيد الحمل عليك وبيكون شبه مستحيل تخلص اللعبة الا لو ضحيت بلمحتوى
    وبلتوفيق لك
    اللعبة متفائل جدا بها

  • @ranguntnt8732
    @ranguntnt8732 9 месяцев назад +10

    Looking good. A bit of a shame that the open world had to be dropped, but for a budding indie developer maybe trying to basically make a game that's the best parts of kh 1, kh2 and making it open world maybe wasn't very realistic. I'm just glad development is still going on and getting updates

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад

      Thanks! Indeed it could have been an interesting attempt but I feel with this path I'll be able to create something that I'm more proud of 😁

    • @ranguntnt8732
      @ranguntnt8732 9 месяцев назад +1

      @@YahyaDanboos yes, many frabnchises go down the more content route but I feel like if many triple A's can't pull it off its unrealistic to ask of an indie dev to do exactly that

    • @goldenlotus3046
      @goldenlotus3046 9 месяцев назад

      ​@@YahyaDanbooswhy cant you do an open world with a ton of more linear and intimate sections? Like not something that's breath of the wild level with a full on climbing system where you can climb everything....but more in the vain of maybe twilight princess? Like instead of selecting worlds on a menu like kingdom hearts each section has an open hub...like hyrule field but something that fits the world and lore of your game...that has all the different zones connected to. Maybe some zones can be played in any order, giving the players more freedom to choose where they want to go and feel like the world is open...while other zones are locked until specific zones are completed.

  • @bitemegames
    @bitemegames 9 месяцев назад +14

    Nice to see you're still going strong.
    Open worlds are generally the biggest trap for gamedevs, as it's also just so much more extra content, as you can't just leave empty areas actually empty, they still all need to be filled up. Getting a non-linear story is also really hard without completely railroading the player, at which point you may as well have just stuck to a linear 3D platformer like you're doing now.
    Keep it up!

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +2

      Yeah man, you're totally right, I totally fell into that trap and after working on it for several months I realized all these issues with open-world design that I didn't like. That's when I started to miss the linear design to which I then switch back to 😁

  • @viruschris3160
    @viruschris3160 9 месяцев назад +6

    Honestly, I never really liked Open World and gotten sick of them recently even if I like the game (TOTK and Sonic Frontiers). So, hearing you step away from it and focusing on a more linear world design is great to hear. Considering Open World is a very massive undertake to do on one's own with so many variables to consider compared to a more tight, focused, and straight forward game like Linear style offers.
    It's very good to hear from you again. I remember seeing your project a while back and was stroked to hear someone make their own KH-style game. I wish more people made something like that. And you doing KH1 level design with KH2 combat style which I think is going to be great... which is what I wished KH3 was, but it went too massive and didn't like it.
    I hope you'll eventually make tutorials on how someone else can make their own KH-style game as well. Even trying to replicate the KH2 combat is very tricky it seems. I dream to make my own too, which has more of an anime-ish appearance to it with maybe Cel-Shaded in mind.
    Basically the gameplay loop I have for my dream is that it combines KH2 combat with Dragon Ball Z Karakot gameplay styles a bit. So using the Down D-Pad access Items, while using Left and Right changes Weapons. And my Protagonist has magical shape-shifting weapon so you switch to a different gameplay. Pressing the Triangle Button (PS controller) you can swap between Melee and Range weapons so you have 6 types of Weapons in total. Which he dual wields as I love dual-wielding and makes him stand out a little more.
    I want my game to be similar to KH2, but with its own twist and playing DBZ Kakarot further expanded on that idea. Not to mention that both Melee and Range have both Short and Long attack and this idea based on Zone of the Enders's gameplay. And using the R2 allows him to run at blazing speed which is drawn from Sonic Frontiers with the Boost mechanic. I do plan on a Flight mode so he can fight like a DBZ character with enemies in the air.
    As much as I didn't like KH3 there were good ideas in it like blocking in midair, using items in the air, Shotlock, and Airstep which I kinda want to add into my dream game. And with transformations too. I have many ideas which I'm writing down, but before I even attempt to make my dream game I want to first learn a game engine and make a few sample games to get into the swing of things.
    From your video you're using Unreal Engine, right? 4 or 5? I would love to try it out, but sadly it's attached to the Epic Game Story Launcher and I refuse to get that Launcher. Whether or not the stories I hear about it is true or not, I have Steam and I don't plan on having another Launcher especially when they take games that could be on PC elsewhere (wanted to get the KH series on Steam). Any engine similar to Unreal Engine?
    Also, do you use Blender for making the 3D models?
    Sorry for the ramble. Just seeing you make your dream game got my excited and wanted to share as well. I look forward to when Luminous Realms is done. It's looking great so far! Oh, right Discord server. I'll be joining soon enough.

