As someone who lives in California, yeah. Unless it's like a 7.0 or higher, I'm doing a quick check around the house and then back to whatever I was doing.
This was one of the better outcomes from one of these videos. I don’t know how fun the game turned out, but it was nice that everyone built off of each other’s ideas
It has so much Meme potential, I would really love a multiplayer mode, Like just competing for the most Money I also think the possibility of skills as mutiplaying rewards by a factor gives this much potential in an idle kinda Game
The money system would be more relevant if the goal was a single dollar and you were paid in coins. It'd highlight the struggles of everyone, and make such a small goal important. Would have also been cool if the artists opening line was, "As best I can" which is what Van Eyck signed all of his paintings with
i binged the playlist recently and this game is the only one so far where the game stayed the same and just enhanced on the starting idea rather than veering off to become something brand new. I hope it gets added to, polished and published somewhere
yeah we had to complain a lot for them to implement a rule that has more or less made devs try to stay on course with the original idea instead of demolishing and rebuilding every turn. since that change was implemented the challenge has become a lot more and the post-dev moments a lot more celebratory rather than awkward lol
@@JD-wv1yi The whole point is that they cant communicate. i also imagine that changing the game entirely is done a lot because these are just little excersises, nothing that serious.
Great inclusion the characters requesting you to draw more than themselves and make the game "smart" in tracing it. It extended the game play loop so nicely! Excited for your game disinherited
The problem with making all the art in the first turn is that with such an unique artstyle as BTP’s, they were limited to only those first assets because no one would be able to replicate it to create new sprites
@@Wishbone_Gamesnotoriety/infamy are indeed popularity of a sort lol it seems you've taken it pretty well tho so props to ya in all ya do mate *low poly handshake/wave*
exactly - basically just depressing passpartout. I feel like anytime Noa starts as the first dev he overdevelops, especially in the art department, and doesn't leave much room for the next devs to be creative. Noa if you're reading this, no hate, I enjoy your series. Just some hopefully constructive criticism.
"Left it really open ended" *Makes what is clearly an already functioning mini game with very defined themes and mechanics* Yea I think we have slightly different definitions of open ended
I alway's feel like whenever Blackthornprod starts off as the first developer it is always boring because he makes it almost completed and everybody else just does minor tweaks, prevents lots of creativity from the other devs
@@franktitus3018 And their art style only makes it worse. In isolation, it's cool but when multiple people are working on a project (and can't replicate it) the project is screwed.
@@falcon6760 Spoilers for the "6 DEVS Compete to Make the BEST GAME for $10,000" video Dryden's amazing, very on theme, roguelike. Got beaten by what was, quite frankly, a very generic horror game that was further off from the theme. All because they turned it into a popularity contest at the end. No hate to Lixian, but dryden's game was simply better and lixian has a bigger audience because he's *the* "Markiplier's editor".
12:27 This gave me an idea: what if you made it like madlibs but instead of writing words to fill a sentence, you paint objects to fill a world. You only vaguely know what object each drawing corresponds to via the demands of your patrons; "paint me a red fruit" could refer to a tomato or an apple, or "paint a portrait of me" but he's got twin/triplet siblings. Over time all the objects in the world get replaced by your paintings. After every few paintings, you go to the marketplace to buy supplies, but it becomes more and more confusing as all the things get replaced by your own paintings.. :D
That sounds great, and the challenge becomes recognizing the objects based on your own paintings, which themselves were based on vague descriptions. Like a 1 person game of telephone/Chinese whispers.
The idea of texturing the game based on your drawings is so good! Imagine if the sun rises and it is a sun paint someone asked u to do before. Or if you travel to a new zone and a lot of its elements are paintings you did before and the game slowly expands on this!
May I Introduce you to “Drawn to Life” and “Drawn to Life 2”? A little Nintendo game with very similar mechanics, a beautiful sound track, and a touching story. One of my personal favorite games ever.
I loved this one. Noa's starting idea was really interesting and allowed for a lot of creativity and exploration by the subsequent devs. And then each dev just built on the previous dev's ideas and style and made the game more complete and meaningful after every round.
