The game looks really nice. The mechanics seem so fluid, the art style is beautiful. my favorite game of all time is portal 2. So this seems right up my alley. I'm really exited for this game!
No need to thank *us* for watching, thank *you* for creating! ^^ Love your artstyle, the story-focused portal-esque direction of your game and your humor. Also, I can really identify with you obsessing over details...
If you wanna rip off another game (celeste) here's an idea: make the scene transition so instead of fading away, it pauses the scene and the camera moves from one scene to another. This is what Celeste does. TL;DR: Pause, move camera from one scene to another smoothly, unpause to copy Celeste.
i really like the way that this game is comming together. I has very interesting mechanics, and the animaitions are so good, even with that low framerate. I know that you get 1000 comments like this, you really deserve every one of them
You're doing so many things that are both technically interesting and just make SENSE to do in 2022. always love games and dialogue that really respond to player's actions, it feels so much more alive. excited to see what else you'll do! :)
Impressive work 👍 I like that you not just link scenes through code or write a simple switcher, instead you have implemented a nice system, preventing future management problems and yet keep it simple.
The connected open world is so cool, way better than a series of levels. Swinging between areas seems like it will be really fun. The slide is a really good addition, good job.
That's amazing! I was just working on something really similar with an open sourced node editor. Keep up the great work dude, your devlogs are truly inspiring!
Previous Devlog: Lets use Enums and StateMachines instead of Unity Animator This Devlog: Let's make a WorldGraph object based on the Unity Animator system!!! Jokes aside, what you're doing is great. Keep it up :)
@aarthificial you are a great game dev. I wish you see this project to its and and also sell it successfully. I will wishlist your game as soon as you put it up!
I am somewhat of an oracle, and I predict that your channel will get way more subs than it has right now. Better buy more tissues, we'll give you all the love you deserved all this time. P.S. Already drew a few placeholder sprites and wrote a basic script for the plot, will be building a sample Unity game in the next few days. All thanks to you, mate.
@@aarthificial dunno about my silly first game, but Astortion is already looking brilliant, so my confidence in you creating something amazing is already through the roof :)
love the devlogs and attention to detail of your design dessions! Would be epic if you could make some Tutorials for the more complex of your System to get more insight behind the Scenes
This is actually my second best video. Before the previous devlog, I used to get like 80-100 views. Still, at the end of the day, these are just numbers. I'd make these devlogs even if no one would watch them
Maybe try making the scene transition animation fade in the direction the character is going. I found that to flow pretty good and give the player a better sense of direction.
For the jump pad, I think it would be best to jump only if pushing a jump button (if there is any, since this is first time I see this) and the player is standing on the jump pad. For piecing the scenes together, I did something similar to the first approach but better a few days ago. I created a map object that is responsible on finding the next scene based on the direction of the exit. Also, naming scenes as map coordinates such as "x005y007.room" makes loading them from files on the fly much easier. For my game, the world is contiguous and resemble a grid. But same principle can be applied with small modifications such as naming files differently a little. if the world is not uniformly shaped. By the way, I use Godot Engine.
This seems like an amazing project, love watching your progress through it! Because you're using Unity, are you considering building for macOS, Linux, Android or iOS? Another thing, the large scene you showcased in an earlier episode (can't find which one, it was near a waterfall) could be revealed in a way where the camera slowly zooms out when Alice walks into the area, a sort of "big reveal"
Thanks! Currently I'm considering building for Windows, Linux and Mac. I feel like, without a lot of additional work, the game wouldn't translate well to mobile. Also, thanks for the suggestion!
Really like the progress so far! When it comes to screen transitions, I never really liked flashing between two screens on exit, like in Metroid or Megaman. What if you could make it seamless by making the character walk through the connecting corridor and let the new screen open on the other side. That is, connect two scenes with long corridors, do not break player movement.
Just found your channel and binge watched all videos! Awesome work! :D Many of stuff you did, I was going to implement by myself, like pixel perfect camera movement, save system and bootstrap thing was exactly the same in my mind, lol. Anyway, talking about screen change/load, I can recommend switching to prefabs instead of scenes in your case. Prefab size is way smaller, it can be loaded much faster, and also more flexible, if you will need custom logic, like moving or duplicating chunks of level, writing custom startup logic e.t.c. I think you can do performance test by your own.