  • @ToMaSsS10
    @ToMaSsS10 9 месяцев назад +6

    linear> open world, I dont want to waste my time on empty fields

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +1

      haha yeah totally agree 🤣

  • @xinoHITO
    @xinoHITO 9 месяцев назад +7

    I support your decision! I believe you’re making good decisions to manage scope!
    It’s even better that you validated it through playtesting!
    Also. Digimon Adventure? Nice 👌

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +2

      Thanks man! Indeed playtesting is soo important!
      Hehe yeah love the Digimon Adventure series 😍

  • @ry2950
    @ry2950 9 месяцев назад +6

    Linear worlds can work just as good in a RPG if there are gameplay elements that are compelling.
    For example Final Fantasy X and Final Fantasy XIII are both very linear games in the franchise, but one is universally loved while the other is hated. One of the core reasons is that FFX Sphere grid progression system allows different avenues for the player to enjoy the actual combat by building their characters different ways, while FFXIII level progression offers little to no variety plus has a level cap.
    In Kingdom hearts there are many different ways to play. You can over level, under level, optimize equipment, equip certain abilities, go to some worlds in different order, etc so even though its game progression was linear the core gameplay wasn't.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +1

      Yes indeed, I think the way Kingdom Hearts does it so nicely 😁

  • @stormblade2895
    @stormblade2895 9 месяцев назад +33

    I think the game itself looks good, but I think currently its identity is "that indie game that's like kingdom hearts". Not just because the gameplay is inspired by the series, that's fine, but lots of smaller features like the save points, pause menu, the way the target lock is implemented, etc, all seem to replicate kingdom hearts for the sake of replicating kingdom hearts. Not a critisim of your work, but I feel like there are some great indie games that are only known for being like another big game, than standing out on their own.

    • @reptilemark7346
      @reptilemark7346 9 месяцев назад +7

      I agree. There's no innovation although he does a good job replicating the kh style gameplay. If you look on youtube most game devs who create 3d platformers make their game exactly like Mario 64 or oddessy🤷🤦😂. It's like playing a re skinned Mario game

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +17

      Indeed so far its been mostly replicating stuff, but I'm working on creating a unique story, world and atmosphere for the game that will make it more unique. And yest indeed the UI and things like save point are very similar now but I will be changing those too, to be more unique and better fit the story

    • @caiomascarenhas5910
      @caiomascarenhas5910 9 месяцев назад +3

      The story and atmosphere isn't really enough to stand out on its own - the game already looks like kingdom hearts by a whole lot - maybe you should astray from what is recognizable from Kingdom hearts and make it your own way.
      When you chose to make an open world style game, it would differ a bit from the series - not quite much, but that'd be something different. But now linear levels are just like kingdom hearts and I'm a bit lost as to why someone would play this if they could just pick up any KH game.
      I also think this was the best decision for the game (linear levels) but watch out for making this game just too much like kingdom hearts.
      If someone can pick up and play KH, why would they play your indie game instead, that has no disney or snappy AAA graphics? That's an important question you need to answer: how does your game stand out on its own compared to kingdom hearts? How can you make it unique so that fans of KH don't just think "oh it looks so much like KH", they would go for "oh it looks like KH, but there's THIS or THAT different thing that I'm really loooking forward to see how it plays out"

    • @Renteka-Bond
      @Renteka-Bond 8 месяцев назад +2

      @@caiomascarenhas5910 It's still early though (like, early early). And as someone who got into Genshin again pretty recently, the Open World bit just looked like that. Getting the fundamentals down first, as he's expressing here, is so important before worrying about the tweaks and personal flourishes. Deciding to dump the OW now in order to focus on linear levels and then working on making that shine is a solid choice to make here, even if the og KH games 'also' have linear levels.
      Also, it's not like we're flush with KH games OR KH-like games out there anyway, to be honest. There's room for attempts and alternatives, especially in a particularly underserved 'market' of ideas. I don't think anything you've said is something Yahya hasn't considered, it's just not relevant at this point in development.

  • @SuupurSanicc
    @SuupurSanicc 9 месяцев назад +2

    A matroid-vania style KH inspired game, with DIGIMON inspiration?!? That's so sick

  • @Mnemoniforma9.00
    @Mnemoniforma9.00 9 месяцев назад +9

    Yeah. Open world is a commitment that often seriously limits stylization. If you aren't a triple A, it's probably out of your purview.

