@@RandyOrlok there's always lore behind obscurity. It's just a question of whether you as the player know it or not. I think it's cool that the player character has these parts of their culture. Like a tribal tattoo but way cooler.
@@RandyOrlok nah, this game so far seems like it has a pretty grounded science adjacent universe. It's not going for elder scrolls level weirdness, anything esoteric should be kept in stuff produced by the characters cult and should be explicitly just religious documents, not lovecraftian truths.
It really is. I think that actual body parts (arms, legs, etc) should be less obtainable than, say, organs (if he does do the body part thing at all, as he said he wasn't sure). I think that'd add a little more depth to the mechanic, not to mention add a few customization options, even if it's only a few.
"And here is the Hall Of Appendices. Each one taken from a legendary warrior once they contracted appendicitis. The Scrolls say to Honor Every Part and thus they remain carefully preserved. If any of these containers are breached, the appendix inside will explosively rupture, wounding or killing any living thing nearby. So we very, very carefully keep them contained." - an idea for lore explaining the grenades in the game.
imagine entire ecosystems being used as body part farms to make various equipment, maybe intentionally infecting entire populations with disease to create ammo for grotesque weapons
Was skeptical of the new body design until I saw it with hair and heard the lore bit. You could definitely use that to create a class system where your limbs determine what class you are, like imagine getting the hand or throat of a legendary bard to play that class, or the eyes of a thief for better night vision, or a barbarian's arms giving you the Good Melee.
It also goes a way to explaining the Vow of Nudity. If your limbs are the fleshy relics of saints, it would only be right, from a weird meat cultist perspective, to show them off. So all may catch a glimpse of Visceral Enlightenment.
Made out of skull or jaws and teeth, that would be nice, he coupd also implement crawling so when the trap hits the enemy it takes off a leg and they can take their sweet ass time and aim for the head.
Idea: what if every full play through of the game your character is put on ice at the end and when a new save is started you can use a piece of your previous saves body to unlock special areas in the game. Ex: There’s a cave that can only be accessed by someone with the “right arm of the gunslinger” which means you have to do a full play through of the game and max out your damage. You then make a new save and take your previous saves right arm.
I thought I liked the old 2d cartoony art style, but I think I like this 3D one more. Really impressive work. Are you planning on bringing back the bluey-reflective puddles in the world? They looked awesome with the colour of the ground.
@Code Turtle inverted colours? Do you mean... that the surface would be orange? You'll have to describe a little more, unless you mean that the brightness values of the reflected inage are inverted so bright objects reflect darkly and dark objects reflect brightly, in which case I think the player would struggle to identify poisonous vs non-poisonous water.
If you turn enemy into gibs then you can't use their body to protect yourself. Which kinda means that shooting enemies more accurately is more punishing because you'll do more damage and is more likely they'll explode.
I don't think auto guns explodes enemy i think he write explosion script just for shotgun and grenade launcher and not you or me cant prove which one bcz we don't know how it works
@@pai64 He explains how it works. It checks if the enemy has taken X amount of damage in the last few frames. He does say that he wrote it so that guns like the SMG wouldn't gib so presumably even if you got all the shots it doesn't reach the threshold.
@@davidmossong8061 so SMG cant explode what I am trying to say is ofcourse he isnt write with too many variables like shotgun SMG seperated that would be YandereDev move
I'm pretty sure the dev is aware that over-under shotguns exist. It's just that they are not all that commonly featured in video games. The archetypal video game double barrel shotgun, especially in boomer shooters, is a side-side shotgun. Not exactly sure why that is, but I have a theory that it may have to do with the fact that the weapons in a lot of these games are low resolution 2D sprites rather than 3D models, and they also tend to be in the center of the screen, so a side-side shotgun is just easier to work with, and that eventually became the standard as a result.
The game is turning out fantastic! Can't wait to give it a shot once it's done :) Just a random suggestion: A gun made out of junk that fires a bear trap on a chain, it has a slow reload but upon hit, it brings the enemy/enemy's gib in your hands so you can potentially heal up from a mid-range combat.
@@Miziziziz i really can't wait to see playthroughs .. I won't be able to play this amazing game cause I don't play on pc .. Only ps4 ,Xbox and android ... Any chance that you make an android port ??
@@greasysteve5671 Insectoid still seems to be accurate: "The term insectoid denotes any creature or object that shares a similar body or traits with common earth insects and arachnids"
While I watched most of the development live on twitch, it's real nice to see a recap in video form. Also, that body lore is pretty neat. Keep up the good work Miz
This is a super cool concept. The body part swapping and the lore behind it all is one of the most original things I’ve heard in a while. Looking forward to this.
@@youcantbeatk7006 played through halo 1 and 2 recently, last couple months. And I personally don't see it, I can definitely see some Half Life in there though. Halo was too new looking to match this
1:04 Wait a minute that's not how I remember the Unification Wars happening. 1:11 And that's not how I remember Perturabo usurping his father. Sorry it's just that the "God Emperor Of Terra" and "Tyrant Of Olympia" sound like they were lifted straight out of Warhammer 40K.
@@robotbeholder1340 Perturabo was adopted by one of the 12 rulers of the planet he landed on as a child, Olympia, these rulers were known as the "Tyrants Of Olympia", when the Emperor came and found him, Perturabo was appointed in his father's place and took over the rest of the planet.
