2 Years MAKING an OPEN-WORLD game

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  • Опубликовано: 9 май 2024
  • I've spent 2 years developing an open world RPG game. What kind of progress have I made, what challenges have I had, and how much more is left in development?
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Комментарии • 281

  • @Kikolek
    @Kikolek 21 день назад +109

    Even tho rescuing items after death is annoying, you have to do something that will punish players for dying, because ppl will quickly learn that death is meaningless and only speeds up their travel time

    • @supermysterious66
      @supermysterious66 21 день назад +15

      I don't think total item lose is necessary, but I agree that there has to be a lose of some kind, or it just becomes a fast travel option.

    • @Kikolek
      @Kikolek 21 день назад +11

      @@supermysterious66 yeah, some games made it so you lose only your materials, some made that you keep your armour pieces and hotbar. There are many great ways to punish the player that won't make them wanna quit the game, but still will be somewhat punishing

    • @lasseringvoll1433
      @lasseringvoll1433 21 день назад +8

      Having a shrine or something you have to feed a certain amount of crystals or something to transport your loot back could be a way

    • @RenCode
      @RenCode 17 дней назад +1

      Yeah, i liked how Valheim did it

    • @SillyLittleDemon
      @SillyLittleDemon 15 дней назад

      i mean death is meaningless and only adds to your travel time in minecraft, too. you just go back and pick them up again.
      obviously there should be a consequence for death, but it ought to be something more engaging and with more depth than "go back to where you died real quick."
      it also shouldn't just be "L all your shit's gone" either since that just makes death frustrating and unfun
      the value of these things also factors in how fun and rewarding the combat is more than anything
      i think it's less about the consequences of death and more about whether or not you gain something from combat
      my preferred system for handling death is if the reason you are in a do-or-die situation is to attain something
      and the consequence for death is simply not attaining that thing
      like in monster hunter, or any fromsoft game, or like deep rock galactic yknow
      sure you lose currency or whatever but the real consequence for death is not something being TAKEN from you, but that you never GOT the thing you were trying to get

  • @mafiapenguin007
    @mafiapenguin007 22 дня назад +269

    The biggest and most popular RPGs ever made are open world, lol. An RPG is by definition a ROLE PLAYING GAME. Good reminder that just because someone said something on the internet doesn’t mean they have a clue what they’re talking about

    • @NotJpTem
      @NotJpTem 21 день назад +7

      most popular rpg is pokemon which isnt open world (except for those new ones)

    • @CatKitt
      @CatKitt 21 день назад +4

      @NotJpTem Borderlands is also an rpg and (i wounldnt say is) not an open world instead having segmented maps that have long loading screens. An rpg that describes itself as open world despite doing the same thing is vesteria and its always made me upset that they called themselves that.

    • @Kirboisverycool
      @Kirboisverycool 21 день назад +8

      ​​@@NotJpTemBaldur's Gate 3 is an open world rpg I'm pretty sure and I think it won the best game of the year
      Edit: nevermind Baldur's Gate 3 isn't open world my bad

    • @jaded787tiger5
      @jaded787tiger5 21 день назад +12

      Witcher 3, daggerfall and Skyrim just existing in the corner

    • @Nobody_In_Particular_
      @Nobody_In_Particular_ 21 день назад +3

      @@NotJpTemWorld of Warcraft is also very popular

  • @CrzzyCat
    @CrzzyCat 22 дня назад +63

    Even though i'm not one of the people who have been following the development of Mana Valley from the start, it's still very clear how far it has come! Wow! :'D

    • @rawallon
      @rawallon 21 день назад +3

      i'm one of the people who have been following the development of Mana Valley from the start, it's also very clear how far it has come

  • @devdath2957
    @devdath2957 22 дня назад +26

    4:37 I mean hey the player is a witch so you can just put some kind of item that works like an ender chest and allows players to have their items even after dying, and you can make this item some kind of objective that the player has to complete in the beginning

    • @solsystem1342
      @solsystem1342 20 дней назад +2

      Terra tech made having a storage system an unlockable and it actively irritates me every time I play. I have to place down a block, wait for the black hole thing to power up, and then sit and watch everything go into my global inventory. Just... don't make two seperate layers of inventory I beg of you. Even in minecraft it is clunky and kinda aweful from a UX design perspective. A player shouldn't have to file away every item into individual shulker boxes then store those shulker boxes in an ender chest to carry large items for a build. Like, genuinely it's just annoying.