    • @goldenlotus3046
      @goldenlotus3046 9 месяцев назад +5

      Idk if i agree with this. Open world on the level or breath of the wild or elder scrolls/fall out, yeah for sure. But i feel you can still achieve the feel of an open world with a hub area that connects all the different more linerar and intimate zones together.
      You could argue twilight princess or ocarina of time has an open world, since all the zones are mostly accessible...but they still have a more straightforward and linerar design to their level progression.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +2

      I mean you wouldn't need to look further than A Short Hike which is a solo indie game dev game that is basically an open-world

  • @sevhoss
    @sevhoss 9 месяцев назад +9

    Damn if we get character models inspired by FF7, I'd be even more hooked than I already am. I actually had a conversation with people about how no one has tried to replicate KH2 combat. It's wild how much of a masterpiece that game is, emphasis on IS, yet somehow I don't see any while at the same time I see many Souls-like games. It's probably because Souls-games have a western aesthetic because I don't remember Code Vein being that great but every other one seemed like it got popular enough.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад

      Yes totally!! So many Souls-like and other X-like games but no one attempting a Hearts-like game. One reason I think might be because it's soo hard and complicated to pull off to make a Hearts-like 😅
      But I'm gonna do my best to deliver that to you and everyone else 😊

    • @sevhoss
      @sevhoss 9 месяцев назад

      @@YahyaDanboos I’m inclined to agree, KH2FM is pretty wild

  • @Densoro
    @Densoro 9 месяцев назад +2

    Blending KH2's combat with KH1's platforming sounds like such a winning combination. The original series' decreased emphasis on platforming was such a missed opportunity.
    Lately, I've started to feel like _open world_ games aren't as satisfying as _open-ended_ games. Enclosed environments with specific platforming challenges -- but if you're clever and understand the mechanics, you can tackle those challenges in any order. Mario Sunshine was a brilliant example of this: you could load into world 1-2, but complete the challenge for 1-5 if you could find a way across the broken bridge. This is achieved by crisscrossing the paths for each objective on top of one another, often layered vertically.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +1

      Hehe yeah I think it was a big missed opportunity as well, thats why I'm hoping I can deliver that perfect combination 😊
      I still need to try mario sunshine, never gotten the chance to play it 😅

  • @Alex-gv9os
    @Alex-gv9os 9 месяцев назад +11

    This game will be awesome for sure 🤩
    Keep working on

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +1

      Thanks! I'll do my best 💪

  • @angelrevelations
    @angelrevelations 9 месяцев назад +1

    I'm excited for your progress! Can't wait to try it out in the future.

  • @AlexxxMYLSince2013
    @AlexxxMYLSince2013 9 месяцев назад +11

    I do think that you should drop the save spots and have manual saving in the menu, sometimes you need to shut down a game quick and the save point is to far away.

    • @AlexxxMYLSince2013
      @AlexxxMYLSince2013 9 месяцев назад +5

      @pooppa3102 they have been dissapearing since the 2010s.
      They are nostalgic but outdated

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +3

      Yes I totally agree on the issue. That's why I'll be adding on top of the save point an auto save feature where it automatically saves the game's progress when changes happen in the game 😁👍

    • @AlexxxMYLSince2013
      @AlexxxMYLSince2013 9 месяцев назад +1

      @@YahyaDanboos 👍🙂

    • @TheMamaluigi300
      @TheMamaluigi300 9 месяцев назад

      @@YahyaDanboos And honestly, that’s probably the best idea
      I always liked having save points as a reminder to save, usually positioned before boss fights or afterwards

    • @D3athL1vin
      @D3athL1vin 9 месяцев назад

      @pooppa3102name a few games in the past 5 years with save points then

  • @s4bishii
    @s4bishii 9 месяцев назад +5

    is looking better and better 😁

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад

      Hehe thanks!!! I got you to thank for that too 😁

  • @ROYAL-ob6kf
    @ROYAL-ob6kf 9 месяцев назад +2

    it would actually be sick if you made regalia music for the soundtrack

  • @thatboringone7851
    @thatboringone7851 9 месяцев назад +4

    Open world games are one of those things that I love the idea of more than the implementation in most cases, both in playing and creating. It's incredibly easy to mess up. Introduce too much linearity to keep the experience consistently fun and you end up with players feeling railroaded and lacking in choice, while too little can leave large gaps between interesting places/events or emotional punches that mess with how well the plot lands and how enjoyable combat/exploration is.
    A few exceptions for me as a player would be games like Subnautica where fear of the unknown, hostile wildlife, and thalassophobia fill in the gaps where you could otherwise get bored by long traveling times/resource gathering and lose tension, or Baldur's Gate 3 where Larian worked so hard at creating a tight experience that they avoid some of the more common open world pitfalls.
    Overall though, these days I prefer linear games adding more open elements where they can work well more than open world games trying to add linearity back in - it's definitely the right choice for a Kingdom Hearts inspired game imho, KH was originally designed to be linear and so works best as a linear game. KH3 suffered in some ways for adapting it to open world design, eg by expanding their maps so much, making chest hunts (and the hidden Mickeys) much more grindy and tedious.
    From a dev perspective, it helps to avoid blowing out the scope and burning out (especially if you're doing things solo). That's already way too easy to do even without designing an open world :/