This is one of the most successful games in this series yet. All the devs understood the assignment, and either fixed or improved with every iteration without changing its core identity.
First off - Lighthoof Drydens Devlog is a blast. You shoud watch it. Second: Joe Sullivan with his textures was clearly the mvp this time :D Lastly, this game would profit immensly from a "Creative mode" for just painting without the time/money-pressure, where one also has the option to paint paint bigger pictures and have access to a color wheel as well.
@@JD-wv1yi I think his art style is awesome! But you have to be a team player on these kinds of challenges, and picking an art style that isn't easy to add to is kinda selfish
@@JD-wv1yi So do I, but he hijacks these challenges when he's in them regardless of where he's at in the lineup. This just felt like a ripoff of an already great game called Pastpartout: Starving Artist, but in his style -- and it did feel like he made a buggy game and used the other devs to bug fix and add some working mechanics. He's really not a team player, and it shows in any of these challenges he participates in.
We don't want him to end them either since he likes to delete other devs work, and then recreate everything in his style -- he's the reason they have a rule about how much can be redone/deleted. He's talented, so, it would be awesome to see him truly be one of the devs in these challenges, and see him go outside his comfort box, and you know, actual be a team player.
The year is 1615. The tyrant prince just murdered the king but the people of the city will never accept the prince as their ruler. There is a mutiny of people and they are talking about this cool new concept called democracy. Amidst all this the Neighbouring state seizes the opportunity to attack the vity and claim it for themselves. The people are dying, there is war and disease in the city but the hope of freedom still lives on. You, the player, are commissioned by the Neighbouring king to document the events happening in the city. But, while drawing for him, you need to show them in a cheery and bright style. But in actuality, you have the choice to portray the grim reality of the conditions in the town. Either by hiding your real paintings of the events that happened or by going against the king and publishing grim and darker art pieces in the official tabloids. You can name, design create and market your own tabloids. Eventually your artwork will hold the power to move people and make them act. Either against the neighbouring king or in favour of him. You can shift the narrative however you want. Just be careful to use an untraceable pseudonym and not get caught. (P.s. you can also support the tyrant prince)
Cool but insane railroading on this one lol. Feels more like you just couldn't be bothered to finish the game you started so just handed it off to others and called it challenge. The other Devs did their best but there was close to no space for personal creativity and the project to really grow in this one which is a real shame.
I see where you’re coming from but there was definitely space for creativity. The thing is that it’s personal how creative they are about it. First thing i thought about would to make the game like a travelling painter type of game. Maybe you travel from city to city to fulfill requests and gain reputation and money. Maybe you could have the choice to open up your own store if you earn enough and different stores could cost different amounts based on the luxury of it. Perhaps you could get robbed by bandits while you’re travelling between cities. The bandits end up stealing your art and reselling it and it ends up in the hands of some rich folks. They admire the painting and do everything to find the original creator and by some miracle manage to find you. You get a big tip , major exp and an invitation to their upcoming party. You get the idea. I just feel like the devs could have been more creative with it.
You always rock for me !! Such high quality videos and you really do bring so much to the community here !! Thank you and I loved this art theme and so great to glimpse your stunning art work at the beginning. This was great fun 🤩 Cheers to blackthorn prod 😉
This is a wonderfull little painting game, as always I'm loving these little game making concepts where multiple devs work one after the other to add/improve something about a dingle game. Super cool stuff, keep up the amazing concept and super happy I found this channel!
Lighthoof and Rye did a great job really bringing it all together at the end, this was a really cool one to watch! Also was fun to see my first person pig commanding game shown during the intro lol
I just wanted to say how stunning the game background is! The atmosphere you’ve created is incredible-the dark street, the church, the cathedral in the background, and those moody clouds all come together so organically. It really captures a unique, immersive vibe. Would you consider doing a tutorial on how to create a scene like that in Unity? I'd love to learn more about your process and how you bring everything together!