I recommend you to play Prey 2006 to get more inspiration. This game has living/biomechanical guns with interesting design and other things. For example, you can get a badass minigun made of a big insect that spits bullets from mouth and fires bombs from it's "stinger". Also I have two ideas: -The first idea is to add robots as harder enemies or mini-bosses. You need to eat enemies' flesh in order to keep as much health as possible, but what about enemies with no flesh? Robots drop metal scrap (instead of flesh gibs) and some ammo for weapons. It will be harder to survive the robot assault, but more rewarding. -The second idea is to add counter-weapon mechanic: spicific weapon is more or less powerful against specific enemy.
3:33 - Having explosive momentum like this would be hella sick given the pace the game already plays in. So many possibilities in both combat and navigation come from this.
Gotta say, I love the world building. I can't think of many biopunk settings aside from organic lifeforms taking over futuristic settings. This seems like the start of its own thing. Keep up the great work. How far are you willing to go with the idea?
It's been a ride watching your progression in game development. I'm glad you're able to make your ideas come to life now with all the skills you've developed over the year!
I'm really excited to see this in action. Every devlog shows me something I never knew I needed. Hopefully this gets the recognition it deserves upon release.
I saw the thumbnail and went “Aw, yuck.” Out loud. I haven’t even watched the video yet but I’m positive you’ve succeeded in making this thoroughly repulsive. Can’t wait for it to come out lol
This is awesome! The biggest problem I have, well, it's more of a nitpick, it the strafing. When you strafe, you tilt in the direction you're moving, but unlike quake, the whole character tilts instead of just the camera. Really great job, and I'm looking forward to seeing how the progresses!
This game looks so rad. Don't even like fps games but when this comes out imma buy it. I really like the ps1 art style, but I kind of wish it had a better colour scheme and less vague rock textures. I feel like experimenting with easy visual tweaks could make the game more appealing quickly. Either way, hope I can buy it one day. That body part lore is also especially nice
I see an issue with making enemies explode as you won't be able to collect their organs, meaning that you might have missed a chance of getting some high stats organs. This would make the player not want to use guns that might make the enemy explode.
What if there is an organ grinder gun, and organs are collected and used to power a magical monkey's paw that shoots electrical or gravitational pulses that temporarily incapacitate the enemy?
I am wondering how much potential this game has in doubling most of its guns as movement enhancing options. I am learning game design as a hobby, please tell me what you think of theses suggestions. I am going to take a wild guess that you toned down the crazy speed of everything because it made the game harder to approach, and recommend adding semi-advanced movement options to all the guns as a means of helping the game flow without overwhelming a player that isn't comfortable with mouse aim. >Giving the double-barrel shotgun modest self knockback on each shot while airborne would let the player engage with the first shot while still ready to fire the 2nd shell. Depending on how much traction the player has early in landing, this tricky movement could be used defensively to throw off enemies's lead or go skidding into the next ravine. This would also offer an approachability option for players who want to punish those bandits for jump-strafing in their face, by applying an airborne-only knockback that deals heavy damage and pushes the bandit to comfortable SMG range. I keep seeing you spend tons of time just backpeddling in large circles to avoid the aggressive enemies that you struggle to track with the SMG, and I think this would improve the game flow for people who can't track a ferret on meth, without taking the meth away from the ferret. Plus dynamic 1-2 combos in FPS games feel satisfying to pull off. >The tickler can be made to sticky-jump if missed ticks would stick to the ground and start trying to drain the sand - and then explode in a knockback-only explosion after their normal timer expires. If this frustrated poof would simultaneously detonate all other missed ticks in its radius, then the player could tickle themself airborne at speed at the steep cost of shooting the tickler at the ground instead of the dangerous bandits. Teaching the ai bandits, even if only a slight elite version of them, to intelligently surf your tickler rounds in combat would be pretty nuts. I don't know how hard it would be to give it the instruction "keep track of missed ticks, and if the tick is close and has >t time to explosion, attempt surf tickles" "surf tickles by confining strafe to have tick->self vector within X degrees of player, then jump on expected detonation" It could be overwhelming to get ticklerjumped by a bandit, but I think that whipping out the ticklejumping Shotgun bandits after the player has experienced the power of the tickler in direct fire would be a great way to remind them that they are in a desolate part of a terrifying world. Plus it would provide a poignant organic tutorial for using a weapon-based traversal/movement system. >With the shotgun's instant jump kick and the tickler's ground grenade jumping role, there is no need for boring old grenade launcher jumping. It already has a great fast reload speed :), which can mean that simply adding moderate self knockback to its explosions can make it a thrilling high-risk weapon for airborne engagements: you could use the grenade launcher at medium range to gib those 2 ape-bandits over there, or you could choose to 180 knockback-jump your shotgun to sail towards the first guy, drop a grenade onto his head, and ride the knockback of his bloody splatter to get in his friends face before his ape brain can comprehend that he is face to face with death incarnate. Both of these get the job done, and both of these will be fun, but I expect that adding the 2nd one in the game for players to master will extend the life and replay value of the game by giving the players a deep part of the combat to master. >Honestly leaving the SMG with no knockback would probably complement the other guns the best, by giving a way to spray damage without throwing you or your enemies around. A flashy movement system's true test is letting you get where you want to go, and having a midrange lazer beam that doesn't distrupt your flight ensures that a player won't have to knock themselves around while trying to use the guns in combat. >Giving the player character some small extra arms in their torse would give a disgusting lore reason to reload their holstered guns after >20 seconds of being holstered, and incentivize weapon-switching by making sure the player isn't absentmindedly getting themselves killed by forgetting to reload all their guns.