Thanks for the suggestion! Notice, however, that using prefabs will encapsulate the entire scene in a single game object, preventing Unity from parallelizing transform updates. Additionally, and that's more of an opinion, it feels more like fighting against the engine. Can you elaborate more on the size difference though? Are you referring to storage space? In that case, how big of a difference is it? And where does it come from? IIRC asset files for both scenes and prefabs are really similar. Or are you referring to in-memory space? In that case, would there be any difference given that there's only one scene loaded at a time?
@aarthificial I'm not sure how parallel transform job work, so it needs other research. In one of project I worked on, size difference was from hundreds of kilobytes to couple of megabytes, however, mostly from different lightmap/lightprobe approach. Prefab load time was 3-10x faster, probably, because no "switch scene" logic executed. It was a mobile project, so slow speed of scene load was pretty noticable, which is ok for large scenes, but doing it frequently with small scenes wasn't an option.
Here's a good resource on transform hierarchies: ruclips.net/video/W45-fsnPhJY/видео.html I doubt that I'll ever need to bake any lights in my 2D game so I can safely dismiss the "prefab size is way smaller" argument then. Now, are you sure that these longer loading times weren't a direct consequence of the bigger size? Or did you measure only the initialization time, without I/O?
@@aarthificial ah. transform dirty hierarchy, I totally forgot about that thing, you are right. So...I decided to run a quick test in a vacuum - empty scene to scene with 100 cubes and back vs. empty scene where prefab with 100 cubes spawned and destroyed. Profiler results for just one operation: prefab ~1ms, scene ~1ms Profiler results for 100 operation in a loop: prefab 60ms, scene ~3.5ms Seems like empty scene without lightdata will be even faster than prefab, so my advice is wrong, lol
I've been following your game for a little while now and it looks amazing! I have a question related to Unity and pixel art. The pixel art looks really gorgeous and the animations look great and very smooth. Are you using a pixel perfect camera? The movement looks very smooth compared to what I've noticed usually happens with the pixel perfect camera. Thank you!
Hi! would you mind answering some of the questions I have about how you managed to implement certain things? I'm trying to adopt your process, but a couple of things are not working quite how they are for you, and would love to know if you'd be kind to answer some of them. For example, how you go about renaming the subassets and repainting the view, and a couple specific things like that. Thank you, your work is inspirational :)
The slide is cool, but I feel like if it's possible pressing space or e when you're on the plate could work, and then also have it that if you fall on the plate it automatically activates
I've never said it's better. In the future I'll need a way to dynamically swap scenes during runtime and this system makes it really easy. That does not mean that the first approach is worse though, everything depends on the context.
@@aarthificial That's okay, let me know when you make one, and btw, Portuguese is my native language so I can help you with translations if you want to ^^
This is best youtube recommandation that i have seen so far 🥰
Listen to this one ^
The game looks really nice. The mechanics seem so fluid, the art style is beautiful. my favorite game of all time is portal 2. So this seems right up my alley. I'm really exited for this game!
I’ve bingewatched all the episodes and now I’m sad that there aren’t more of them
No need to thank *us* for watching, thank *you* for creating! ^^
Love your artstyle, the story-focused portal-esque direction of your game and your humor.
Also, I can really identify with you obsessing over details...
Thank you so much!
@@aarthificial btw, that "fake worldmap" of yours has a whole lot of detail... was that a previous version? ^^
👀
Man I love this channel. Everything you make is so polished. Keep it up!
Thanks! I'll try my best
Holy CRAP! How did you make an editor tool like that? Have you ever considered making tutorials?
Thanks! I've considered making them, I even have a few planned already.
Haven't had the time to make them yet but hopefully it will change soon.
It's surprising how fluid so few pixels can be.
clicked right away man i love everything i've seen and i'm gonna get a snack to enjoy this devlog
i was just rewatching some of your old videos! what luck!
Just found you, your approaches really resonates with me and my programming flows. Thank u! Game is looking smooth as well!