  • @PatVX1
    @PatVX1 9 месяцев назад +1

    I definetly agree that for this kind of game, a more linear and compact world will work better. A lot of games these days seem to go for the open world approach, but as I think a lot of people already know at this stage, there's tons of examples where the open world doesn't actually add anything meaningful to the game and just becomes extra space to walk around in.
    I love to see this project coming along, it's the kind of thing that I dreamed of making back when I started studying. Nowadays I'm working full time, and I don't quite feel I have the time or drive to make a full 3D action game like this, but seeing projects like this doing thek inds of things I love but better than I can is truly awesome. Keep it up!

  • @drago2070
    @drago2070 9 месяцев назад +2

    or, you could even make all the smaller rooms, then make it similar to kh3, where they are big combined areas, but still make them with the level design that you want, so there isn’t too many loading screens.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад

      Hmmm, not the biggest fan when the rooms are too big even if they are small interconnected areas. There is just something nice about having them separated and isolated 😁

  • @metalhurtstopunch3696
    @metalhurtstopunch3696 8 месяцев назад +2

    When you're a kid playing games and your imagination is still big enough, linear levels feel like they are part of a bigger world thats possible to explore if you somehow can break out of the map. Of course knowing how games are made kills this idea.

  • @saibamoe
    @saibamoe 9 месяцев назад +2

    let the game speak for itself, let the users taste the vision in glimpses, and they will flock to your patreon link without you having to beg for it

  • @TheDwarvenDefender
    @TheDwarvenDefender 9 месяцев назад +2

    Because friendship is such a large focus in the _Kingdom Hearts_ series, I've often thought about how I want the Bond LV from _Dream Drop Distance_ brought back, but in a much more relevant and ambitious way: With your party members being the main characters instead of monsters with no personality, where you gain Bond with them by playing minigames (like _Yakuza: Like a Dragon_ ,) by just hanging out (like the _Persona_ series,) or by having conversations with them in specific locations that flesh out their character (like the _Xenoblade Chronicles_ series.) This would act as a solution to one of the big complaints from many fans about the series, that "they talk a lot about being friends but we rarely see them doing the things friends do," while also adding purpose to playing minigames and sidequests. A system like this would likely be extremely difficult to implement. However, if I were making a game inspired by my favorite series, I would definitely want to include features that make up for shortcomings found in the series that inspired my game.

    • @lpfan4491
      @lpfan4491 9 месяцев назад +1

      Tbh, I don't see how making content for a few existing characters is more ambitious than making a Pokemon clone.

  • @plusah1268
    @plusah1268 9 месяцев назад +2

    just 1 little gripe, I feel like this game can benefit from having a different type of text system than kh has. While its obviously not exactly the same, a more modern textbox ui would be pretty cool

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +1

      Yeah i agree, I'm not a big fan of how it looks now 😅
      Gonna update it in the future

  • @KojiKazama
    @KojiKazama 9 месяцев назад +3

    So KH1 platforming with KH2 battle system in a Final Fantasy based world. Sounds like the best game ever. Honestly never been a fan of open world games and never saw what all the hype was about. Small platforming levels generally have a uniqueness or theme to each and are quite distinguishable, unlike open-world where things get repetitive, become a pain to track, boring to travel to a specific place and in-between places always feel like generic filler.

  • @Cane-Aubright
    @Cane-Aubright 9 месяцев назад +2

    When you mentioned a more compact linear world with some elements of metroidvania style backtracking my mind immediately went to Devil May Cry 3.
    DMC3 has a structure of "Missions" that you progress through linearly, but it all takes place in one single location which you can travel to any already-explored area of, regardless of mission.
    I'd recommend examining how DMC3 handles this structure and setting, it may yield some extra design ideas for the setting of your game and how the player will explore it

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад

      Ohh interesting, I've only ever played DMC1, I'll try to check our DMC3 😁👍

  • @alenezi989a3
    @alenezi989a3 9 месяцев назад +1

    I've just joined your patreon, best of luck man I hope the game you make turns out great.