The idea for this game in general is insanely amazing, I absolutely love it (just jumped into the vids here, everything is so unique and your ideas are beautifully new)
if you're out of ammo for the tickler, do you start using chunks of your own body as ammo? drain your own hp for more damage output, and also match the gory theming... i think that would work really well
I really enjoy the explosions that blood uses with an expanding sphere, the way that it pushes the enemies around deals such good damage is so satisfying. If I ever actually make an fps I'm gonna try to do it that way.
Sad to see that you stuck with Thouest Thee as a title. Looks like an excellent game so far, but this title doesn't tell you anything about the game, will lead to inevitable mixup with Theyest Thou, and just sounds pretty pretentious overall
Woah, dude, this is awesome! I love seeing indie developers emerging like this, this is such a cool concept and I'd totally play it when the full game releases.
Plizz go redesign the way enemies splash a part those shapeless blobs of goo just look out of place, maby something like shooting of a limbs would be cool
these kinds of videos are one of the best type of advertisements I've seen, and I believe I'll be trying this game out at some point in the future. I don't think I would have been interested without a 'words from the author' style dissertation on the design. godspede, good sir
Very nice, I think what would make it even more brutal is, if the dead body does not explode into meat pieces but partly get ripped and therefore the corpse laying there with arms or legs or just pieces missing while the other parts become the flesh pieces to devour :)
I really like teh dynamic you create with the gibbing mechanic - forcing the player to have to switch from high powered weaponry for easy kills and low powered weapons' to get "parts"
This is amazing. I love the lowpoly look, the graphics and the lore behind the body parts. If you need any say cars or other vehicles in the game I would love to help out!
Is it okay to suggest ideas? I have a ton because I like thinking of weird things. >sacrificing organs to turn into bombs >grabbing multiple corpses and welding their flesh to make shields but don't let you heal - it gives you the option to play a slower tanky role >acid blood vomit/acid intestine hose >eat your own arm for emergency healing >cover your skin in enemy skin for armor >living gun that uses enemy flesh as ammo >cancer bombs that reduce enemies to bloated piles of metastatic pustules but render them useless as HP sources >turn brains into schizophrenia bombs that turn enemies against each other and themselves >enemies with masks that have built-in blenders that allow them to cannibalize corpses as well >power-up that let's you rip off enemy arms and temporarily attach them for double akimbo
this game looks really promising! i would love to see some story content and maybe some rpg elements along with a full release. would definitely buy this :)
Perhaps instead of replacing whole limbs, you can do it for muscle groups. Quads - Run faster Calves - Jump higher Core - Take less damage Biceps - Higher melee damage (if melee will be a thing). Not everything will be completely accurate to life, but this idea might allow for deep customization. Also it would be cool if we can gib different body parts when enough damage is done, whereas grenade launcher will gib the whole body.
I just finished a python blockchain project and your concept of inherited organs makes me think that it would be perfect for making it work in a game. It's so perfect. Everyone's so focused on the monetary application of it but there's so much gameplay potential. Lets say you kill a legendary enemy. A buff (or name change or anything )could be written to the HAND rather than the PLAYER that killed him. From there, you'll eventually inherit a different hand and give your hand to the icebox for someone else to inherit. The next player to inherit your hand would use that retained data saved to the object! And kill more enemies to improve it! And eventually pass it off again!!! I'm still a beginner with C# as I've only picked up game dev as a hobby in my off time from web dev/data science, but you've given me so much to think about, thank you!
I never knew I wanted this but I do. We need more games like this and Dusk with old school shooter mechanics. I do think legendary bodyparts found in hidden freezers or bosses would be an interesting addition, especially if this turns into a full fledged rpg, and with a bit of creativity you could even have some random names and limited backstory for each legendary.
You can do something like "direct explosions directly from the barrels of grenade launcher" with hight recoil for rocket jumping You can do something like "Alofs Reloading Magazine" to temporarily increase the rate of fire of a shotgun or grenade launcher You can make something like "Soviet laser pistol" that was a prototype handgun-shaped energy weapon designed for use by cosmonauts. It used pyrotechnic flashbulb technology to project its beam. It can be pirotechnic laser space revolver
This game is aweome! Especially the flowy hair, I'd love to see some capes as well since you're flying all over the place it'd make the visuals look smooth as hell!
the tick gun is basically like a living version of the Needler gun from halo, and I love you for it. this game makes me also somewhat think of what, scorn? basically you get living weapons and such I dont think its out yet though. either way, living weapons, you've now officially CAUGHT my attention, and I will now sub, and click that bell my friend, your game was interesting before, but now its HELLA interesting and I DEFINITELY will want to play it when it comes out.
