How These Videos Ruined My Game

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  • Опубликовано: 16 окт 2024
  • Use code [DEYNUM] at the link below to get an exclusive 60% off an annual Incogni plan: incogni.com/de...
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    Discord: / discord
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    This devlog is all about making my office game fun
    The hardest thing in game dev (for me)
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    Programs I use:
    -Unity
    -Gimp
    -Kdenlive
    -Audacity
    -Obs
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  • ИгрыИгры

Комментарии • 458

  • @Deynum
    @Deynum  2 дня назад +49

    Get 60% off an annual Incogni plan: incogni.com/deynum

    • @SusDoctor
      @SusDoctor 2 дня назад +7

      Nah I'm aight

    • @Deynum
      @Deynum  2 дня назад +15

      @@SusDoctor Thanks fine, it's completely optional!

    • @乇尺卂-f4o
      @乇尺卂-f4o 2 дня назад +1

      game needs randomness, and a lot of it. unpredictability makes fun

    • @KaydenTucker-cn5sd
      @KaydenTucker-cn5sd День назад

      How the heck was this comment posted 12 hours ago and the video 11?

    • @qwertyuiop.lkjhgfdsa
      @qwertyuiop.lkjhgfdsa День назад

      @@KaydenTucker-cn5sd it was unlisted and/or the time ticked over to 12 after you loaded the video but before you loaded the comments

  • @LazyTeaStudios
    @LazyTeaStudios 2 дня назад +540

    Deynum: I focused on art too much
    Also Deynum: Lets overhaul the art

    • @Deynum
      @Deynum  2 дня назад +132

      I am aware of how ironic it is...

    • @LazyTeaStudios
      @LazyTeaStudios 2 дня назад +37

      @@Deynum this is why we love you tho Deynum ♥️

    • @vindi167
      @vindi167 2 дня назад

      167 likes!?!? the number of the

    • @eirgel38
      @eirgel38 2 дня назад

      💀

    • @avacado4706
      @avacado4706 День назад +1

      WOAHH GAMEDEV CROSSOVER

  • @MechanicalDuck
    @MechanicalDuck 2 дня назад +384

    Anothother thing you could add to make the walls more interesting are posters that say things like “Get back to work!” or something like that.

    • @Deynum
      @Deynum  2 дня назад +107

      The game actually used to have these! Maybe I should bring them back

    • @gingyman99
      @gingyman99 2 дня назад +16

      @@Deynum Maybe even add poster saying employ of the month or smt

    • @FoxworthyGames
      @FoxworthyGames 2 дня назад +6

      For the last Pirate Software jam, my team did something similar with the little kitchen the game was based in, but all of them were dumb jokes, like the poster that said “We’re not paying you to slack off” having the “to slack off” torn off of it, or one that said “Remember, we have safety standards!”, but somebody vandalized it by writing “No” after “have”. They were so great lol.

    • @gaymerjerry
      @gaymerjerry День назад +2

      @@Deynum You could also do employee of the month walls. Maybe in an executive floor you can put portraits of them on the wall maybe foreshadowing bosses. Bulletin boards. Passive aggressive notes between coworkers.

    • @thaias9654
      @thaias9654 День назад

      Maybe the posters can also be collected as crafting materials as well!

  • @stray1239
    @stray1239 2 дня назад +386

    I refuse to believe that it's been 2 YEARS

    • @Deynum
      @Deynum  2 дня назад +58

      I KNOW! It's crazy!

    • @loleczkowo
      @loleczkowo 2 дня назад +8

      wait IT HAS BEEN 2 YEARS?!

    • @parsydev
      @parsydev 2 дня назад +9

      Post corona time is crazy

    • @Shitty_edits123
      @Shitty_edits123 2 дня назад +9

      @@parsydevfr these last couple years have all felt the same

    • @derekng7803
      @derekng7803 2 дня назад +1

      Oh my😅

  • @Moldychip95
    @Moldychip95 2 дня назад +182

    I’m happy that you’re being transparent I don’t think people realize how long it takes to make a game let alone make it fun

    • @xXMr.SealXx
      @xXMr.SealXx День назад +1

      If you have made anything, you know motivation is a problem. Especially if you like to bounce around like me 👍

    • @Moldychip95
      @Moldychip95 День назад

      @@xXMr.SealXx I haven’t made anything yet but I am planning on taking a class next year to learn game development

    • @xXMr.SealXx
      @xXMr.SealXx День назад +1

      @@Moldychip95 I’m too lazy to learn “Real” coding, but I have made so many things I’m proud of. Mostly visual scripting on programs like construct, game maker, Roblox etc

    • @Moldychip95
      @Moldychip95 День назад

      @@xXMr.SealXx still more then what I could make

    • @xXMr.SealXx
      @xXMr.SealXx День назад

      @@Moldychip95 try making a game on google slides ;) if you make a card game you can print it off in real life and play it.