Thank you, too!
If you wanna rip off another game (celeste) here's an idea: make the scene transition so instead of fading away, it pauses the scene and the camera moves from one scene to another. This is what Celeste does.
TL;DR: Pause, move camera from one scene to another smoothly, unpause to copy Celeste.
Or like megaman too! although megamans transitions are pretty slow
This channel is criminally underrated 😤 I'm glad RUclips recommended me this.
This is the most proper use for and of abstraction in software engineering. Way to go!
Just watched all 16 of these back to back, and can't wait for the next one!
i really like the way that this game is comming together. I has very interesting mechanics, and the animaitions are so good, even with that low framerate. I know that you get 1000 comments like this, you really deserve every one of them
Thank you so much!
You're doing so many things that are both technically interesting and just make SENSE to do in 2022. always love games and dialogue that really respond to player's actions, it feels so much more alive. excited to see what else you'll do! :)
I'm loving these dev videos, man! Keep up the good work!
Thanks!
Impressive work 👍 I like that you not just link scenes through code or write a simple switcher, instead you have implemented a nice system, preventing future management problems and yet keep it simple.
Thanks!
The connected open world is so cool, way better than a series of levels. Swinging between areas seems like it will be really fun. The slide is a really good addition, good job.
Thank you!
Really glad I found your channel! Looking forward to seeing more!
I'm really glad you're getting some much-deserved recognition and subs.
Thank you so much!!
Damn dude I watched last video with no idea it was that much more popular than the rest. Good job man, you deserve the new found support
Thank you so much!
Also, glad to see that you're alive
this devlog is so refreshing man, the way you put effort into making the systems feel right is just so nice
I’m really excited for this! The art style is beautiful and the story seems like it’ll be interesting, keep up the good work
Thanks!
The sliding is a really nice touch, it looks super fun to do! Also the room system is a 10/10, it looks very polished and intuitive
Thanks!
That's amazing! I was just working on something really similar with an open sourced node editor.
Keep up the great work dude, your devlogs are truly inspiring!
Thanks!
Damn good job there man! We are backing you all the way!!
Thank you so much!
Very nice devlog, i'm glad RUclips recommended you! Nice job man, your game looks awesome.
Thank you so much!
Looking incredible as always! Great job!
Thanks!
Previous Devlog: Lets use Enums and StateMachines instead of Unity Animator
This Devlog: Let's make a WorldGraph object based on the Unity Animator system!!!
Jokes aside, what you're doing is great. Keep it up :)
Thanks!
the animator is great for a lot of things! animation is not one of them
Ok the sliding idea feels really cool
please keep this up. i’ve been enjoying this so much, you’re truly brilliant.
This is beautiful! I really enjoy how smooth the scene transitions and character movements are. Great job!
Thanks!
The game seems to flow really nicely between the scenes, good job!
Thank you!
Dude, Seeing your design process gets me excited to work on my own projects.
I love your devlogs!
5:22 Aaawwww~.
lul, ye I just got here and am binge watching these. Excellent work man!
@aarthificial you are a great game dev. I wish you see this project to its and and also sell it successfully. I will wishlist your game as soon as you put it up!
Thank you!
Didn't know Scene Handles existed yet. Totally great to learn about!
Oh, no, they don't exist. I created them. Sorry for the misconception
Excellent video as always, keep up the good work!!
Thanks!
I love the portal style metroidvania feel this game is giving off. Can't wait to see what you add next!
As always, amazing work!
Thanks! Glad to see you're still here :)
I'm loving this. Absolutely stunning.
Loving the content man, it is looking reeeeally good!
Thank youuu!
I was thinking for the jump pads - maybe they only trigger if you jump on them? Then you can run past them fine, and the jump pad chains work.
You cant jump in astortion, so to trigger the jump pads you would have to fall onto them
@@lazyblendertests5871 ah I forgot you couldn't jump
@@RugbugRedfern If you could, you could just jump over the pad
a new video 4 hours after i found out about the channel, noice
The Mechanics are amazing, the puzzles are cool, I love it :)
Keep up the good work, thank you.