I'm getting so many creative vibes based off of what you have created. I see a lore based off a people that were forced to stay awake to fight off a hostile alien invasion. In order to survive they were submitted into "The Paladin process". Which is similar to the breaking of a human through the Urban legend of the Russian sleep experiment. In turn becoming something more than human. The aliens deployed machines to hunt the humans 24/7. But in the end this group of Paladins stave off the invasion to a point where the planet becomes so wasted that they no longer want it. So in a bitter sweet way your new race of humans win. The machines, scientific abomination creatures, killer robots, and bases of whatever deserters the aliens left behind are all that's left, and they are all killing each other for the scraps left on this husk of a world. The best part is you have already named the book this could be based on "Tapestry of Legend"
This game is just so cool looking. It's just so right up my alley in so many ways, and I honestly think this'll be an instant buy for me whenever it drops. If you want to add more historic body parts in the future, the metroidvania route seems like it could work out well. Big permanent upgrades that make some gameplay changes and are required for progress. Also makes them a bit more important, because you're not necessarily swapping it in and out like the other organ stuff. And it could be cool for tying the lore and gameplay mechanics together.
"The left hand of Akira who crushed the skull of the God Emperor of Terra"
H E R E S Y D E T E C T E D !
He also name drops perturabo- “tyrant of Olympia”
INQUISITOR
That lore behind each body part is freaking cool
its cringeworthy.game like this shouldnt have lore/..only obscure incomprehensible texts
@@RandyOrlok there's always lore behind obscurity. It's just a question of whether you as the player know it or not. I think it's cool that the player character has these parts of their culture. Like a tribal tattoo but way cooler.
@@RandyOrlok nah, this game so far seems like it has a pretty grounded science adjacent universe. It's not going for elder scrolls level weirdness, anything esoteric should be kept in stuff produced by the characters cult and should be explicitly just religious documents, not lovecraftian truths.
Disgusting, but fucking rad as hell.
It really is. I think that actual body parts (arms, legs, etc) should be less obtainable than, say, organs (if he does do the body part thing at all, as he said he wasn't sure). I think that'd add a little more depth to the mechanic, not to mention add a few customization options, even if it's only a few.
"And here is the Hall Of Appendices. Each one taken from a legendary warrior once they contracted appendicitis. The Scrolls say to Honor Every Part and thus they remain carefully preserved. If any of these containers are breached, the appendix inside will explosively rupture, wounding or killing any living thing nearby. So we very, very carefully keep them contained." - an idea for lore explaining the grenades in the game.
that's a really cool idea, maybe there could be weapons that consume your organs as ammo, like the junk jet from fallout.
The number of grenades will be very limited then. I mean, how many legendary warriors there were, and how many of them contracted appendicitis? :D
@@VaunaKiller Tiers of grenade? Ordinary people have weaker grenades while legendary warriors have Holy Hand Grenades
the appendices should be an equivalent to explosive barrels if theres ever a level that takes place within the temple
imagine entire ecosystems being used as body part farms to make various equipment, maybe intentionally infecting entire populations with disease to create ammo for grotesque weapons
Was skeptical of the new body design until I saw it with hair and heard the lore bit. You could definitely use that to create a class system where your limbs determine what class you are, like imagine getting the hand or throat of a legendary bard to play that class, or the eyes of a thief for better night vision, or a barbarian's arms giving you the Good Melee.
Absolutely great idea.
I agree
Absolutely a beast of an idea!
This is some of the most gruesomely unique gameplay i've ever seen. I love it
I mean it's pretty standard for the genre, but never gets old.
PIXEL YOU GOD I'm happy I see you're still here goddamnit I hope you're doing good man
sup
Good to know youre alive
come back
"Your body is a tapestry of history and legend" That's got me sold on my this game 😂😂, truly amazing
I was about to quote this as well, what a beautifully grotesque concept.
It also goes a way to explaining the Vow of Nudity. If your limbs are the fleshy relics of saints, it would only be right, from a weird meat cultist perspective, to show them off. So all may catch a glimpse of Visceral Enlightenment.
Being a resident of Florida, I can confirm this gun does exist in real life and is used heavily by inhabitants of our forests and springs.
The Tickler? Yeah, I can imagine.
I dunno why but I really want to see something like a bear trap in this.
Made out of skull or jaws and teeth, that would be nice, he coupd also implement crawling so when the trap hits the enemy it takes off a leg and they can take their sweet ass time and aim for the head.
beartrap launcher*
Ribcage bear trap
@@IrvanQadri OMG, like with a shark bite, when you shoot it, it makes a fleshy sound and if it its you hear like a crunch
a weapon that throws bear traps
This is legit the strangest art style that compels me to want to see more of it...very well done!
similar to kenshi in some ways
Idea: what if every full play through of the game your character is put on ice at the end and when a new save is started you can use a piece of your previous saves body to unlock special areas in the game.
Ex: There’s a cave that can only be accessed by someone with the “right arm of the gunslinger” which means you have to do a full play through of the game and max out your damage. You then make a new save and take your previous saves right arm.
Yes. Keys = limbs
The lore aspect of this game is what I'm most interested in
I thought I liked the old 2d cartoony art style, but I think I like this 3D one more. Really impressive work. Are you planning on bringing back the bluey-reflective puddles in the world? They looked awesome with the colour of the ground.