  • @supermysterious66
    @supermysterious66 21 день назад +30

    As someone who has spent a lot of time on Minecraft and other Block based game clones, I have a few thought about death and inventory systems. Losing all items on death is very punishing, but makes death something players really seek to avoid. If you lose no items (or other things like exp or levels) on death, people will start dying as a method of fast travel... which feels lame. One particular Minecraft like game I used to play, called "Creativerse", found a nice balance between the 2 systems, with a lose all backpack items on death, but keep all items that are equipped and in the hotbar.
    Now for "Mana Valley", I don't think you have a hotbar, (maybe you do, and I just haven't paid attention), but what you could go for instead is to have "Protected" backpack slots, that stay with you, even on death, and the rest are unprotected. This way death has some sting, but isn't as rage-quit inducing. If you went this route, you could have different backpacks with differing amounts of protected and unprotected slots. You could also make it possible to "level up" you backpack, increasing either the number of total slots, or turning a unprotected slot into a protected one.
    Side note: If you do have items drop on death, have them all drop in a "backpack" or "sack" that can be opened like a chest, but you can only take items out of it. (One all items are removed, the "backpack" or "sack" will disappear) This will reduce lag in the game, and it also is more convent to your players.

    • @rawallon
      @rawallon 21 день назад +7

      This. Losing inventory , to me, increses value to exploration. If I found a super rare item and can just die to respawn at home/base it would remove all the weight on actually remembering the map and taking note on landmarks.

    • @AaelmfaoBDplays
      @AaelmfaoBDplays 21 день назад +6

      Moonlighter, while not an open world game, had a similar system. You had protected slots and a limited inventory space, so dying meant only keeping a handful of things. I kind of like Stardew Valley's approach of you losing things, but you can hire a service to bring back some of your items

    • @scotttimbrell8632
      @scotttimbrell8632 8 дней назад

      I actually find it to do the opposite effect. Why would I adventure out when I have good gear already? What am I doing other than risking great gear, time and effort, for potentially nothing? I would just rather sit in the comfort of my base and build. It limits mostly all the systems that make Minecraft fun and if I wanted to build I would adventure out naked just in case. Death is always something people avoid, but that doesnt mean if it happens, say by falling, or making any sort of mistake, shouldnt then waste your time retrieving those items, potentially losing them if you die again, or dont make it back in time.
      I would argue that using death as a means of fast travel is less intrusive as an unintended game feature, and does nothing but save the player time, whilst losing all items reduces fun, engagement and wastes a players time.
      Some players have to realise that although a mechanic might be fine for them, it doesnt necessarily make it a good one generally for most players.
      This adds nothing to people who dont already care, it limits all types of engaging gameplay, heavily punishes progression/exploring, reduces engagement with systems or experimentation all whilst in a calm, relaxing sandbox world.
      Dying will happen if you avoid it all not, its best not to punish the player for every instance of that, especially when resources or grinding is required for that good gear. Falling to your death a hundred miles away/or after you just found a good/rare item is the most dishearting thing ever and makes the next 20 minutes in this calm and relaxing sandbox world a mad dash to your items.

    • @scotttimbrell8632
      @scotttimbrell8632 8 дней назад

      @@rawallon I am the opposite and I see no correlation between your remembering of landmarks, and instantly losing all your items after death. Exploration is, more or less, a 1 time thing, once youve seen it, youve seen it. Most games have maps for you to follow either way. Unless you mean that you like the idea that when you die with good gear, youre enjoying the fact that you are re-doing exactly what you just did, for the same rewards, which begs the question to why that couldnt just be done without the need of recovering items?