  • @DemonGlacier
    @DemonGlacier 2 дня назад +101

    Rather than picking up desks as materials, why not destroy them to pick up wood? Then the broken table stays there and it still acts as an obstruction, but still gives materials.
    You could also make the paper-desk-gun projectiles act as boulders, pushing enemies in its path backwards until it breaks. If this becomes overpowered you can always make the projectile burst into paper immediately upon hitting a stronger enemy, but deal its leftover lifetime damage immediately.
    Looking forward to seeing where this project ends up :)

    • @AriYusyli
      @AriYusyli 2 дня назад +7

      Yeah I was thinking this same thing, the player being able to just pick up stuff really breaks the ability for enemies to have interesting movement. Like imagine if he wanted to add an enemy that uses desks as cover... how would that work if you can just pick up the desk lmao
      Having desks be breakable instead of "pickup-able?" would be better

    • @sakabits_132
      @sakabits_132 2 дня назад +1

      GET THIS ON TOP BOYS

    • @MeloniestNeon
      @MeloniestNeon День назад +5

      You could even add randomized or differing drops depending on the variant of the object. For example, breaking desks might drop a drawer, or a PC, keyboard, or pen holder that was on it, and a printer could shoot out a stack of paper or an ink cartridge.

    • @musicrocks0138
      @musicrocks0138 23 часа назад

      I was going to comment the same thing.

  • @KiaAzad
    @KiaAzad 2 дня назад +106

    Newton's laws of game dev: Big bullets need big kick-back. Maybe a couple of steps.

    • @SuperiorPosterior
      @SuperiorPosterior День назад +7

      I would also record the sound of a stack of papers being dropped, alongside the _thwump-issk_ of an air compressor (like some potato cannons use), and then add printer sounds for a reload.

    • @LilyTheSmol
      @LilyTheSmol День назад +3

      Exactly what I was thinking, the paper desk gun needs some recoil

  • @JeremiahNickerson-p6v
    @JeremiahNickerson-p6v 2 дня назад +64

    Add a mystery element, like being able to read cryptic documents. That would breed intrigue and cause the player to want to keep going. Great work, never give up👍👌

    • @Deynum
      @Deynum  2 дня назад +29

      You might be closer to the plan I have for this game than you realize lol

    • @Sunlight.C
      @Sunlight.C 2 дня назад +7

      @@Deynum Looore

  • @SamFromSpaceOfficial
    @SamFromSpaceOfficial 2 дня назад +94

    Honestly, you are one of my biggest gamedev inspirations, and I am going to closely follow along this project forevermore!

    • @Selrisitai
      @Selrisitai 2 дня назад +3

      Talk about a prophecy of doom disguised as a compliment!

  • @Jexplatoon
    @Jexplatoon 2 дня назад +87

    Random suggestion : I've always felt that the player character looks a bit flat, I feel like it may feel broken up a bit more if you give him a little belt. Love the videos :)

    • @Deynum
      @Deynum  2 дня назад +29

      I actually agree. The problem is the lack of space, he's only like 6x20 pixels, so a belt would seem insanely large lol

    • @lavabiscuits
      @lavabiscuits День назад

      ​@Deynum, is there a reason he doesn't have arms? Or at least has his ball hands in the walking animation and idle animation. Just including the hands might make it more natural to imagine, with the special way the arms and hands move when running.

    • @eliadonato2625
      @eliadonato2625 День назад +1

      ​@@Deynuman item that gives him a comically large belt, it boosts damage but reduces firing speed

  • @SandwichGamesHeavy
    @SandwichGamesHeavy 2 дня назад +15

    One important lesson I have learned from game dev is that you need to add gameplay first, then you polish it, and only THEN you are starting to worry about visuals. You know - the only reason you need good visuals is just to advertise the game, funny enough is that modern gamers (at least the ones that have braincells) don't care about graphics. They only care about THREE things: 1. Optimizations 2. Gameplay. 3. Polish. Everything else is literally optional

  • @Adam-oy6nc
    @Adam-oy6nc 2 дня назад +42

    "To know thyself is the beginning of wisdom."
    -Socrates 370BC
    (when asked for his #1 tip for game dev)

  • @lunaeclipse4304
    @lunaeclipse4304 2 дня назад +23

    i honestly think some of your old weapons would still work, and be fun, with unique mechanics for them. the stapler could temporarily stun enemies by stapling them to objects or the floor, as an example. or the multi color pen thing (idk what they're called) could have different bullet effects for each color.
    also, sound effects will make each weapon feel cooler, and maybe some recoil as well? the desk printer gun especially looks like it should have recoil, since you're firing a whole desk at high speeds
    (edit) but your ideas for crafting weapons is incredibly cool, and it fits the office theme well! if you do wind up bringing the old weapons back, maybe they could be like a starting kit?