And heck, they could be poisonous so the player has to go around or over them, which would also make for some extra challenging fights later.
@Code Turtle inverted colours? Do you mean... that the surface would be orange? You'll have to describe a little more, unless you mean that the brightness values of the reflected inage are inverted so bright objects reflect darkly and dark objects reflect brightly, in which case I think the player would struggle to identify poisonous vs non-poisonous water.
If you turn enemy into gibs then you can't use their body to protect yourself. Which kinda means that shooting enemies more accurately is more punishing because you'll do more damage and is more likely they'll explode.
you could also look at it as being a handicap for better players. the better you are at the game, the less the game holds your hand
I don't think auto guns explodes enemy i think he write explosion script just for shotgun and grenade launcher and not you or me cant prove which one bcz we don't know how it works
@@pai64 He explains how it works. It checks if the enemy has taken X amount of damage in the last few frames. He does say that he wrote it so that guns like the SMG wouldn't gib so presumably even if you got all the shots it doesn't reach the threshold.
@@pai64 nah he said it's purely based on how much damage was dealt in the past several frames, so i assume that applies to any source of damage
@@davidmossong8061 so SMG cant explode what I am trying to say is ofcourse he isnt write with too many variables like shotgun SMG seperated that would be YandereDev move
the vertical shotgun is a real thing that is used, it's called an over-under.
Yeah, but most games use the barrels on the sides version, so he used the over-under to make it a little bit more different
this meme was posted by olympia gang
I'm pretty sure the dev is aware that over-under shotguns exist. It's just that they are not all that commonly featured in video games. The archetypal video game double barrel shotgun, especially in boomer shooters, is a side-side shotgun. Not exactly sure why that is, but I have a theory that it may have to do with the fact that the weapons in a lot of these games are low resolution 2D sprites rather than 3D models, and they also tend to be in the center of the screen, so a side-side shotgun is just easier to work with, and that eventually became the standard as a result.
@@xxfalconarasxx5659 I assume also because of side side being more popular
The game is turning out fantastic! Can't wait to give it a shot once it's done :)
Just a random suggestion: A gun made out of junk that fires a bear trap on a chain, it has a slow reload but upon hit, it brings the enemy/enemy's gib in your hands so you can potentially heal up from a mid-range combat.
😳
@@Miziziziz looks like someone loves that idea and will be implementing it soon enuf huh 😱
Bro yes but I think the devs brain is gonna be melted trying to get it to work properly
@@Miziziziz i really can't wait to see playthroughs .. I won't be able to play this amazing game cause I don't play on pc ..
Only ps4 ,Xbox and android ...
Any chance that you make an android port ??
@Code Turtle too much heachache
I think I got a name for it
The
T-argeting
I-nsectoid
C-ombat
K-itten
Or The T.I.C.K gun for short
yep
I-rachnid (even tho its Arachnid but ticks arent insects)
@@greasysteve5671 Insectoid still seems to be accurate: "The term insectoid denotes any creature or object that shares a similar body or traits with common earth insects and arachnids"
How so? Do you have a more fitting name, or do you just want to speak nonsense?
@Jdjsjjs Jsjjsjsjs You guys have something in common then! Except for the likes of course.
Totally joking by the way. You know I love you.
While I watched most of the development live on twitch, it's real nice to see a recap in video form. Also, that body lore is pretty neat.
Keep up the good work Miz
as someone obsessed with anything related to "making things out of living things", this is an absolutely brilliant idea
This is a super cool concept. The body part swapping and the lore behind it all is one of the most original things I’ve heard in a while. Looking forward to this.
Certainly looks cool. Hope this gets picked up by some RUclipsrs so that it will be worth implementing multiplayer.
This game just looks like a Halo spiritual successor to me.
Imagine a somewhat open world version
@@youcantbeatk7006 halo? How halo?
@@xdurbancoast9185 Just watch gamplay of a older Halo's campaign.
@@youcantbeatk7006 played through halo 1 and 2 recently, last couple months. And I personally don't see it, I can definitely see some Half Life in there though. Halo was too new looking to match this
The Tickler reminds me of the Hive Hand from Half-Life 1, especially with the tracers on the homing projectiles.
Yeah, 100% the hive/hornet gun. Cool idea though!
1:04 Wait a minute that's not how I remember the Unification Wars happening.
1:11 And that's not how I remember Perturabo usurping his father.
Sorry it's just that the "God Emperor Of Terra" and "Tyrant Of Olympia" sound like they were lifted straight out of Warhammer 40K.
"God Emperor of Terra" was definitely ripped from 40K, but I don't know if or what the "Tyrant of Olympia" is referencing.
@@robotbeholder1340 Perturabo was adopted by one of the 12 rulers of the planet he landed on as a child, Olympia, these rulers were known as the "Tyrants Of Olympia", when the Emperor came and found him, Perturabo was appointed in his father's place and took over the rest of the planet.
@@THExRISER Got it.
I recommend you to play Prey 2006 to get more inspiration.
This game has living/biomechanical guns with interesting design and other things. For example, you can get a badass minigun made of a big insect that spits bullets from mouth and fires bombs from it's "stinger".