Could be interesting if the project goes past each developer in a second round, so that they can spend more time on it but only after changes have been made already.
I have noticed that very open projects where the direction of the game is not set up from the start often leads to a worse result, compared to when the game loop and goal is set up from the start.
Would have loved to see a UI that matched. Like the size the a row of bigger and bigger brushes, the colors can be paint blobs on a pallet. Finally the transparency be a series of paint globs going from white to clear
I feel at this point you're just having them work. This is too organized and structured, I don't feel their individual creativities and imaginations are allowed. While I still prefer having this the way it is now over nothing, I feel I lost what it once was: unfiltered, unfettered, unchained creativity and imagination, going on a wild ride no one knows where it will lead. Now, it feels like a project. Which is nice and fun, don't get me wrong. But there's a billion projects everywhere. The unchained creativity was unique, nothing else like it anywhere.
Honestly a great concept! If you add some roleplaying aspects with cool dialogue between different levels along with the roguelike route, it could be a really moving experience!
This has potential. 1. You can try determining how satisfied client is by using metrics you mentioned. Like if there are multiple short strokes and only few colors (e.g. colors should be complimentary) - it's good. 2. You can add challenges later into the game. Request challenges - client requests painting to be simple with fewer strokes or client requests painting to be darker (desaturated colors). Event challenges - some painting features or colors become unavailable on the stage. 3. You can try normalizing the drawing in some way (e.g. making outline drawing from it) and comparing to etalon(s) to determine how satisfied client is.
The initial idea is very cool since it is hard to drastically change the game without removing everything altogether, which forces devs to cooperate and protects from no-communication "tragedies".
I think a great way to expand on the money, progression, and challenge, would be to add a shop where you can buy paints and brushes. The size of the brush would use more paint. Then you have something to spend your money on. Some paints could be more pricey than others.
The roguelike idea I really like, it could be turned into a really unique game with that added element where you build upon your run, and each run is different
I think its the first one where devs tried to expand on the main idea and stay in the bracket, rather than "each one creates their own thing and the last two guys trying to combine it". Great team work. Excite for "100 devs..." update!
if i would suggest things to this game, i liked the mechanic about becoming the kings artist so i would make the win mechanic be influence, starting in the slums and with level change, working your way up to a cozier life in better district. the lose mechanic can be lack of funds and starving in destitute. you could also add aging and have another lose mechanic be dying in obscurity and your art lost to time. the painting could reflect what the people wanted the most at the time like the slums wants food, partners, houses in nice locations. while nobility wants jewelry, carriages and big fancy dance halls. with special paintings events furthering the story like a police person asking you sketch a killer based on description and if you mess up the killer gets away or an ugly noble man wants a beautiful portrait of him self above his fire place earning you his favor. i also would say make the icons to the art tools more different. make the money coins, and make the bills relevant to the time period like 'kings tax', "brothel fees", " bogus lawful fines", "medicine for mother", " damn pickpocket", "wine to drown my sorrows" ect. the story could be about the story of the artist wanting to capture the people and and minor events with a bigger connected story of mysterious happenings in the background that becomes more evident in the ending. maybe different endings based on how well you did.
Some ideas I think would've been cool: being able to walk around the town and see your paintings, whether they're framed somewhere, on the people like how it is currently, or on the environment itself. Also maybe you'd have to go up to people for painting yourself instead of them coming to you or something similar? To go with the last point story stuff you can find around the town and potentially different endings to some capacity. I liked the idea of making it a sort of roguelike aswell. Maybe stretch out the end goal a bit beyond $500 and integrate a "day" system where at the end of each day you get an upgrade. Wouldn't make the days overly long though. Add more uses for money, some kind of decoration items, different brushes or colours, gambling etc. And in the topic of money I feel like making the debts more of a daily thing where you have to pay whatever debts you've incurred at the end of each day would fit more with my days idea. To fit in with the roguelike theme more, I think both permanent upgrade/unlock options, and slowing down xp gain a bit but making the tips bonus permanent could work. I know the game isn't being worked on further these are just things I though might be cool.