  • @CashierNub
    @CashierNub 9 месяцев назад +4

    keep going!

  • @Viridios
    @Viridios 9 месяцев назад +4

    Do you think about a single protagonist or a female version? I doubt you make character customization. Im interested about the story. As a screenwriter it’s my passion

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +3

      Yeah I gonna make it a single protagonist with a story revolving around him. I too prefer such story telling in games 😊

  • @MasterBlade111
    @MasterBlade111 9 месяцев назад +5

    This looks great! Keep at it!

  • @gaelg.c3256
    @gaelg.c3256 7 месяцев назад +1

    This is trully a wonderfull work..!!🎉❤

  • @diegoalfonsovergaragonzale5776
    @diegoalfonsovergaragonzale5776 9 месяцев назад +3

    im thinking its an good idea, but if your gonna do it, better use the references of other KH games, like KH3 and DDD or even the missing link's trailer in part of clinming and swinming, and when your character final attack like the recoded final strikes?

  • @Vorance
    @Vorance 9 месяцев назад +2

    Just saw your reply to my comment that I had made on your last video. I'm honestly really excited to see the switch back to the more linear focus and have even re-added the game to my wishlist. Based off of purely watching this video though, I think it would be cool to see a some form of animation canceling added to the game and maybe a slight speed up in the combat animations. I'm super excited to see the final product and as a KH fan, you already know I'm willing to wait a decade or longer to get it lol

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +1

      I'm really happy to hear that! 😊
      Indeed we've been well trained to wait for years and years until a new game comes out 😆

  • @farhanrahman3667
    @farhanrahman3667 9 месяцев назад +1

    you should speed things up; i think it would make it better. currently, it feels slow and floaty. make it sharp, and solid

  • @lexibyday9504
    @lexibyday9504 9 месяцев назад +1

    There's a seemingly forgotten style between open world and linear were you can explore the world in whatever order you want but it's not a completely open terrain map with objects on it, it's designed and modelled levels that "clip" together. Think about how the worlds of earlier pokemon games would look if you "clipped" all the screens together into a continuous world map but kept the same area layouts. It is a world. It is open for you to explore. But you can't explore off the paths leaving inaccessible areas. So we just add more paths to fill the gaps in. Now the whole world is open and explorable. It's not an open world, and doesn't suffer the gameplay problems of an open world, but it still has the benefits of an open world.

  • @ElJosher
    @ElJosher 9 месяцев назад +1

    First time I’ve heard and seen of this project. Interesting indeed. You said kh2 combat and i was hooked 😂

  • @billmore6486
    @billmore6486 9 месяцев назад +2

    KH2 peak design, glad you went back to it!

  • @DigiBrad
    @DigiBrad 9 месяцев назад +2

    I started following you because of KH but I'm very very interested to see what Digimon inspirations you will end up using!

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад

      The sense of adventure and thrill of the story in Digimon is gonna be a big inspiration for Luminous Realms' story 😁

  • @johnervin8830
    @johnervin8830 9 месяцев назад +2

    This looks like an interesting game, and I can't wait to get my hand on it when it's finished. Hell, even just play testing would be cool. Keep up the great work

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +1

      Thanks! Can't wait for everyone to get a chance to try it 😁

  • @MrTrubbol
    @MrTrubbol 9 месяцев назад +4

    Do you need any additional artists? I only know 2d art, but I'd be happy to try and contribute what I can if asked.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад

      DM me your portifolio on Twitter 👍

  • @darkrozen4110
    @darkrozen4110 9 месяцев назад

    Cool devlog, nice presentation of level design!

  • @NaughtyKlaus
    @NaughtyKlaus 9 месяцев назад

    Saw one of your bugs say that camera flickers when doing finishers, and got me thinking about how something to due with my springarm collider on Godot 4 was causing similar sounding issues. I'd recommend turning off all camera / springarm collisions when doing finishers to get an idea if that's your issue.

  • @oopsie_daisy_omg
    @oopsie_daisy_omg 9 месяцев назад +1

    What do you use for the planning? Looks neat!! I want to do something like that for my project ♥

  • @darklordoffirex7777
    @darklordoffirex7777 9 месяцев назад +1

    In the last video you made I thought that you were getting a little sidetracked by breath of the Wild by trying to implement those kind of game mechanics that would be required for an open-world environment but now I think you are 100% on the right track. The linear World design, the metrovania style of world-building, the Digimon enemy designs, the 3D platforming of Kingdom Hearts 1 and the complex combat of Kingdom Hearts 2 is perfect❤

  • @WILDMUSTANGX
    @WILDMUSTANGX 9 месяцев назад +2

    I mean, you could still have some larger, more open areas in between the more linear sections.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +2

      Yeah that could still be possible to add

  • @VerendumGames
    @VerendumGames 9 месяцев назад +3

    "The exploration and platforming of KH1 and the combat of KH2" oh okay so you're just making the BEST GAME EVER??