Also I have two ideas:
-The first idea is to add robots as harder enemies or mini-bosses. You need to eat enemies' flesh in order to keep as much health as possible, but what about enemies with no flesh? Robots drop metal scrap (instead of flesh gibs) and some ammo for weapons. It will be harder to survive the robot assault, but more rewarding.
-The second idea is to add counter-weapon mechanic: spicific weapon is more or less powerful against specific enemy.
3:33 - Having explosive momentum like this would be hella sick given the pace the game already plays in. So many possibilities in both combat and navigation come from this.
Gotta say, I love the world building. I can't think of many biopunk settings aside from organic lifeforms taking over futuristic settings. This seems like the start of its own thing.
Keep up the great work. How far are you willing to go with the idea?
It’s funny how the Tick gun is just a Needler that shoots snarks
It's been a ride watching your progression in game development. I'm glad you're able to make your ideas come to life now with all the skills you've developed over the year!
love the the lore behind the body parts. It goes very well with the type of non-intrusive storytelling that I love in video games.
I'm REALLY looking forward to seeing this done, really cool shit.
Maybe some enemies should be special and tougher and they would drop special limbs like a "right arm of stoicism" or a "left leg of swiftness".
it just really gives quake vibes, but a way more gibby and really bright quake. keep up the good work miz, cause this is absolutely poggers! :DDDD
I'm really excited to see this in action. Every devlog shows me something I never knew I needed. Hopefully this gets the recognition it deserves upon release.
I saw the thumbnail and went “Aw, yuck.” Out loud. I haven’t even watched the video yet but I’m positive you’ve succeeded in making this thoroughly repulsive. Can’t wait for it to come out lol
Someone should check on this dude
Only discovered you like ten minutes ago, but damn this project is an aesthetic I can get behind.
Recently got enamoured with the retro PS1 style after your streams and tutorials - this is really inspiring stuff!
This is awesome! The biggest problem I have, well, it's more of a nitpick, it the strafing. When you strafe, you tilt in the direction you're moving, but unlike quake, the whole character tilts instead of just the camera. Really great job, and I'm looking forward to seeing how the progresses!
The "Tickler" looks and feels like something out of a Ratchet and Clank game. Can't wait for this to release! :D
The tickler gun is like an evolution of something from Zenoclash. Love this art style
This game looks so rad. Don't even like fps games but when this comes out imma buy it. I really like the ps1 art style, but I kind of wish it had a better colour scheme and less vague rock textures. I feel like experimenting with easy visual tweaks could make the game more appealing quickly. Either way, hope I can buy it one day. That body part lore is also especially nice
this guy will put a simple reflection algorithm on his deathbed
I see an issue with making enemies explode as you won't be able to collect their organs, meaning that you might have missed a chance of getting some high stats organs. This would make the player not want to use guns that might make the enemy explode.
But what about guns that are cleanish, something like Unreal Tournament's Ripper?
Rare ammo but high chances to loot organs.
What if there is an organ grinder gun, and organs are collected and used to power a magical monkey's paw that shoots electrical or gravitational pulses that temporarily incapacitate the enemy?
I swear, someone is going to make a Blockbuster movie out of your concepts one day
I am wondering how much potential this game has in doubling most of its guns as movement enhancing options.
I am learning game design as a hobby, please tell me what you think of theses suggestions.
I am going to take a wild guess that you toned down the crazy speed of everything because it made the game harder to approach, and recommend adding semi-advanced movement options to all the guns as a means of helping the game flow without overwhelming a player that isn't comfortable with mouse aim.
>Giving the double-barrel shotgun modest self knockback on each shot while airborne would let the player engage with the first shot while still ready to fire the 2nd shell. Depending on how much traction the player has early in landing, this tricky movement could be used defensively to throw off enemies's lead or go skidding into the next ravine. This would also offer an approachability option for players who want to punish those bandits for jump-strafing in their face, by applying an airborne-only knockback that deals heavy damage and pushes the bandit to comfortable SMG range.
I keep seeing you spend tons of time just backpeddling in large circles to avoid the aggressive enemies that you struggle to track with the SMG, and I think this would improve the game flow for people who can't track a ferret on meth, without taking the meth away from the ferret. Plus dynamic 1-2 combos in FPS games feel satisfying to pull off.
>The tickler can be made to sticky-jump if missed ticks would stick to the ground and start trying to drain the sand - and then explode in a knockback-only explosion after their normal timer expires. If this frustrated poof would simultaneously detonate all other missed ticks in its radius, then the player could tickle themself airborne at speed at the steep cost of shooting the tickler at the ground instead of the dangerous bandits. Teaching the ai bandits, even if only a slight elite version of them, to intelligently surf your tickler rounds in combat would be pretty nuts. I don't know how hard it would be to give it the instruction "keep track of missed ticks, and if the tick is close and has >t time to explosion, attempt surf tickles" "surf tickles by confining strafe to have tick->self vector within X degrees of player, then jump on expected detonation"
It could be overwhelming to get ticklerjumped by a bandit, but I think that whipping out the ticklejumping Shotgun bandits after the player has experienced the power of the tickler in direct fire would be a great way to remind them that they are in a desolate part of a terrifying world. Plus it would provide a poignant organic tutorial for using a weapon-based traversal/movement system.