  • @vaushfan9200
    @vaushfan9200 14 часов назад +1

    Filing cabinets and their little silver keys should be the treasure chests to allow for puzzles. And office keycards to enter rooms/floors. The keys could be hidden inside the desks, trash bins, clocks, office plants, picture frames etc that you have to loot for stuff to make weapons from. The keycards could be on lanyards certain enemies drop

  • @VeryRGOTI
    @VeryRGOTI День назад +2

    I believe the issue with the walking is that the character doesn't lean forward to run/walk. It's alright to perhaps try a running as the default instead of walking, since it'll go hand to hand with the dodging you'd often do.
    For the Paper-Scatter gun you could also add sfx, or a blast-flash from the muzzle to make it feel more big, if that makes sense. Can't wait to see this game heading in a new direction!

  • @Kaenguruu
    @Kaenguruu 2 дня назад +13

    I have the *exact* same issue with working on long-time projects like you so I can absolutely understand you. Great vid ;)

  • @The_shady_puffer
    @The_shady_puffer 2 дня назад +8

    Take your time and don't rush this project. Mistakes are inevidable but you used them to make some amazing progress. Keep it up

  • @harmlesstherobot7181
    @harmlesstherobot7181 День назад +1

    Suggestion: Specific objects add specific traits to the weapon. Like desks make projectiles larger, pens make projectiles faster, coffee machines could add splash damage, that sort of thing.

  • @nochs_brother_2
    @nochs_brother_2 20 часов назад +1

    I haven’t seen this channel before this video but I’m so hyped to see where this game goes in the future!

  • @eliptyshadow
    @eliptyshadow 2 дня назад +8

    hey, thank you for the transparency about this! i've been really enjoying your videos, and i really appreciate the step back about what you've been doing and what you need to do. excited to see where this project goes in the future! :D

  • @DotterSwotter
    @DotterSwotter 2 дня назад +6

    4:56 Ah the AAA game mindset, glad you got yourself out of that line of thinking. Can't wait to see where you go with this!

  • @SnotjeXIV
    @SnotjeXIV 2 дня назад +18

    The tiles work so well that 50% of the time they don't show up on youtube xD

    • @Deynum
      @Deynum  2 дня назад +11

      That's actually exactly what I was going for lol

    • @Private.Portal
      @Private.Portal 2 дня назад +1

      @@Deynum "It's not a bug, it's a feature."

    • @Deynum
      @Deynum  День назад +3

      Okay, wait, I'm rewatching the video again, and wow, the compression on the tiles is crazy! Maybe I should do something for the next video...

  • @dee_sgusting
    @dee_sgusting День назад +3

    7:10 youtubes compression hates this trick

  • @x8c8r
    @x8c8r День назад +1

    This is a valuable lesson on game development and design.
    Gameplay is the most important part, after that comes the juice - the stuff that makes the gameplay satisfying. And everything else pretty much comes after that - The art, the sounds (good sound design as arguably as important as things like screen shake or particles), and other types of polish.

  • @IronVigilante451
    @IronVigilante451 2 дня назад +16

    Idea:Sound design can also give characyeristics to weapons. Also, can we call the paper desk gun "Paper Jammer?"

    • @Rougelike_enjoyer
      @Rougelike_enjoyer День назад +4

      The gun can now have a percent chance to clog and not shoot but after unjamming it shoots a huge paper wad just to fit with paper "jammer" better just spit ballin

  • @Anosph
    @Anosph День назад +3

    I think your problem is that your game is not "juicy". It looks like the pixel art is nice, but the gameplay is not very fun. For example, when the character shoots, camera vibrations according to the weapon, bullet speed, even random intensification of weapon animations can be added. I think this is the main reason why games don't look fun. For example, when the enemies in 5:10 jump on the player, it feels like something is missing. I had this kind of enemy in my game and I solved the problem by vibrating the camera when the enemy jumps. You can also use PixelOver if you want to progress more through pixel art (I don't know if you've heard of it before, but animations can be made very simply).

  • @csondika
    @csondika День назад +1

    I haven't seen all your content yet so maybe there's already an idea in place, but think about progression! A big part of Fun and good design can often mean an enjoyable progression system and the feeling of "spending" or "growing". Maybe a talent tree that needs to be purchased by money and enemies drop their small hourly wages to pick up. I know it' s a cliché nowadays but I could imagine a rouglite where the reason you don't fully check out of life is because some sort of evil entity won't let you die, but still forces you to work sending you back to the lowest floor upon death.