  • @hamzahgamedev
    @hamzahgamedev 22 дня назад +13

    Hands down, this devlog series is one of the biggest inspiration for solo game devs like me. I started my own passion project, an open world farming game a year ago and started posting about it after watching your Mana Valley devlogs.
    Very excited for the release and I can't wait to play it. All the best friend! 💪

  • @ToonNoah
    @ToonNoah 21 день назад +15

    3:17
    There are three ways to make projectiles:
    1. Shooting it from the camera. Objectively good for simple games and beginner programmers.
    2. Shooting it from the weapon, aiming at what the camera is aimed at. Objectively good for realism. And what you did in your video.
    3. Shooting the hitbox from the camera, but offsetting the graphic to appear from the weapon, over time moving the graphic to the hitbox's position while it's in travel. Objectively, the best way to do it. This is how games like Overwatch do it and Fortnite too, I'm p sure. This also prevents the "shooting objects closer to you" issue like in example 2 while avoiding odd projectile spawn position issues like in example 1.

    • @youdyed
      @youdyed 14 дней назад +1

      Overwatch actually does different techniques for different weapons. Some are moving projectiles, others are hitscan which literally scans what you aimed at in the moment when you pressed the button to shoot and confirms that as a target. There is a visual projectile to indicate that you are shooting but the actual shot happens instantly.

    • @Pakigi716
      @Pakigi716 7 дней назад

      this is what i was gonna type, i think number 3 is the best outcome for faster projectile
      but he need to future proof his code in case he want to make, let's say, a slow slimey projectile, the offseted graphic would look too noticeable i think

  • @jeanlouis5619
    @jeanlouis5619 21 день назад +4

    In tackling the issue of inventory loss upon player death, I propose a practical solution: a tomb system. When players perish, all their belongings would be securely stored at the location of their demise, ensuring they can easily retrieve their items. This not only encourages players to explore the game world and remember key landmarks but also adds a strategic layer to each death, prompting players to approach gameplay more thoughtfully.
    Compared to other options like losing everything or retaining all items upon death, this approach strikes a balance between challenge and player satisfaction. It maintains a fair gameplay experience while still providing a meaningful consequence for death.
    To enhance this system further, you could introduce enemy spawns near the tomb or choose to retain certain tools or items, adding an extra layer of excitement and challenge to the retrieval process.

  • @RKIOrbMage
    @RKIOrbMage 21 день назад +5

    It felt like some of your devlogs (although very entertaining) where prioritising the video and not game. Here it feels like you went back and cleaned everything up, and it's really great!

  • @ChristinaCreatesGames
    @ChristinaCreatesGames 21 день назад

    You've had me nodding along so much for the whole duration of the video. My main project's about half as old as yours, but breaking systems to assemble them anew in a better state was critical to get where I am now. And the whole UI topic is a thing I had to figure out over the last couple of weeks, as well. Mana Valley looks really nice and I'm looking forward to see what you'll do next with it =)!

  • @Sweepy_Games
    @Sweepy_Games 21 день назад +1

    I'm very happy you never give up and stay focused on the project for 2years now! That's an achievement in itself. Especially knowing how hard gamedev is, and how often bugs and other problems want us to give up! Your presentation skills are great and I think that makes your videos and game so good. Everything has its feedback, placing a building or removing it, hitting an enemy or getting hit. And the effects are super juicy!!!

  • @foldupgames
    @foldupgames 21 день назад

    Learning to be more efficient is SO helpful to dev!!!!
    The other day, I started adding new features to my game and realized that a lot it already worked because I had set up other systems to have flexible, responsive code. So, when the new features started bumping into existing code, they all played nicely together and did what they were supposed to.
    Your game looks like it will be an absolute delight for your players! I hope you have fun making the world for them.

  • @advancenine
    @advancenine 21 день назад

    DUDE! Looks so awesome and I'm amazed how much depth you have in Mana Valley. I cannot wait to play it. Great work as always...

  • @_Kxks
    @_Kxks 21 день назад

    I really look forward to the game and follow your videos for 2 years already. Really excited!

  • @KamranWali
    @KamranWali 21 день назад

    Wow! The game looks beautiful. Congratz on keeping doing it for so long. That takes some serious passion and dedication. The game play looks really fun. Looking forward to your next devlog. Keep it up! :)

  • @TheShelfman
    @TheShelfman 21 день назад

    2 years have flown by. Congrats on the progress AIA, you're killing it (also hi nathan, nice editing!)