Thank you, too!
I just realised I wasn't subscribed. Just subscribed, I love your content and it inspired me to get back into game dev.
I'm really glad to hear that!
Finally after binge watching your videos 2 days ago the you and the algorithim blessed me with another keep up the quality
Can't wait to see more, this series makes me feel good about my own gamedev dreams
Thanks! I'm sure your dreams will become reality!
More Game DEV! so excited!
Awesome devlog! Your game is really starting to come together! Can’t wait to see more :D
Thank you!
I may be late but I am absolutely excited for the game
good job so far!
Thank you!
I am somewhat of an oracle, and I predict that your channel will get way more subs than it has right now. Better buy more tissues, we'll give you all the love you deserved all this time.
P.S. Already drew a few placeholder sprites and wrote a basic script for the plot, will be building a sample Unity game in the next few days. All thanks to you, mate.
Thanks, I'm so flattered!
I'm sure you'll create something amazing!
@@aarthificial dunno about my silly first game, but Astortion is already looking brilliant, so my confidence in you creating something amazing is already through the roof :)
Also, the last devlog's ending was brilliant
i love ur short style gamedev videos so much
Thanks!
Just binged it all after watching ep 15, cant wait to see more :)))
love the devlogs and attention to detail of your design dessions! Would be epic if you could make some Tutorials for the more complex of your System to get more insight behind the Scenes
I was about to suggest sliding
Custom transitions between scenes would be sick
Absolutely love your devlogs, youtube recommendations did something right for once:)
Nice scene transitions, I was trying to figure an elegant solution to do the same thing but I may copy your method. Thanks
Zero dislikes? Congrants Mate, amazing Art!
It's kinda sad though, that the previous devlog blew up and now this one isn't even near the numbers of the former. Makes me kinda sad
This is actually my second best video. Before the previous devlog, I used to get like 80-100 views.
Still, at the end of the day, these are just numbers. I'd make these devlogs even if no one would watch them
I cannot wait to play this
Love the new video!
Glad you liked it!
This is so cool! Nice idea!
Yes finally another vid
Maybe try making the scene transition animation fade in the direction the character is going. I found that to flow pretty good and give the player a better sense of direction.
Awwwwnt
ty
For the jump pad, I think it would be best to jump only if pushing a jump button (if there is any, since this is first time I see this) and the player is standing on the jump pad.
For piecing the scenes together, I did something similar to the first approach but better a few days ago. I created a map object that is responsible on finding the next scene based on the direction of the exit. Also, naming scenes as map coordinates such as "x005y007.room" makes loading them from files on the fly much easier. For my game, the world is contiguous and resemble a grid. But same principle can be applied with small modifications such as naming files differently a little. if the world is not uniformly shaped. By the way, I use Godot Engine.
very good work keep up
The sliding is soo coooool
This seems like an amazing project, love watching your progress through it! Because you're using Unity, are you considering building for macOS, Linux, Android or iOS?
Another thing, the large scene you showcased in an earlier episode (can't find which one, it was near a waterfall) could be revealed in a way where the camera slowly zooms out when Alice walks into the area, a sort of "big reveal"
Thanks!
Currently I'm considering building for Windows, Linux and Mac.
I feel like, without a lot of additional work, the game wouldn't translate well to mobile.
Also, thanks for the suggestion!
Really like the progress so far!
When it comes to screen transitions, I never really liked flashing between two screens on exit, like in Metroid or Megaman. What if you could make it seamless by making the character walk through the connecting corridor and let the new screen open on the other side. That is, connect two scenes with long corridors, do not break player movement.
Man you do always end up making things long way 😂, as always this is amazing work I wish I could do something like this😪
Brilliant level transitions. They remind me of Celeste.
Just found your channel and binge watched all videos! Awesome work! :D
Many of stuff you did, I was going to implement by myself, like pixel perfect camera movement, save system and bootstrap thing was exactly the same in my mind, lol.
Anyway, talking about screen change/load, I can recommend switching to prefabs instead of scenes in your case. Prefab size is way smaller, it can be loaded much faster, and also more flexible, if you will need custom logic, like moving or duplicating chunks of level, writing custom startup logic e.t.c. I think you can do performance test by your own.