  • @YesTheBambooStick
    @YesTheBambooStick День назад +2

    Its awesome to see another Office Roguelike video!
    Just a suggestion but what if weapons had different properties depending on the size of the objects you combined. For example the Desk Printer you made would do massive damage, but would only be single shot, while combining something like a stapler and a pen would only do small damage but last a really long time. Finally combining a small and large item could give you a medium weapon that does medium damage, and has medium health / ammo. Maybe they take up different inventory space as well, so you can carry 100 coffee-pen guns but only 2 printer-table guns. Stuff like this would add alot more strategy to the game, and make it alot more interesting to play, as you really have to think about what you want to combine. (Also please add kickback to the printer table, that as well as the screenshake would really show the power behind that paper)

  • @Foxuniverso
    @Foxuniverso День назад +2

    id like to give a few suggestions and criticism on the design and ideas for weapons'.
    1) you don't need to only make guns, i think it be plenty fun to use a table like a club and smash enemies with it, very strong but very slow, you just pick up a desk in wherever you find it. could make it break after a few hits.
    2)I thought about the printer, it be cool if you could like push it and cause some damage and knockback some enemies.
    3) the paper table gun. its not a great idea, but for me its cause of the design itself. knowing what you were going for the design didn't really feel clear. imagine you just got the game and you craft it, you'd be confused as to why there's a paper ghost being shot out and why you have a Bionicle drawer in your hands. i think you can make it work but it needs some sort of simplification or adjustment. personally id make your weapon a drawer and you toss random junk thats inside. you can get it by breaking a few desk and gluing wood together. if theres crafting of course.
    4) it be neat if you could just use random items found in an office. not only guns but like use a ruler as a sword, maybe use pens like daggers and you run around with one of those cups with a bunch of pens. that be funny. that way you can also have an easy way to replenish ammo.

  • @kallanshrynen3650
    @kallanshrynen3650 2 дня назад +2

    Aye! Glad to hear you’re still working on it, excited for the future man.

  • @malimakes
    @malimakes День назад +1

    This is one of the best videos in youtube gamedev. Really appreciate you being so transparent with the game vs video struggle. Also the paper desk bullet animation is sick

  • @LazyTeaStudios
    @LazyTeaStudios 2 дня назад +5

    Love the new gun! Its so juicy with the screenshake and everything! I also like the direction with crafting different guns with objects you find! How many guns is this gonna end up being 🤯

    • @Deynum
      @Deynum  2 дня назад +2

      I have no idea lol, I might be in over my head

    • @thejakery
      @thejakery 2 дня назад +1

      @@Deynum You should think about making it modular. Like, Printer + (any other object) shoots a white prefab of that object, that might make your life easier, AND provide a huge amount of creative freedom for your players

    • @XplosivDS
      @XplosivDS День назад +1

      ​@@Deynum I'm sure you're already doing it but I _really_ recommend looking into all of the knowledge there is on game design, it will make things more fun AND easy to make if you choose smartly what you do. All the good luck!

  • @mikebrightman
    @mikebrightman День назад +1

    In the interest of keeping the old art stuff useful and "main loop" fun, do the different weapons have different effects?
    Thinking along lines of "the stapler will slow down or stop weaker office workers, either for better positioning letting you ignore them while dealing with a bigger threat or build up a mass for a combo".
    Just thinking more enemy management while moving and shooting adds a layer on top, which might make the player feel like they're thinking more and maybe feel more fun as they exert their actions on the enemies. And different enemies could have different effects when weapons are used; staples on a paper enemy could make them smaller as they get stapled to themselves, a pen weapon could draw moustaches on humans and add words to paper, coffee would "energise" or maybe satisfy humans while slowing down/degrading paper.
    Simple puzzle enemies making encounters a loop of "dodge while you plan approach->identify possible solutions->decide course of action->win fight".
    I feel like the fun worry is best solved by the weapons. They're how you interact with the world, and as Gabe Newell has said before fun is the world reacting to your decisions (massive paraphrasing)

    • @mikebrightman
      @mikebrightman День назад

      Also apologies if these suggestions are totally unhelpful, this is the first time I've seen a video of yours and I'm about halfway through this one when I typed this.

    • @mikebrightman
      @mikebrightman День назад

      Just got the weapon crafting section. Combing items for crafting sounds fun, but sounds like a black hole. Every item added means either exponential increase in crafting OR potential player disappointment when they realise not all items combo. It could work fine, but easily spiral into burning all your time making craft combos; if that's your unique game selling point then absolutely have that be the focus, but if you're worried about motivation and time it's a potential risk.

  • @RandomGuy03
    @RandomGuy03 День назад +2

    The #1 thing that makes things satisfying in video games is sound design. Adding huge thwumps and swooshes makes it 100% more engaging.

  • @JakCC
    @JakCC День назад +1

    This new direction is looking sick! Keep it up 👍

  • @steamfunk742
    @steamfunk742 День назад +1

    I have been loving your office rogue like videos for ages, but this video felt different. the final part when you said that you finally had fun made me feel very happy, and I am glad that you are stepping up to try and rectify your past mistakes. I'm excited to see what you add next :]

  • @DanstarProject
    @DanstarProject День назад +2

    If you ever continue to create this project and release it into playtesting, one thing that always makes a game more memorable and recognisable is a great main character. In my opinion, the current character you play as is sort of bland and forgettable, he’s just some office worker in the most average clothes imaginable.
    I propose you make him an epic office agent, all black, red tie, epic shades, and maybe even a fedora or something. But simply making a guy that looks cool Probsbly wouldn’t be enough, so you could maybe re-design the movement to make the most epic action hero ever, flipping around the place and diving over enemies, improvising with the office tools as weapons and making quick decisions to save himself. People like to play as somebody they want to be, and feel epic playing. Anyways, this is just a suggestion, good luck in making the game, and keep up the effort!