  • @LiquidMark
    @LiquidMark 21 день назад

    It's really nice to see that your channel grew so much, you are almost at 100K subs!

  • @finnorex
    @finnorex 21 день назад

    Really excited to see these updates, Keep up the good work ♥

  • @Future-Frost
    @Future-Frost 9 дней назад +1

    I think a cool way to have the player respawn with their items would be to have the items fly over to you from the direction you died in when you respawn. This would achieve respawning with items, informing you of where you died, and it makes sense somewhat lore-wise, as it could be explained as a mechanic of the reclaim spell.

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee 8 дней назад

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @bewky
    @bewky 20 дней назад

    so cool to see the progression over the years! you da goat

  • @collegedegree8506
    @collegedegree8506 12 дней назад

    So happy to see the progress! I’ve been following since your second video on the game and I’m excited to play it

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee 8 дней назад

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @OfficialGless
    @OfficialGless 21 день назад +6

    It’s looking so good. 😍😍😍
    Proud of how far you’ve come!
    PS. I don’t care what @mainwilly commented, being on that topwishlisted games is a great accomplishment! ❤️

  • @mohammadbintareef5694
    @mohammadbintareef5694 21 день назад +1

    Regarding the issue of items falling after the player’s death, I suggest that items fall after death, in addition to making a character specialized in returning items using a spell that the player cannot learn in exchange for paying a certain number of coins or something of value, but the value of the return varies depending on the value of the items that fell. And how far are they from the person who returns them, and if you do not want to pay, you go to return them yourself

  • @Tarodev
    @Tarodev 20 дней назад

    The issue of projectile origin, whether it's from the screen's center or the gun's (wand) tip, is a classic design dilemma. I think you made the right choice, though. If a spell hits a wall in front of you, you'll immediately know why and will adjust in the future.
    Good to see you're still hammering this game out, man. Prove to everybody that indie devs CAN finish games and we're not all useless! (I'm yet to finish a solo game)

  • @nihuyevo_zhmihnulo
    @nihuyevo_zhmihnulo 14 часов назад +1

    I was so happy to see this video in my recommendation, thanks.

  • @Saberarts24
    @Saberarts24 22 дня назад +1

    man honestly seeing this kind of videos really motivates me to try and create my own game too :') , my main problem is that after i learned most of the skills needed to make the game i lost passion and drive to make one but you are changing that for me so thank you !

  • @sasquatchbgames
    @sasquatchbgames 20 дней назад

    Someday you are going to be very very rich. And it will be well deserved. Can't believe how far this game has come. Keep it up my guy! Always love your devlogs

  • @3xistism1.0
    @3xistism1.0 21 день назад

    Good job AIA! It’s come a very long way and it’s looking amazing.

  • @MDVYN
    @MDVYN 20 дней назад

    Dear solo game dev, this looks like it will be a fun game. Thanks for posting this video. Glad you gave a release date. Def on my wishlist!

  • @ragbrogaming
    @ragbrogaming 22 дня назад +2

    Cant wait to get this game, looks so well done!

  • @Q27Forever
    @Q27Forever 22 дня назад

    I forgot about this channel I left exactly 2 years ago I see your game ( mana valley ) is finally perfected I hope mana valley keeps getting better and better

  • @NightfallForge
    @NightfallForge 21 день назад +2

    Guys wake up! New AIA video just droped!!🥳

  • @GamesBySaul
    @GamesBySaul 19 дней назад

    2 years is incredible, and look at how far the game has come already. I can't wait to see where this game ends up, I have high hopes! :D

  • @CowsDaBest
    @CowsDaBest 12 дней назад

    I can't wait! The game looks amazing so far!

  • @dennismakesgames
    @dennismakesgames 21 день назад +1

    It's already been 2 years?!!! Yeeee.... Amazing video as always!

  • @Riptide_28
    @Riptide_28 21 день назад

    Good to get another video bro! Love it

  • @LufD.
    @LufD. 21 день назад +1

    Second time watching. AIA keep up the good content. When MV comes out I’m gonna play the heck out of it!