Gotta say I like Blackthornprod's art much more in this game than any of the others. The cartoonish version of his art was interesting the first time, but became a bit grating every time I've seen it since. This update is definitely an improvement and I would love to see him adopt a style similar to this as his main style.
Having the world around you slowly get replaced by your paintings is a really cool idea as well. Your making the world a brighter place with your art and influencing the world around you, making each painting you do more important
One great idea would have been that the painter's ultimate goal would be to capture/draw paintings by going to different locations that portray historical events and a final portrait of a calamity that was foretold by the legends which would lead to near human extinction, and the painter would do the final portrait which preserves history's greatest disaster. (All these while trying to pay back his debt).
SMESH LIKE if you're excited to see 100 devs make a game without communicating!
Done
Smash bro. it's smash
Yooo I can’t wait
I smeshed
Love you guys. You lot inspired me into game making. It’s tough work but loving it 😊
he moved on from that earthquake like it was nothing
Lmao i know right?
Because it was... this time
gamedevs on a time constraint, they will be wasting time for nothin
As someone who lives in California, yeah. Unless it's like a 7.0 or higher, I'm doing a quick check around the house and then back to whatever I was doing.
My first Earthquake was 6.0
At first it was scary, since it's a first time, but when it finished I went "Eh, whatever"
Weird how it wasnt a caterpillar tower defense this time lmao
Even when it's good haters always gotta throw in a sparky comment
@@smiles9882 nah I love their videos, I've been watching them for more than a year now lol (yea ik this is a new account)
@@smiles9882 fr
@@smiles9882
It's just annoying and douchey for one dev to completely shift the game
But imagine how unique of a caterpillar tower defense game this would have been
This was one of the better outcomes from one of these videos. I don’t know how fun the game turned out, but it was nice that everyone built off of each other’s ideas
It has so much Meme potential, I would really love a multiplayer mode, Like just competing for the most Money
I also think the possibility of skills as mutiplaying rewards by a factor gives this much potential in an idle kinda Game
@@ottokeller7931 that goes straight against what they were buidling- a depressing starving artist in a poverty driven city,.
The money system would be more relevant if the goal was a single dollar and you were paid in coins. It'd highlight the struggles of everyone, and make such a small goal important. Would have also been cool if the artists opening line was, "As best I can" which is what Van Eyck signed all of his paintings with
you cooked
My thoughts exactly. I was thinking divide everything by like 10-15 😂
i binged the playlist recently and this game is the only one so far where the game stayed the same and just enhanced on the starting idea rather than veering off to become something brand new. I hope it gets added to, polished and published somewhere
yeah we had to complain a lot for them to implement a rule that has more or less made devs try to stay on course with the original idea instead of demolishing and rebuilding every turn. since that change was implemented the challenge has become a lot more and the post-dev moments a lot more celebratory rather than awkward lol
@@JD-wv1yi The whole point is that they cant communicate. i also imagine that changing the game entirely is done a lot because these are just little excersises, nothing that serious.
I like some crazy ideas though, like the mini game dancing penguin video was awesome
@@RubberTag agreed. That one was chaotic and interesting
If you like this kind of concept you would definitely enjoy Passpartout
Thanks for having me back on, this was a blast!!
I loved the artstyle on this one from jump and now I kinda just wanna see more of this weird world…
Great inclusion the characters requesting you to draw more than themselves and make the game "smart" in tracing it. It extended the game play loop so nicely! Excited for your game disinherited
Love disinherited ❤❤❤
I like disinherited
I loved how your husband also edited ur part in this challenge😂❤
You are the goat
The problem with making all the art in the first turn is that with such an unique artstyle as BTP’s, they were limited to only those first assets because no one would be able to replicate it to create new sprites
Love how the low poly hand is mentioned in every video haha
I left my mark lmao
@@Wishbone_Gamesnotoriety/infamy are indeed popularity of a sort lol it seems you've taken it pretty well tho so props to ya in all ya do mate *low poly handshake/wave*
@@Wishbone_Gamesdon’t worry u redeemed urself with Vermin in the 6 dev compete video that was dope
@@Wishbone_GamesWe still love you wishbone, the horror game with the gigantic beating heart is still my favorite haha
Or the giant centipede
that's the least open ended idea lol :D
exactly - basically just depressing passpartout. I feel like anytime Noa starts as the first dev he overdevelops, especially in the art department, and doesn't leave much room for the next devs to be creative. Noa if you're reading this, no hate, I enjoy your series. Just some hopefully constructive criticism.