  • @Mr_Coconut862
    @Mr_Coconut862 2 дня назад +3

    WELCOME BACK.

  • @TheShelfman
    @TheShelfman День назад +1

    Love this! Happy to see the direction the game is taking. Nice job on the new gun too😁

  • @Terrahex1
    @Terrahex1 День назад +3

    "Focusing on the art is the reason I lost motivation" then "So I did more art."
    Just because you lampshaded it, doesn't mean it's not still a problem. There is a reason that art is one of the last things done in a project, because it makes things so much easier to change when you're not worried about the art
    AND THEN YOU CONTINUE TO FOCUS ON ART with the walking animation. You haven't learned anything... have you?
    ... why have you continued to focus on art with the desk? You haven't playtested this? You don't know if it's fun. And then all of these hours could be wasted

  • @ReeceNother-Nunn
    @ReeceNother-Nunn 2 дня назад +1

    I have a cool idea for a boss fight:
    The Receptionist
    Gameplay: Phase 1:She sits at a desk and doesn't move and only attacks when attacked, she throws coffee and paper at you but mainly types a bunch of words at you. Phase 2: Her head is taken over by her computer and images appear and turns into an enemy e.g. a rat acts like a cursor, a cat just sits there, a turtle spins around the room bouncing off walls like in mario
    Appearance: Red dress with coffee spills on it and a blue tie, when attacked gets a massive mouth filled with massive sharp teeth, during Phase 2 she stands up and has wire tentacle legs and the computer consumes her heard and an image appears each time a new enemy shall appear
    I hope you see this and add it to your game (you don't have to I won't mind but LOVE IT if you do)

  • @HelperGuy
    @HelperGuy 2 дня назад +2

    First time seeing this project and it looks fun! Cant wait to see what you add next!

  • @NithinTHEHELL
    @NithinTHEHELL 2 дня назад +2

    some ideas
    keyboard gun - it shoots letters
    water bottle gun - it shoots water & hold to release heavy attack
    camera gun - uses flash to immobilize enemy's
    sticky notes - sticks enemy's on place after pre-placed by player

  • @poof3910
    @poof3910 2 дня назад +2

    Something else that could be interesting with objects is being able to maybe kick them, either into enemies to do damage, or to create obstacles enemies have to get around, say you're being bombarded by enemies you could run behind a desk, kick it and have it slide across the floor crushing some of the enemies as it slams against the wall.

  • @oatie751
    @oatie751 2 дня назад +3

    I think knowing what you need to do to improve is probably the most important thing, if you don't know what needs doing you can't make progress

  • @hungryporpoise5940
    @hungryporpoise5940 2 дня назад +1

    my best tip for fun is to focus on the little things. Its all about the impact of what the player does, so screen shake, particles, and other effects dramatically make the game more fun despite not changing the gameplay.

  • @mz_eth
    @mz_eth 2 дня назад +2

    Great devlog! Man some of those RUclips video self reflections I can feel in my bones lmao

  • @PeacockLover127
    @PeacockLover127 2 дня назад +3

    I always kinda thought this game didnt really have a hook or anything super duper unique. but the crafting- now that's an amazing idea! :D

  • @halfsine
    @halfsine 2 дня назад +4

    i have learned after 4 different failed games to NEVER prioritize looks over gameplay until you KNOW that actually have fun gameplay

    • @halfsine
      @halfsine 2 дня назад +1

      also i definitely think that the large weapons need some recoil

  • @BonkColaOfficial
    @BonkColaOfficial День назад +1

    something that i think the desk-paper-printer-bazooka-gun-thing should have is some exponential slowing on the projectiles. I think it would help sell the momentum of the initial shot without adding too many flashy and distracting effects

  • @craz2580
    @craz2580 2 дня назад +7

    Imagine if this guy went to the petscop direction

  • @CrissyMoss
    @CrissyMoss 2 дня назад +5

    Why wouldn't your office themed weapons be fun? Ink pen could be spreading slippery puddles. Stapler could stun an enemy. Add the ability to switch between items quickly and you can make it x then together for debuff against the enemies as well as attacks.