  • @alicewonder259
    @alicewonder259 20 дней назад

    Congrats on all the progress and thanks for the inspiration!!
    I finally committed to my own solo dev project ✨ if you have any advice that either would have helped you your first year, or for getting enough funding to focus on it full time lmk!

  • @Skeffles
    @Skeffles 16 дней назад

    Fantastic to hear about the systems you've put in place to enable the game to grow! It can get quite draining hearing about peoples woes when they don't do this for their games.

  • @lilylunamoonyt
    @lilylunamoonyt 21 день назад +1

    okay so i'm just gonna ask once, but: PLEASE MAKE MORE OF THESE KINDS OF VIDEOS PRETTY PLEASE, THEY ARE THE BEST THING TO WATCH

  • @DaveTheDummy120
    @DaveTheDummy120 21 день назад

    this game is looking good so far, I hope you can hit 100k, too!

  • @GingerNingerish
    @GingerNingerish 20 дней назад

    This is still an insane amount of work for only 2 years. Things are looking great.

  • @Silo_The_Golden_Dragon
    @Silo_The_Golden_Dragon 21 день назад

    Congratulations on the progression your making. I have always wanted a rpg open world were your not stick to spam clicking 9n a quest button I appreciate you fam. Also the multi-player was a nice touch❤❤❤❤ we love ur work keep it up please.😊😊😊

  • @Daealis
    @Daealis 16 дней назад

    About item dropping on death: The whimsical nature of the game to me could utilize an NPC that "fetches" your loot for you on death. Some Zelda-esque woodland sprite that once the player resurrects at the shrine yeets all the loot at you.

  • @DontScreenPeek
    @DontScreenPeek 21 день назад

    Being able to see the progress you make on this game throughout these videos is one of the reasons I’m so hyped to eventually play this. Building something you actually enjoy so I know it will be a fun game, vs just a cash grab like most games these days

  • @gugomajo4161
    @gugomajo4161 21 день назад +1

    Dope vid as always

  • @TrentSterling
    @TrentSterling 21 день назад

    Overlapping systems really seems to be the core part of gamedev that really makes the GAME part of the game!

  • @ryanorionwotanson4568
    @ryanorionwotanson4568 2 дня назад

    Really great, this is coming along

  • @kirkkek
    @kirkkek 22 дня назад

    the game is looking REALLY cool so far!!!

  • @R.K_Chalkboard
    @R.K_Chalkboard 21 день назад

    4:36 You should make it so where the player respawns with some of their items already pre-loaded in their inventory. If you die enough times you'll spawn with nothing, but if you die a little, you will just lose your lesser-important items.

  • @stickythestickfigue9548
    @stickythestickfigue9548 18 дней назад

    great job dude

  • @Dardasha_Studios
    @Dardasha_Studios 19 дней назад

    Wow the game grew nicely....Best of luck Sir.

  • @CameronOwen101
    @CameronOwen101 21 день назад

    Use a ViewStack. You Push views to the stack when they're active, pop them off when they're done. When it's empty there's no UI being displayed. Similar to counting but better because you can peek and search through the stack to jump back to particular points. It makes programming view navigation a breeze as you can emit transition in/out events from the stack for all your transition animations, and also just have some events when when the stack is empty or not so your input controller can disable itself when a particular stack is in use (I tend to use different view stacks for various parts of game - HUDs and in-world canvases are typically on their own stacks - for card games each card is typically it's own view stack.

  • @Bakerman2801
    @Bakerman2801 21 день назад

    The game dev community has some of my favorite youtubers, and AIA is definitely among the best of the best

  • @wrestlingdude07
    @wrestlingdude07 22 дня назад

    Another banger video, AIA!

  • @mallowskycotl
    @mallowskycotl 21 день назад

    YOOOOO HE RELEASED!! It looks so so amazing 🥹
    Also mounts..... yay or nay 👀?

  • @rootbindev
    @rootbindev 21 день назад

    this is AMAZING I love it

  • @playaneta
    @playaneta 14 дней назад

    Your game is turning out really nice!