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +2

      Hahaha, pretty much! that's what I'm going to try to make 😁

    • @VerendumGames
      @VerendumGames 9 месяцев назад +1

      @@YahyaDanboos I’m definitely gonna follow this project. Looks awesome!

  • @ChadWWolfe
    @ChadWWolfe 9 месяцев назад +1

    You're doing some great work here. I really love what you've got so far! Dropping the open world concept was a good idea, I don't think it'd really fit this style of game anyways. It's likely that the actual Kingdom Hearts franchise will lean heavily in this direction, and I don't think the response to it will be very good, because of the simple lack of direction toward the original design focus of Kingdom Hearts, which is what drew us all to it in the first place.

  • @OfficialRaveBlitz
    @OfficialRaveBlitz 9 месяцев назад

    This is amazing! Keep up the great work!

  • @LPgamedev
    @LPgamedev 9 месяцев назад

    KH1 level design with KH2 combat, sounds perfect! I'm personally glad that you decided to not go open world. I'm looking forward to being able to try it out!

  • @ctct9418
    @ctct9418 9 месяцев назад +1

    You should increase the gravity, the jump looks really floaty

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад

      Indeed, still trying to finetune that 🤔

  • @brosyouknow5013
    @brosyouknow5013 7 месяцев назад

    I love the updates. My Opinion but one thing I love, is little things in kh1 that’s missing in kh2 like extinguishing the candles as a little secret chest or soras walk animation and the animation where he has his back against the wall and shimmy’s.

  • @jefekenh
    @jefekenh 9 месяцев назад +3

    You can compensate, make it semi openworld.
    If you tell a story and dont want to make it to messy you go from A to B to C , keeping the level liniar aswell to achieve that.
    If there is no story to tell you can make the map open.
    Example: KH1 you go from traverse town to alice in wonderland, traverse town could be open world, and alice in wonderland could be open world , but you have to finish traverse town before heading to alice in wonderland.

  • @gallow_
    @gallow_ 9 месяцев назад

    In a weird way, a more "limiting" level design allows for a lot more level designs to shine through I think. I'm a big fan of levels that can be completed in multiple ways, I think that's the best of both worlds for what open world games are typically supposed to offer the player anyways, just on a smaller scale.

  • @TheArtist808
    @TheArtist808 9 месяцев назад +1

    As an indie don't feel obligated to do what's trendy. I like all designs on the spectrum of linear to open.

  • @maxmorgan3370
    @maxmorgan3370 9 месяцев назад +1

    When you initially decided to do open world, I still wanted to follow your game and keep an eye on it as it grew, but I'll admit I was a bit disappointed because it started to feel more like a small homage to Breath of the Wild rather than a Kingdom Hearts inspired game. And I'm not saying the KH inspiration wouldn't have been there, but that's just how drastic that shift to open world, free climbing, and paragliding affected the overall feels even just from the little demos you showed off.
    Now this, THIS feels like Kingdom Hearts! This feels like we're back on track where we were pre-open world, and I'm honestly a lot more excited again after seeing this video! I was going to keep an open mind either way, but I'm happy that this is the direction Luminous Realms is taking now.
    Let me also add, KH1 world design was some of my favorite in the series, so while the combat here is more KH2 inspired, I love that the level design takes after KH1 😁

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +1

      Thank you for your continued support and I'm really happy to see you and many others bring as happy as I ma to be back untrack for this style of game.
      Yes I really love the KH1 style level design and I can't make this game without it 🤩

  • @darkwolf780
    @darkwolf780 9 месяцев назад +1

    To be honest its still relatively simple to make a linear level but also make it seem open world. I myself am working on a similar Idea of a linear game with an open world feel.

  • @Dogedevcd
    @Dogedevcd 9 месяцев назад

    what app did you use for the planning?

  • @GlerpidyGlarson
    @GlerpidyGlarson 9 месяцев назад +1

    I like the sea of stars approach

  • @yearight1205
    @yearight1205 9 месяцев назад

    Ever thought about creating an open world that is based on instanced linear levels you make? This way you retain your creativity, but can create something large scale.