"Left it really open ended"
*Makes what is clearly an already functioning mini game with very defined themes and mechanics*
Yea I think we have slightly different definitions of open ended
agree, clickbaited.
People are praising this but I feel like this one left very little room for everyone else's creativity.
@@Z0RUKyeah, I definitely agree
I alway's feel like whenever Blackthornprod starts off as the first developer it is always boring because he makes it almost completed and everybody else just does minor tweaks, prevents lots of creativity from the other devs
@@franktitus3018 And their art style only makes it worse. In isolation, it's cool but when multiple people are working on a project (and can't replicate it) the project is screwed.
This basically feels like the blackthornprod just wanted them to polish his game idea
Yeah ur right
He’s an asshat
Like everytime he participates
Thanks for including me again, it was super fun!
ty for participating
I like your videos........
ngl those studies at the start were incredibly good
and then he said he was making the game in his old style so it doesn't matter that he brought that up
Blackthorn had to give Lighthoof Dryden a redemption arc because they know they fucked up bad with the absolute fraud that was the last tournament.
faxx
What happened in the last tournament????
@@falcon6760
Spoilers for the "6 DEVS Compete to Make the BEST GAME for $10,000" video
Dryden's amazing, very on theme, roguelike. Got beaten by what was, quite frankly, a very generic horror game that was further off from the theme. All because they turned it into a popularity contest at the end. No hate to Lixian, but dryden's game was simply better and lixian has a bigger audience because he's *the* "Markiplier's editor".
Lighthoof did so much, love his improvements
12:27 This gave me an idea: what if you made it like madlibs but instead of writing words to fill a sentence, you paint objects to fill a world. You only vaguely know what object each drawing corresponds to via the demands of your patrons; "paint me a red fruit" could refer to a tomato or an apple, or "paint a portrait of me" but he's got twin/triplet siblings. Over time all the objects in the world get replaced by your paintings. After every few paintings, you go to the marketplace to buy supplies, but it becomes more and more confusing as all the things get replaced by your own paintings.. :D
That sounds great, and the challenge becomes recognizing the objects based on your own paintings, which themselves were based on vague descriptions. Like a 1 person game of telephone/Chinese whispers.
The idea of texturing the game based on your drawings is so good! Imagine if the sun rises and it is a sun paint someone asked u to do before. Or if you travel to a new zone and a lot of its elements are paintings you did before and the game slowly expands on this!
May I Introduce you to “Drawn to Life” and “Drawn to Life 2”?
A little Nintendo game with very similar mechanics, a beautiful sound track, and a touching story. One of my personal favorite games ever.
I loved this one. Noa's starting idea was really interesting and allowed for a lot of creativity and exploration by the subsequent devs. And then each dev just built on the previous dev's ideas and style and made the game more complete and meaningful after every round.
The game concept is very similar to Passpartout
Had to scroll too far for this
This is one of the most successful games in this series yet. All the devs understood the assignment, and either fixed or improved with every iteration without changing its core identity.
First off - Lighthoof Drydens Devlog is a blast. You shoud watch it.
Second: Joe Sullivan with his textures was clearly the mvp this time :D
Lastly, this game would profit immensly from a "Creative mode" for just painting without the time/money-pressure, where one also has the option to paint paint bigger pictures and have access to a color wheel as well.
Where's the tower defence?