>With the shotgun's instant jump kick and the tickler's ground grenade jumping role, there is no need for boring old grenade launcher jumping. It already has a great fast reload speed :), which can mean that simply adding moderate self knockback to its explosions can make it a thrilling high-risk weapon for airborne engagements: you could use the grenade launcher at medium range to gib those 2 ape-bandits over there,
or you could choose to 180 knockback-jump your shotgun to sail towards the first guy, drop a grenade onto his head, and ride the knockback of his bloody splatter to get in his friends face before his ape brain can comprehend that he is face to face with death incarnate.
Both of these get the job done, and both of these will be fun, but I expect that adding the 2nd one in the game for players to master will extend the life and replay value of the game by giving the players a deep part of the combat to master.
>Honestly leaving the SMG with no knockback would probably complement the other guns the best, by giving a way to spray damage without throwing you or your enemies around. A flashy movement system's true test is letting you get where you want to go, and having a midrange lazer beam that doesn't distrupt your flight ensures that a player won't have to knock themselves around while trying to use the guns in combat.
>Giving the player character some small extra arms in their torse would give a disgusting lore reason to reload their holstered guns after >20 seconds of being holstered, and incentivize weapon-switching by making sure the player isn't absentmindedly getting themselves killed by forgetting to reload all their guns.
God-Emperor of Terra, you say?
*The Imperium of Man would like to know your location.*
I think the grenade launcher weapon model should take up less space, moving it down could help
Kinda looks like a rocket launch rather then a grenade launcher
The idea for this game in general is insanely amazing, I absolutely love it (just jumped into the vids here, everything is so unique and your ideas are beautifully new)
if you're out of ammo for the tickler, do you start using chunks of your own body as ammo? drain your own hp for more damage output, and also match the gory theming... i think that would work really well
like the blood cannon of nuclear throne? that'd be so cool.
That would make the finger gun redundant.
@@youcantbeatk7006 not if you don't have the tickler yet
Dude bio punk is such an under represented genre I’m so pumped for this to come out!
It's like a needler but with ticks
"The Tickler"
Edit: oh you made that joke.....
41 likes wtf 👎💩
Looking great , ill play it when it comes out
Kenshi vibes ( ° ͜ʖ °)
I really enjoy the explosions that blood uses with an expanding sphere, the way that it pushes the enemies around deals such good damage is so satisfying. If I ever actually make an fps I'm gonna try to do it that way.
Sad to see that you stuck with Thouest Thee as a title. Looks like an excellent game so far, but this title doesn't tell you anything about the game, will lead to inevitable mixup with Theyest Thou, and just sounds pretty pretentious overall
Preach!
I like Miz's work and their games are fun romps but a more accessible title would do wonders for getting that work into audience's hands.
@@vvvvvvvvvvvvvvvv Agreed!
OrGUNS
I'd say "Biopunk: [insert interesting lore-friend word here]" would be a better name
"Hey! have you played Thouest Thee and Theyest Thou? What about Thine Cometh and Thine Shooteth?"
The idea of some body parts having its own battle lore is just awesome.
Damn that’s pretty cool. Are you like, ok though?
Woah, dude, this is awesome!
I love seeing indie developers emerging like this, this is such a cool concept and I'd totally play it when the full game releases.
*EPIC PS1 AESTHETIC* has begun boiss!!
The tick gun reminds me of the alien grunt arm in half life 1
Plizz go redesign the way enemies splash a part those shapeless blobs of goo just look out of place, maby something like shooting of a limbs would be cool
God. This game is just so inspiring and cool af. I can't wait for more!
Nice windows xp rice! Is that KDE?
been waiting for this video for so long. thx sm 🤞
2020 and I spot Windows XP bar here. That's what I call the Spirit.
I think it's a skin?
@@aguypassingthru7553 it is. You can't run electron apps on xp
There are some incredibly interesting lore choices in this game and it genuinely makes me want more.
This is the most unique artstyle I've ever seen
Man I gotta say, making this game a FPS is the best thing that could have happened to it. Great devlog as always, you know how to make good content.
This is incredible dude, it's amazing to see such interesting and creative ideas so fully fleshed out.
Ahhhh, eye see what you did there.
these kinds of videos are one of the best type of advertisements I've seen, and I believe I'll be trying this game out at some point in the future. I don't think I would have been interested without a 'words from the author' style dissertation on the design. godspede, good sir
Very nice, I think what would make it even more brutal is, if the dead body does not explode into meat pieces but partly get ripped and therefore the corpse laying there with arms or legs or just pieces missing while the other parts become the flesh pieces to devour :)
i was sold as soon as you went over the reason for having so many different body parts stitched on
1:25 must. not. steal! The urge brothers, it is too great!!! (seriously that's a really cool concept, please go bonkers with it.)
Love the concept ----
Love the concept of body parts being passed down great warriors... It really brings a rich history to the content
Bro the godamn windows version is crazy
I really like teh dynamic you create with the gibbing mechanic - forcing the player to have to switch from high powered weaponry for easy kills and low powered weapons' to get "parts"
This is amazing. I love the lowpoly look, the graphics and the lore behind the body parts. If you need any say cars or other vehicles in the game I would love to help out!
Is it okay to suggest ideas?