  • @Aniga34574
    @Aniga34574 9 месяцев назад +1

    The real issue that I see with Open World structure is that, unless you have a giant pre-plan to work from, it's just a lot of empty space that does nothing to serve the players and gives a headache to developers. This ain't like "Shadow of the Colossus" where you have only bosses to fight and explore an empty land for speculative lore.
    If you want to do an open world, start from a linear story and levels and grow from there. Side Areas and compartments to help flesh out the level and then take is a little further into a giant- yet compact space. Look at what you have later with a more logical mind like the logistics about how certain shops run and deliver, the sewers, power plants, important buildings for the level or story.
    Heck, you don't even need to do a 1:1 world map if your doing an "open world", use ff7 as an example when the characters are on the overworld map and have the characters be giants and designated locations for level like structures like towns and caves and such.
    TBH your better off giving the illusion of an open world than actually doing one, as there is less to add and worry about.

  • @alexanubis1
    @alexanubis1 9 месяцев назад +1

    if I could give some feedback, the animation of your heor/main could get a lot better :P

  • @johnjackson9751
    @johnjackson9751 9 месяцев назад

    Open World can work for an mmo or a live-service game that constantly recieves updates and new content (world of warcraft, for example)

  • @melontoucan7327
    @melontoucan7327 8 месяцев назад

    Just curious, did you make your own attack animations? Or are they all from mixamo? Loving this project so far!

  • @morgen3369
    @morgen3369 8 месяцев назад

    Doing an open world game requires a lot of experience and manpower. It's a huge challenge (if you want to do a good one that is) and it will double or triple the time it makes to do your game. So I think you're doing the right choice yeah. Anyway, good luck, it's looking good

  • @8bitmagic
    @8bitmagic 9 месяцев назад +1

    Good move. I will be much more interested in a linear/metroid style game.

  • @ultimatealdo1922
    @ultimatealdo1922 9 месяцев назад

    That’s cool I was thinking of doing Kingdom Hearts inspired game that feature Dreamworks characters called Imaginary Stars

  • @user-bd3tn8zt5m
    @user-bd3tn8zt5m 9 месяцев назад +2

    To avoid mistakes like wasting resources and time on having to make big changes like this use a GDD or hire a Game Designer to ensure which is your game vision and pillars @YahyaDanboos if you don't have a clear vision you gonna waste time and resources for nothing, Game Designer and Director here

  • @GraniteFaun
    @GraniteFaun 9 месяцев назад

    Final Fantasy AND Digimon influences? Looking forward to it xD

  • @Daltonisntabot
    @Daltonisntabot 9 месяцев назад +2

    So, can we expect Kaze Emanuar levels of optimzation down to microseconds of optimizations through ASM?
    On a more serious note, I'm am intersted in how you'll optimize things. Like, mega textures, normal-sized textures, or maybe texture atlases with vector colors to give the illusion of depth? I already know you wanted to optimize game similar to KH1 and KH2, but I'm not too familiar if you talked about how lighting would be like or even textures. I'm curious what you have in mind for them on a more technical side.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад +1

      Haha that would sick, Kazemi Emanuar is amazing with what he does with Mario 64 🤩
      I'll try to do all kinds of things with texture optimization, lighting, 3d models and a bunch of other things.

    • @Daltonisntabot
      @Daltonisntabot 9 месяцев назад

      ​@@YahyaDanboosMaybe something you can do now that you have a proper lock-on system, you could have different dodges. I know Project: Nobody May Cry is a mod, but maybe side-step, or a backflip to actually be able to get away from enemies and be able to understand the situation can be useful and handy. Maybe like in that KH2 mod, if you time it, you can counterattack also similar to Breath of the Wild, or a "perfect" block. Maybe no stagger for the character and you throw the enemy off-balance and get a limited resource or a command gauge or "debug" gauge like in Coded? I also remember different weapons having different combos depending on their "heaviness" in an earlier devlog, so I won't repeat that. It just gives the player more freedom and that's always a good thing, like in DMC or what Xadd is doing with the forms in the "FF" Free-Flow mods for normal Sora. Being able to block mid-combo or roll/dodge out of it if you mess up or misclick is always useful too.

  • @soundrogue4472
    @soundrogue4472 9 месяцев назад

    1:51 I'm surprised you didn't use a magnet aura system to pull in gems.

  • @Lightforeverandever
    @Lightforeverandever 9 месяцев назад

    I wish u the best for this game inspired by my fave franchise and im also excited to say im makin a KH board game of my own (not digiyal or official just simple traditional art black pen n paper) and yes even the simplest game can become a complex process to make if u wanna make it as functional and fun for the players as possible

  • @VEOdev
    @VEOdev 9 месяцев назад

    It looks great, But I would prefer an auto save system it is better because save points can be missed for some players or some they just don't understand what is it, maybe just make an auto save when you reach some points in the level or in transition.