They will add it when you making a new video
day 1 of asking wishbone to marry me
I don't think blackthornprod should start the challenge with his unique art style. It's hard for other devs to add art
i really like his art style though
@@JD-wv1yi I think his art style is awesome! But you have to be a team player on these kinds of challenges, and picking an art style that isn't easy to add to is kinda selfish
@@JD-wv1yi So do I, but he hijacks these challenges when he's in them regardless of where he's at in the lineup. This just felt like a ripoff of an already great game called Pastpartout: Starving Artist, but in his style -- and it did feel like he made a buggy game and used the other devs to bug fix and add some working mechanics. He's really not a team player, and it shows in any of these challenges he participates in.
We don't want him to end them either since he likes to delete other devs work, and then recreate everything in his style -- he's the reason they have a rule about how much can be redone/deleted. He's talented, so, it would be awesome to see him truly be one of the devs in these challenges, and see him go outside his comfort box, and you know, actual be a team player.
I'm grateful for the show but I don't think he should be in it at all 🤣
The year is 1615. The tyrant prince just murdered the king but the people of the city will never accept the prince as their ruler. There is a mutiny of people and they are talking about this cool new concept called democracy. Amidst all this the Neighbouring state seizes the opportunity to attack the vity and claim it for themselves. The people are dying, there is war and disease in the city but the hope of freedom still lives on.
You, the player, are commissioned by the Neighbouring king to document the events happening in the city. But, while drawing for him, you need to show them in a cheery and bright style. But in actuality, you have the choice to portray the grim reality of the conditions in the town. Either by hiding your real paintings of the events that happened or by going against the king and publishing grim and darker art pieces in the official tabloids. You can name, design create and market your own tabloids. Eventually your artwork will hold the power to move people and make them act. Either against the neighbouring king or in favour of him. You can shift the narrative however you want. Just be careful to use an untraceable pseudonym and not get caught. (P.s. you can also support the tyrant prince)
Wow.
12:44 That was fast and a fine desert art, nice video as always.
This one reinstated my interest in the series. FINALLY something other than a tower defense or shooter.
12:33 that quick desert painting had no reason to look that cool
This one turned out a lot different from the usual, very cool!
Cool but insane railroading on this one lol. Feels more like you just couldn't be bothered to finish the game you started so just handed it off to others and called it challenge. The other Devs did their best but there was close to no space for personal creativity and the project to really grow in this one which is a real shame.
I agree. The visuals were finished before they began
lol people complaining no matter how he conducts it. I like this over other challenges where the first devs just flounder around for their turn
I see where you’re coming from but there was definitely space for creativity. The thing is that it’s personal how creative they are about it. First thing i thought about would to make the game like a travelling painter type of game. Maybe you travel from city to city to fulfill requests and gain reputation and money. Maybe you could have the choice to open up your own store if you earn enough and different stores could cost different amounts based on the luxury of it. Perhaps you could get robbed by bandits while you’re travelling between cities. The bandits end up stealing your art and reselling it and it ends up in the hands of some rich folks. They admire the painting and do everything to find the original creator and by some miracle manage to find you. You get a big tip , major exp and an invitation to their upcoming party.
You get the idea. I just feel like the devs could have been more creative with it.
@@proximacentauri1172 this is worse
@@incendas bro cant dig gold and decided to sell shovels
You always rock for me !! Such high quality videos and you really do bring so much to the community here !!
Thank you and I loved this art theme and so great to glimpse your stunning art work at the beginning. This was great fun 🤩
Cheers to blackthorn prod 😉
I absolutely love the fact that people in the background become previous paintings. That was a brilliant decision.
Other people when they experience Earthquake: "IM GOING TO DIE AHHHHH!"
Joe when experiences Earthquake: "*tsk*"
ing
This is a wonderfull little painting game, as always I'm loving these little game making concepts where multiple devs work one after the other to add/improve something about a dingle game. Super cool stuff, keep up the amazing concept and super happy I found this channel!
Lighthoof and Rye did a great job really bringing it all together at the end, this was a really cool one to watch!
Also was fun to see my first person pig commanding game shown during the intro lol
YOOO all the devs COOKED with this!