I have a ton because I like thinking of weird things.
>sacrificing organs to turn into bombs
>grabbing multiple corpses and welding their flesh to make shields but don't let you heal - it gives you the option to play a slower tanky role
>acid blood vomit/acid intestine hose
>eat your own arm for emergency healing
>cover your skin in enemy skin for armor
>living gun that uses enemy flesh as ammo
>cancer bombs that reduce enemies to bloated piles of metastatic pustules but render them useless as HP sources
>turn brains into schizophrenia bombs that turn enemies against each other and themselves
>enemies with masks that have built-in blenders that allow them to cannibalize corpses as well
>power-up that let's you rip off enemy arms and temporarily attach them for double akimbo
Kick ass dude, love hearing people talk about their game like this
this game looks really promising! i would love to see some story content and maybe some rpg elements along with a full release. would definitely buy this :)
Perhaps instead of replacing whole limbs, you can do it for muscle groups.
Quads - Run faster
Calves - Jump higher
Core - Take less damage
Biceps - Higher melee damage (if melee will be a thing).
Not everything will be completely accurate to life, but this idea might allow for deep customization.
Also it would be cool if we can gib different body parts when enough damage is done, whereas grenade launcher will gib the whole body.
if it was yandere dev, it would have needed 4 years, 50 diferent robbed models mashed together and 69 dev logs to finish the tickler...
the whole thing with your character having body parts with history and legend is reeeeallly fucking cool.
You have something simply so unique in design and gameplay. I love it! Cant wait to play
I just finished a python blockchain project and your concept of inherited organs makes me think that it would be perfect for making it work in a game. It's so perfect. Everyone's so focused on the monetary application of it but there's so much gameplay potential.
Lets say you kill a legendary enemy. A buff (or name change or anything )could be written to the HAND rather than the PLAYER that killed him. From there, you'll eventually inherit a different hand and give your hand to the icebox for someone else to inherit. The next player to inherit your hand would use that retained data saved to the object! And kill more enemies to improve it! And eventually pass it off again!!!
I'm still a beginner with C# as I've only picked up game dev as a hobby in my off time from web dev/data science, but you've given me so much to think about, thank you!
1:05 what is this heresy!? Inquisitor this man right here!
I never knew I wanted this but I do. We need more games like this and Dusk with old school shooter mechanics.
I do think legendary bodyparts found in hidden freezers or bosses would be an interesting addition, especially if this turns into a full fledged rpg, and with a bit of creativity you could even have some random names and limited backstory for each legendary.
This is insanely awesome and you're a really big inspiration for me changing course to learn game development!
You can do something like "direct explosions directly from the barrels of grenade launcher" with hight recoil for rocket jumping
You can do something like "Alofs Reloading Magazine" to temporarily increase the rate of fire of a shotgun or grenade launcher
You can make something like "Soviet laser pistol" that was a prototype handgun-shaped energy weapon designed for use by cosmonauts. It used pyrotechnic flashbulb technology to project its beam. It can be pirotechnic laser space revolver
Dude this is hella sick, love seeing all your updates keep up the good work.
Awesome. Just really want to say thank you for those fast relax devlogs, keep going)
This is one of the coolest indie projects I’ve seen can’t wait to play it
This game is becoming more interesting world wise and better mechanically every new video. im hyped for it
Man as soon as you have a release version of this, Civvie _will have to_ make a video about it and I simply don't take a "no" as an answer!
Everything about that tick gun is sheer brilliance.
This game is aweome! Especially the flowy hair, I'd love to see some capes as well since you're flying all over the place it'd make the visuals look smooth as hell!
the tick gun is basically like a living version of the Needler gun from halo, and I love you for it.
this game makes me also somewhat think of what, scorn? basically you get living weapons and such I dont think its out yet though.
either way, living weapons, you've now officially CAUGHT my attention, and I will now sub, and click that bell my friend, your game was interesting before, but now its HELLA interesting and I DEFINITELY will want to play it when it comes out.
I'm getting so many creative vibes based off of what you have created. I see a lore based off a people that were forced to stay awake to fight off a hostile alien invasion. In order to survive they were submitted into "The Paladin process". Which is similar to the breaking of a human through the Urban legend of the Russian sleep experiment. In turn becoming something more than human. The aliens deployed machines to hunt the humans 24/7. But in the end this group of Paladins stave off the invasion to a point where the planet becomes so wasted that they no longer want it. So in a bitter sweet way your new race of humans win. The machines, scientific abomination creatures, killer robots, and bases of whatever deserters the aliens left behind are all that's left, and they are all killing each other for the scraps left on this husk of a world.
The best part is you have already named the book this could be based on "Tapestry of Legend"
This is really cool my guy please keep us updated
God how cool is this concept and THIS GAME IN GENERAL
Sick!!! And I mean that in the early 90s sense. Keep up the rad work!
This game is just so cool looking. It's just so right up my alley in so many ways, and I honestly think this'll be an instant buy for me whenever it drops.
If you want to add more historic body parts in the future, the metroidvania route seems like it could work out well. Big permanent upgrades that make some gameplay changes and are required for progress. Also makes them a bit more important, because you're not necessarily swapping it in and out like the other organ stuff. And it could be cool for tying the lore and gameplay mechanics together.