  • @palen3388
    @palen3388 9 месяцев назад +1

    Did I heard metroidvania, u got me there ❤

  • @Corruptinator
    @Corruptinator 9 месяцев назад +2

    Just a heads up, I'm not sure if you're aware of this but I happen to find this RUclips video, turns out the Camera in Kingdom Hearts isn't focused on Sora,
    but by an invisible spot/point that is offset from Sora's head:
    ruclips.net/video/lhVte6yU4rM/видео.html
    Figure I let you know cause the camera seems to be centered on the character, whereas the the offset camera focus can give breathing room on what the Main Character is observing through his/her surroundings.

    • @YahyaDanboos
      @YahyaDanboos  9 месяцев назад

      Yes I'm aware of this, that's actually how the camera works in Kingdom Hearts 1, but I'm actually making the camera in the style of Kingdom Hearts 2 where it is centered.
      But thanks for letting me know, always happy to hear feedback 😊

    • @Corruptinator
      @Corruptinator 9 месяцев назад

      @@YahyaDanboos Ah. I see. I had no idea camera mechanics are very different between KH 1 & 2!

  • @elsolem
    @elsolem 9 месяцев назад

    Willing to try open world as an indie? Subscribed. Willing to admit you enjoy playing them more than creation? double subscribed. Taking what you like about your fave games and implementing? I'm a fan now. Can't wait to see what you create

  • @NaughtyKlaus
    @NaughtyKlaus 9 месяцев назад

    That Milanote tool is quite interesting, like a nice clean alternative to trello. Are you paying for this, or are did you expand your card space with referrals?

  • @petalpencil1397
    @petalpencil1397 9 месяцев назад

    YES!! YES, YES, YES, PLEEAAASSEEE! This is EXACTLY the kind of thing I've been wanting from a mainline KH game for a long while now! KH1's level design married with KH2's combat mechanics - its a match made in heaven💜💖💜 Color me excited and eager!

  • @Sammysapphira
    @Sammysapphira 9 месяцев назад +1

    Open world single player games are like a choose your own adventure book. Gimmicky and gone in no time. Linear tells a story infinitely better. Even visual novels with divergant paths are still linear.

  • @rillaroo604
    @rillaroo604 9 месяцев назад +1

    Finally someone has mentioned my point ❤

  • @ChrisBeYT
    @ChrisBeYT 9 месяцев назад

    I think the problem with open world is that a lot of Devs don't really know how to fill the world. So many open worlds don't really offer a lot of POI and feel empty.
    I don't care if a game has a world that is 10000m² big if it's uninteresting

  • @lifeartstudios6207
    @lifeartstudios6207 8 месяцев назад

    but how did you get this excellent shading?

  • @Giggles_iJest
    @Giggles_iJest 9 месяцев назад +1

    Subscribed. Big fan of KH

  • @thepokekid01
    @thepokekid01 9 месяцев назад

    It looks good!

  • @tasoganedude
    @tasoganedude 9 месяцев назад +1

    Digimon, huh?
    Does that mean that Faris is going to wear goggles on his head?

  • @Tenchinu
    @Tenchinu 7 месяцев назад

    all looks amazing! very glad the algorithm recommended this channel. Insta sub!
    one thing tho… this looks DANGEROUSLY close to KH. Like, Disney lawyers about to enter the chat dangerous. Are you planing to develop a different, or maybe more of your own style for the game?

    • @AL-nv4gk
      @AL-nv4gk 7 месяцев назад

      On what legal grounds a character hitting enemies in a 3D enviroment with wholly uniquely made animations is cause for such action? Cute enemies that are too close? flimsy argumentation at best so what is it exactly? tired of these comments on this dude's vid's it's discouraging an flat out fake news vibes. 😂

  • @eikeksi11
    @eikeksi11 9 месяцев назад

    You can first start the game in non-open world, and then after finish add some open world, you can add more open world and multiplayer in later patches with some fee and small fee to play multiplayer per day,week,month

  • @soundrogue4472
    @soundrogue4472 9 месяцев назад +1

    You do realize Breath of the Wild has closed off areas, right? That's the thing about open worlds; you have the open part of the world and then the "open" part of the world where you're in a more closed off area. Hell if you really wanted to you could take a Sly Cooper 2 and onward approach, hub world you explore is open while mission areas are closed/ limited. Of course if you make the world too open you run into issues, that's a given.