This channel has really made me appreciate and enjoy game dev and I really hope to be able to reach a level like this
Reminds me of Papers Please after adding the debt system, I dig it.
I must say, I loved the artwork you showed at the start
Its simply too amazing for me to not complement, nice one!
Really liked this one! Great concept :)
Ever since I found this page I’ve been obsessed with these game challenges. Such a fun idea
They made a pretty cool painting simulator. Really glad it didn't end up the direction of a rogue lite like some of the people were saying at the end.
Can’t believe none of them asked you to draw them a caterpillar
the way you dissect complex topics is awe-inspiring!
I just wanted to say how stunning the game background is! The atmosphere you’ve created is incredible-the dark street, the church, the cathedral in the background, and those moody clouds all come together so organically. It really captures a unique, immersive vibe.
Would you consider doing a tutorial on how to create a scene like that in Unity? I'd love to learn more about your process and how you bring everything together!
Finally, Blackthorn, finally, you did incredibly well this time! Continue on!
Love seeing these unique ideas being built on. Starting with something unique and seeing how people adapt to it is half the fun.
Could be interesting if the project goes past each developer in a second round, so that they can spend more time on it but only after changes have been made already.
thanks for the free course i look forwards to completeing it please make more thanks
This is possibly the best game yet, in terms of cohesion
I have noticed that very open projects where the direction of the game is not set up from the start often leads to a worse result, compared to when the game loop and goal is set up from the start.
joe sullivan did amazing.
I really love the result! Good one!
Definitely one of my favorites if not my favorite game you guys have ever done. Amazing, really.
love how we got to see the devs play and talk about it at the end!
You should go back to this project and expand on it. It would be really fun to watch!
Would have loved to see a UI that matched. Like the size the a row of bigger and bigger brushes, the colors can be paint blobs on a pallet. Finally the transparency be a series of paint globs going from white to clear
Since Lighthoof came on Blackthorn a few vids ago, he my favorite boi now, dude is soo good, keep calling him pls
Dev 6 - Rye made such a significant contribution. I loved his ideas.
Hey so many faces I recognize! Great job all 👏
I feel at this point you're just having them work. This is too organized and structured, I don't feel their individual creativities and imaginations are allowed. While I still prefer having this the way it is now over nothing, I feel I lost what it once was: unfiltered, unfettered, unchained creativity and imagination, going on a wild ride no one knows where it will lead. Now, it feels like a project. Which is nice and fun, don't get me wrong. But there's a billion projects everywhere. The unchained creativity was unique, nothing else like it anywhere.
Dev #2 cooked up a banger with that music
I actually love how it ended up, at first I was like how are they even gonna add on to this but they pulled it off fantastically
Honestly a great concept! If you add some roleplaying aspects with cool dialogue between different levels along with the roguelike route, it could be a really moving experience!
12:54 Dude what sounds you're making 💀
Did not expect jort storm as the intro song
Is that Jort storm I hear?
I thought that making a really restrictive project starter would be detrimental, but the devs really smashed through this one.
always a joy to see new videos of devs making games.
It’s funny how since you’re meant to paint portraits there’s people in the back but now they’re just the random prompts walking behind 😂
Lighthoof Dryden had all the ideas I wanted to see. very cool game.
The texture on the paint strokes looks amazing
This has potential.
1. You can try determining how satisfied client is by using metrics you mentioned. Like if there are multiple short strokes and only few colors (e.g. colors should be complimentary) - it's good.
2. You can add challenges later into the game. Request challenges - client requests painting to be simple with fewer strokes or client requests painting to be darker (desaturated colors). Event challenges - some painting features or colors become unavailable on the stage.
3. You can try normalizing the drawing in some way (e.g. making outline drawing from it) and comparing to etalon(s) to determine how satisfied client is.
Once I saw Dryden pop up, I already knew this was going to be good
The initial idea is very cool since it is hard to drastically change the game without removing everything altogether, which forces devs to cooperate and protects from no-communication "tragedies".
Ooh this is really cool well done!