Thanks for the suggestion!
Notice, however, that using prefabs will encapsulate the entire scene in a single game object, preventing Unity from parallelizing transform updates. Additionally, and that's more of an opinion, it feels more like fighting against the engine.
Can you elaborate more on the size difference though?
Are you referring to storage space? In that case, how big of a difference is it? And where does it come from? IIRC asset files for both scenes and prefabs are really similar.
Or are you referring to in-memory space? In that case, would there be any difference given that there's only one scene loaded at a time?
@aarthificial I'm not sure how parallel transform job work, so it needs other research.
In one of project I worked on, size difference was from hundreds of kilobytes to couple of megabytes, however, mostly from different lightmap/lightprobe approach.
Prefab load time was 3-10x faster, probably, because no "switch scene" logic executed. It was a mobile project, so slow speed of scene load was pretty noticable, which is ok for large scenes, but doing it frequently with small scenes wasn't an option.
Here's a good resource on transform hierarchies:
ruclips.net/video/W45-fsnPhJY/видео.html
I doubt that I'll ever need to bake any lights in my 2D game so I can safely dismiss the "prefab size is way smaller" argument then.
Now, are you sure that these longer loading times weren't a direct consequence of the bigger size? Or did you measure only the initialization time, without I/O?
@@aarthificial ah. transform dirty hierarchy, I totally forgot about that thing, you are right.
So...I decided to run a quick test in a vacuum - empty scene to scene with 100 cubes and back vs. empty scene where prefab with 100 cubes spawned and destroyed.
Profiler results for just one operation: prefab ~1ms, scene ~1ms
Profiler results for 100 operation in a loop: prefab 60ms, scene ~3.5ms
Seems like empty scene without lightdata will be even faster than prefab, so my advice is wrong, lol
YES
you're awesome!
Nice work! Can you make a video about those interactables you use for the horizontal passages?
More.
mind blown!
Rise of the great one!
It is so impressive how easy is for you just to create new kind of Unity Components, I would appreciate if you show us how you do them
Thanks youtube algorithm
Awesome
Thank you!
I think of reducing the fade time while moving through stages as it feels a little too long.
Thanks! I'll keep that in mind cuz we're gonna go back to these transitions in the future
I've been following your game for a little while now and it looks amazing!
I have a question related to Unity and pixel art. The pixel art looks really gorgeous and the animations look great and very smooth. Are you using a pixel perfect camera? The movement looks very smooth compared to what I've noticed usually happens with the pixel perfect camera. Thank you!
Thanks!
Yes, I'm using a pixel perfect camera but without pixel snapping so that may be it
@@aarthificial I getcha, thank you!
Hi! would you mind answering some of the questions I have about how you managed to implement certain things? I'm trying to adopt your process, but a couple of things are not working quite how they are for you, and would love to know if you'd be kind to answer some of them. For example, how you go about renaming the subassets and repainting the view, and a couple specific things like that. Thank you, your work is inspirational :)
ur welcome. keep it real
Dude, what's that bg music in the beginning? It's so good. Also great vid as usual
Thanks!
It's this one:
www.epidemicsound.com/track/RwJGnnLL9l/
The slide is cool, but I feel like if it's possible pressing space or e when you're on the plate could work, and then also have it that if you fall on the plate it automatically activates
don't stop, keep it up :)
Are you going to publish this world graph asset? This would help other devs a lot when linking scenes!!!!
Wish I was this good.
Please, you can be even better!
@@aarthificial don't do that, don't give me hope :
Really nice, but one thing I didn't understand: Why is this system with the scene handles better than just specifying the scenes directly?
I've never said it's better.
In the future I'll need a way to dynamically swap scenes during runtime and this system makes it really easy.
That does not mean that the first approach is worse though, everything depends on the context.
@@aarthificial Ah okay, thank you
found your channel just now, um loving it , do you have a discord for the game?
Thanks!
Unfortunately no. Not yet at least
@@aarthificial That's okay, let me know when you make one, and btw, Portuguese is my native language so I can help you with translations if you want to ^^