    • @Deynum
      @Deynum  2 дня назад +4

      Oh, they absolutely COULD be fun. It's just that the way I made them: they weren't fun.
      The ideas aren't bad, I just didn't execute them well

    • @uselesslyuseless2125
      @uselesslyuseless2125 2 дня назад +1

      @@Deynum the staple could staple people to each other or walls , that;d be fun , they get a slowing debuff if to eachother or stunned for a bit if to a wall

  • @stinkyseastar3560
    @stinkyseastar3560 14 часов назад

    the way this was filmed, especially the ending, dude you're a cinematic genius

  • @Tsea200
    @Tsea200 2 дня назад +1

    Dunno what to say but im really happy to see that death inc is moving in a good direction!
    Best of luck for what you work on next! cant wait for the next devlog but do take ur time! dont get burnt out!!!!

  • @Geeze
    @Geeze День назад

    Obsession and motivation is so true, glad you're finding a way around it

  • @donutstudios6353
    @donutstudios6353 День назад +1

    why not you begin at 9, and you basically just clear as many rooms before 5pm. each hour you earn some income every hour of the day you survive and eliminations get you 'bonuses'. then, after before the next day, you can upgrade your weapons and stats using money (and maybe also add xp/leveling, aka earning 'promotions'). then, you click start for the next day and repeat the 9 to 5 grind. each day the difficulty will get harder, but you will also get more rewards to get even more upgrades. this makes a good long term progression and also short term. then just have the game repeat infinitely in this cycle

  • @woodoowooda_yt1713
    @woodoowooda_yt1713 2 дня назад +2

    This has made me realise why i never finish a project I start. The obsession = motivation bit. Additionnaly, I never have a complete gameplay loop to send to my friend so they can give me their opinio on how the game feels or if its any "fun". Thanks! That made me think a bit and hope your as well can improve your game like your want it !

  • @lyingpancake95
    @lyingpancake95 2 дня назад +1

    I agree transparency is important. It's much more important to be honest with an audience than try to impress them with illusions. No one wins in that scenario.

  • @USCO3441
    @USCO3441 День назад +1

    Chaos, to make it fun, make it chaos

  •  4 часа назад

    if you wanted to, you could consider making the camera look ahead of the player depending on what direction you're aiming, could help with longer range weapons so you can see where you're shooting.
    Good luck on the devlogs, you got a subscription from me!

  • @skdog4life
    @skdog4life 2 дня назад +1

    3:40, your motivation is higher then your obsession? your doing better then me

  • @rewrose2838
    @rewrose2838 День назад +1

    Transparency just got you a new subscriber mate, keep it up!

  • @Hezman20
    @Hezman20 День назад

    very excited for more focus on making the gameplay fun!

  • @carteraplus3020
    @carteraplus3020 День назад +1

    Add water dispensers! You could have ranged enemies based off it too. Would be a great addition to basic enemies!

    • @carteraplus3020
      @carteraplus3020 День назад

      You could have them be some sort of healing system. Defeat some water cooler culture Nancy’s and get a heart. Or something like that.

  • @rennugunner
    @rennugunner День назад +1

    You should make the paper desk slow down over time

  • @justanicemelon9963
    @justanicemelon9963 День назад

    The gun actually looks really fun, I think the eventual sound design will amplifiy the amount of fun you (and I) will have!

  • @JayDream77
    @JayDream77 2 дня назад +1

    Im happy to hear you finally found fun!

  • @Metrocysh
    @Metrocysh День назад

    Hey!!! Best of luck with the game's development :3
    I can definitely see the walk cycle being fixed with a more leaned over running animation - never be afraid of *exaggerating* the action! Legs swaying back and forth is always good running!
    Also making him bounce, of course!

  • @TheNamelessTO
    @TheNamelessTO День назад

    Good on you for being honest with yourself! This is the best way to improve from my experience 🙂
    Looking forward to what comes next!

  • @DaydreamStudios_Official
    @DaydreamStudios_Official 2 дня назад

    I'm excited for this new game-focused endeavor!

  • @sechmascm
    @sechmascm 2 дня назад

    You can add more variation if you think about how buildings actually work:
    For an office building, the ground level floor could be either a big lobby, a restaurant or just some shops.
    Then you would have both elevators and stairs (elevators could let you go up, while opening a door from a certain floor to the stairway could act as a checkpoint/going down path).
    You can also have floors like you have now, office space, meeting rooms, office utility storage, cafeterias/break rooms/vending machines, etc.
    After a certain amount of floors you could have a machine room, where they'd keep the AC units and such. An alternative is also that big pendulum they put in tall buildings to counteract wind forces and earthquakes. These could be cool for bosses.
    Also, what about a few floors where another company is located. Maybe an open floor plan, green rooms, games, lounges, etc. Or maybe a scam farm, where they have a bunch of people in a row making sketchy calls. Or a WeWork type space.
    At the top you'd have the administrative floors. These should be more luxurious, with wooden finishes, carpets, art works, secretaries and big offices. You could even make the bosses themed after the CEO, COO, CTO, CFO, etc, etc. and the big bad after the shareholders. Even throw some shade at some irl companies with meeting rooms filled with monetization technics or similar.
    And lastly, consider cigarettes as a form of item that would give you either energy or life, cause a lot of workers escape work by smoking breaks. Either that or coffee. Ooh, or a co-worker that steals your stuff, like they'd steal your food from the fridge.
    K, this is too much already. Thanks