Great work from blackthorn here
I think a great way to expand on the money, progression, and challenge, would be to add a shop where you can buy paints and brushes. The size of the brush would use more paint. Then you have something to spend your money on. Some paints could be more pricey than others.
The roguelike idea I really like, it could be turned into a really unique game with that added element where you build upon your run, and each run is different
Blackthorn should only be the host, everytime he participates it’s the same issue.
Yo I need a part two this has so much more potential
0:43 reminds me of the time I was with Noa and Liam in the red light district
Slimecicle Viewers in every Blackthorn Intro: JORT STORM
I think its the first one where devs tried to expand on the main idea and stay in the bracket, rather than "each one creates their own thing and the last two guys trying to combine it". Great team work. Excite for "100 devs..." update!
if i would suggest things to this game, i liked the mechanic about becoming the kings artist so i would make the win mechanic be influence, starting in the slums and with level change, working your way up to a cozier life in better district. the lose mechanic can be lack of funds and starving in destitute. you could also add aging and have another lose mechanic be dying in obscurity and your art lost to time. the painting could reflect what the people wanted the most at the time like the slums wants food, partners, houses in nice locations. while nobility wants jewelry, carriages and big fancy dance halls. with special paintings events furthering the story like a police person asking you sketch a killer based on description and if you mess up the killer gets away or an ugly noble man wants a beautiful portrait of him self above his fire place earning you his favor. i also would say make the icons to the art tools more different. make the money coins, and make the bills relevant to the time period like 'kings tax', "brothel fees", " bogus lawful fines", "medicine for mother", " damn pickpocket", "wine to drown my sorrows" ect.
the story could be about the story of the artist wanting to capture the people and and minor events with a bigger connected story of mysterious happenings in the background that becomes more evident in the ending. maybe different endings based on how well you did.
Some ideas I think would've been cool: being able to walk around the town and see your paintings, whether they're framed somewhere, on the people like how it is currently, or on the environment itself. Also maybe you'd have to go up to people for painting yourself instead of them coming to you or something similar?
To go with the last point story stuff you can find around the town and potentially different endings to some capacity.
I liked the idea of making it a sort of roguelike aswell. Maybe stretch out the end goal a bit beyond $500 and integrate a "day" system where at the end of each day you get an upgrade. Wouldn't make the days overly long though.
Add more uses for money, some kind of decoration items, different brushes or colours, gambling etc. And in the topic of money I feel like making the debts more of a daily thing where you have to pay whatever debts you've incurred at the end of each day would fit more with my days idea.
To fit in with the roguelike theme more, I think both permanent upgrade/unlock options, and slowing down xp gain a bit but making the tips bonus permanent could work.
I know the game isn't being worked on further these are just things I though might be cool.
Nice video as always, cheers from Germany
Turning this in to a roguelike is an awesome idea. I'd like to play that gane.
Man I would love to see this game fleshed out a little more. Seems like an interesting concept!
Gotta say I like Blackthornprod's art much more in this game than any of the others. The cartoonish version of his art was interesting the first time, but became a bit grating every time I've seen it since. This update is definitely an improvement and I would love to see him adopt a style similar to this as his main style.
I feel like this game had so much potential make a part 2 pls
Haaaa can’t wait glad you let us know it’s coming soon for that 100 dev one haha can’t wait lol
"for enough money you can make anyone do anything" too real
Having the world around you slowly get replaced by your paintings is a really cool idea as well. Your making the world a brighter place with your art and influencing the world around you, making each painting you do more important
banger episode game looks really cool
One great idea would have been that the painter's ultimate goal would be to capture/draw paintings by going to different locations that portray historical events and a final portrait of a calamity that was foretold by the legends which would lead to near human extinction, and the painter would do the final portrait which preserves history's greatest disaster.
(All these while trying to pay back his debt).
I was expecting some huge changes but it just tuned out as a nice poloshed game. Nice work devs!
Everyone killed it. Best teamwork so far in the series
What is with noa’s obsession with the family tree simulator 😂
very unique, good work guys!