  • @mbg5_
    @mbg5_ 21 час назад +1

    Nice video, now lets wait another couple of years for the next devlog

  • @KStarPR
    @KStarPR День назад +1

    Here's some praise, criticism, and suggestion, hopefully it's all constructive. First off, the transparency is highly appreciated and the new ideas implemented seem quite interesting!
    Secondly, others have surely said this- but you stated that you focused too much on art, only to make more art (it all looks pretty good tho), and even ask for suggestions on how to update some art- kinda offloading some of the work onto your fans. The new desk is maybe a little too simple, but that could be a nitpick. Also on the topic of art- while the idea of crafting guns is a great idea, it can add up to a LOT of art real fast- so just try to keep scope creep in mind.
    Lastly, some suggestions on collecting, crafting, and weapons. Cutting melee is certainly an option, but you could have any melee weapons break after one or a few uses to encourage using guns instead. You could also allow the player to pick up small objects and throw them (probably destroying them in the process). As for collecting and crafting- the idea of picking up an entire desk and office printer to use as either a weapon or to craft into a weapon is kinda crazy (go for it if you want, it doesn't have to be realistic), so what if they could be used as cover with limited health? Desks could break and drop pencils or drawers and such that could be used as weapons or crafting materials, and you could use drops from desks and printers to make the paper desk gun.

  • @ScrewBall105
    @ScrewBall105 День назад

    Ok, so hear me out on some weapons:
    Pencil Shaving Gatling Gun - Rapidly fires a barrage of pencil shavings. Craft with an electric sharpener and possibly a desk fan or shredder.
    Eraser Cannon - Fires an enlarged rubber eraser that bounces off enemies and surfaces, losing pieces each bounce. Craft with a box of erasers and maybe a... soda machine?
    Water Cooler Freeze Ray - Spray a freezing mist to slow and stop enemies. Craft with a water cooler and fire extinguisher.
    Pencil Crossbow - Fire fast moving, super sharp pencils. Craft with pencils and rubber bands.
    Tape Trap Spreader - Fires a spray of staple-covered tape on the ground that traps and damages enemies. Craft with a stapler and tape gun.
    Duelie Staplers - Literally two staplers wielded guns akimbo. Could be an early game craft.

  • @logken734
    @logken734 2 дня назад

    Great episode! I had a lot of FUN watching it

  • @dr.albitros4242
    @dr.albitros4242 2 дня назад +2

    I have a weapon idea: Red tape grenade - anyone who dears to touch it will get their vision limited and will become slower for as long as they are standing on it.

  • @bossy7251
    @bossy7251 2 дня назад +1

    Whats the story, when I created my game the largest thing that helps make it fun was the story as it keeps it interesting from the start, it’s the reason people want keep to play your game, but for games like Baltro this isn’t necessary. Like hotline Miami, it’s fun and fast with a very small story.
    Also in game development always do paper prototyping as when people love the basic unfinished game the whole game can just be made even more fun.

  • @MemeMan-nr3os
    @MemeMan-nr3os День назад +1

    I think that if this is the first gun you would craft in the game that you should give it a longer cooldown to make people want to replace it. The longer cooldown could also be explained by saying that the printer needs to print a new desk to shoot

  • @axolotofideas
    @axolotofideas 2 дня назад +3

    maybe with the inventory system, it can be sorta space based? like larger objects take up more space so it encourages strategic organization!

    • @Deynum
      @Deynum  2 дня назад +1

      This. Literally this is my idea

  • @StephenColtharp
    @StephenColtharp День назад +1

    One thing I noticed with the desk printer gun: it looses momentum rather fast at the end, and the last bits of paper seem to stop in place. Maybe having it so that the paper bits keep moving forward would help?

  • @groonix3856
    @groonix3856 День назад

    Make it so that the paper left behind leaves a hitbox with bonus move speed, so if you walk towards the path of the desk you move faster. Also add a bit of recoil to the gun. You’re shooting a whole desk. Movement related attributes on guns like this add a lot of variation.

  • @Prismatics157
    @Prismatics157 День назад

    Adding recoil to guns is another great way to add emphasis on the power of the weapon!

  • @hjagu1323
    @hjagu1323 2 дня назад

    You have a lot of work in front of you. Every time you add something new that the player can pick up the amount of combinations doubles (assuming anything can be combined, which would be really satisfying)

  • @mrultima9466
    @mrultima9466 День назад +1

    Hey next time you rework the art you should probably also consider doing that for the characters, at least the player character to start with. The pixel art equivalent of stick figures doesn't really look great.

  • @cyrx-glg-1675
    @cyrx-glg-1675 5 часов назад

    Pretty cool project. Had an idea for the color pen gun. Let the player switch between colors and have certain combos of colors trigger some status effect. Say 3 red shots in a row set the enemy on fire. 2 Green and 1 Blue poison the enemy. One of each color makes the enemy explode into bits (0s/1s). Then add a time penalty for switching colors. I think this could make for a pretty fun weapon.

  • @jakekeltoncrafts
    @jakekeltoncrafts День назад

    As a small idea for wall decor, outside of posters or unpowered TV screens, on the exective suite consider blank windows or wall sconces. Exective suites also have fancier trim, potted plants/trees, trophies/employee of the month things, graduate certificates, or pictures of whatever the company sells.

  • @WafflesWasTaken
    @WafflesWasTaken 2 дня назад

    Cool suggestion: Make throwable objects. You said that people wanted the player to pick up stuff to use as weapons, but you didn't like the idea. How about making it so you could pick up stuff, for example a coffee machine, and throw then directly to enemies as a single use projectile?

  • @user-es8dp4xf2e
    @user-es8dp4xf2e 6 часов назад

    As someone who saw the first video when it came out, and loosely followed your progression I must say you have my full respect for admitting all these points in this video.

  • @vidvad
    @vidvad 2 дня назад

    I once cancelled a game for the exact same reasons after working on it for 1.5 years. I get what you're saying!
    When I started working on a 2nd project, I was able to tackle the "fun" really quickly from the start. Like literally, in about 1 week, I had a gameplay loop that was fun to play regardless of the limited mechanics and the grey boxing. No theme, no graphics, no story, just pure gameplay. That's when it hit me... I realized what were the reasons why my cancelled project never took off. I was focusing way too much on the setting, the uniqueness, the theme and the art. The gameplay was never fun and I boxed myself into trying to fit the gameplay into the story or gimmick instead of the other way around.
    So yeah, I'm glad that you're learning from past mistakes and that you've figured it out as well ! Keep it up man, I like your project.

  • @liufyx
    @liufyx День назад

    Damn this video motivate me to do more on core mechanics of my game, lately ive been always focusing on art like it doesnt look good i need to do another one and i dont realize that ive been stuck for a whole month without progess on the game and its slowly killing my game i lose interest making when i dont feel like the art i do is good enough, but now after watching this video i finally get it. SALAMAT for this one my guy✌

  • @Awesome_Seal_Guy
    @Awesome_Seal_Guy 2 дня назад +1

    About the craftable guns mechanic. You should do that when you're collecting bigger furniture like the desks and printers, make it so it takes longer time than collecting smaller furniture. Just an idea. (Hope you keep having fun while developing this game!)

  • @TERRABLADE-uy7bh
    @TERRABLADE-uy7bh 2 дня назад +1

    I make games sometimes and I agree that making a fun game idea is very difficult. So take your time man!

  • @pau_1eal526
    @pau_1eal526 2 дня назад

    thank god i thought the game ended up being cancelled/discontinued/abandoned and that would be a shame because I genuinely think it has such an interesting theme that left me wondering what the next addition to the game could be and there is no other devlog that Ii've missed this much, glad to see you back

  • @aka_lux
    @aka_lux 2 дня назад +1

    Really amazing video, enjoyed every single bit of it and when I'm developing something I feel the same way as you, glad I'm not the only one! A tip: idk if this would make the gun feel more impactful and I know rn it's a prototype, but since a desk is a really big object and a printer is slow at printing it would be more immersive if this kind of weapon charges up and then shoots. For example, when you click the barrel of the gun retracts, then the gun shakes, then also the screen shakes and a moment later it releases the paper desk, idk something like that

    • @Deynum
      @Deynum  2 дня назад +1

      I actually really like that. I'll try to see what making this gun a "charge" weapon feels like

  • @gameworkerty
    @gameworkerty 2 дня назад +1

    I think you could quickly solve a lot of the fun problems by watching the famous Vlambeer talk 'The Art of Screenshake' and adding the things it suggests.

  • @mickeyouse6808
    @mickeyouse6808 2 дня назад +2

    - Spend the first half of the video saying that too much time is spent on art.
    - Proceed to animate paper for a gun he's not sure how much fun it can be
    The lesson is unfortunately not learnt.

  • @hamesthebeautiful3830
    @hamesthebeautiful3830 2 дня назад +2

    I think adding sound effects would definitely contribute to the making the guns more satisfying

    • @Deynum
      @Deynum  2 дня назад

      Yes, absolutely. But I'm gonna wait with sound until a lot later into development.

  • @VillaDog
    @VillaDog 2 дня назад +1

    Really cool game, happy to see where it comes to

  • @typical5
    @typical5 2 дня назад

    Ive just found this channel and I love it! Here's a cool idea you can do! You can make it so the player can push the desks onto enemy's crushing them!

  • @sheep177
    @sheep177 2 дня назад +1

    nice to see you are back!