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee 8 дней назад

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @limestoneMinecraft
    @limestoneMinecraft 21 день назад

    Your game is beautiful, you inspire me a lot, I would like to create something similar myself one day. I hope I can do this.

  • @Love-ss5sj
    @Love-ss5sj 21 день назад

    Ready for a banger vid

  • @Room_205
    @Room_205 17 дней назад

    Great insight into game developing. Game looks amazing 😁

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee 8 дней назад

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa🎟 to earn from it, and I really want help in publishing it, please 🐸💚

  • @tomschlaiss5735
    @tomschlaiss5735 17 дней назад

    Nice video and project, cheers from Germany

  • @pedrozatravel
    @pedrozatravel 3 дня назад

    Fascinating insight on how a game is made.

  • @rayl8160
    @rayl8160 21 день назад

    In subnautica if you die, you lose the some or all of the resources in your inventory. You keep the tools, armor, and special items that are super hard or rare to get.
    This still makes a consequence for dying but doesn’t make it annoying or overly punishing.

  • @NIKO2765_
    @NIKO2765_ 14 дней назад

    amazing bro

  • @BanditDev
    @BanditDev 22 дня назад

    So much progress, can't wait for ALPHA!
    #ManaMuncher

  • @Vitaxses
    @Vitaxses 22 дня назад +3

    is horses gonna be in the game pwease

  • @forbiddenbox
    @forbiddenbox 21 день назад

    ngl the most impressive thing to me is the UI work on this game, it looks amazing

  • @forbiddenbox
    @forbiddenbox 21 день назад

    Can't wait for the game to be released on October 🙏🗣️

  • @facara4519
    @facara4519 21 день назад

    This looks sooo cute! Whitelisted on steam as fast as I saw it xD

  • @lollol-gt6nv
    @lollol-gt6nv 5 дней назад

    Can't wait to play it

  • @therealgamewizerd
    @therealgamewizerd 21 день назад +1

    There are plenty of RPGs that are open world, linear, and a mix of the two. Just because the game gives you the illusion of being able to go anywhere, doesn't mean it's open world. Just because there's a plotline that progresses doesn't mean it's linear.
    By technicality, RPG stands for "role-playing game, ,so by definition you are taking on the role of your player character. RPGs don't have to be open world or linear by definition since, if you really think about it, most every game IS an RPG by definition of the term.
    If by RPG we mean "leveling up a character with stats and equipment as you explore a vast world of locales and characters" the same still applies. You can be given the role of a character with set lore or personality (such as in Final Fantasy, Paper Mario, and Yakuza, Castlevania) or you can create a role for yourself as you play (Skyrim, Fallout, basically any MMO)
    Bit of a long comment, but that was all to say: an RPG can be anything, really. As long as you're playing a game in a set role instead of being some large overseer that can control everything in the game, it's an RPG as far as I'm concerned.

  • @maisonbrier2249
    @maisonbrier2249 22 дня назад +1

    ayeee im mega early ! looking forward to play this game when it releases !

  • @Nufshi
    @Nufshi 22 дня назад +3

    I CANT WAIT TO CRANK 90s IN MANA VALLEYYYYY

  • @lilylunamoonyt
    @lilylunamoonyt 21 день назад

    i like how you went with the genshin style of interaction for items and stuff, it's a great system

  • @Beets_Creations
    @Beets_Creations 16 дней назад

    I definitely agree collecting your items when you die sucks. having to travel back to where you were is usually punishment enough. Awesome video keep up the good work!

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee 8 дней назад

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @Josh-fw8ev
    @Josh-fw8ev 17 дней назад

    Good timing

  • @burgundyboysyt2272
    @burgundyboysyt2272 22 дня назад

    Damn you make it look so easy to make an Indie game Good vid

  • @cxtspresso
    @cxtspresso 21 день назад

    im 100% buying this when it comes out, it seems like the finished game is going to be so fun

  • @ultimo5529
    @ultimo5529 21 день назад

    yes a new videooo

  • @mannyhyuga
    @mannyhyuga 14 дней назад

    game looks so cute and fun fam ty for the inspo

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee 8 дней назад

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @BahaaSoliman
    @BahaaSoliman 18 дней назад

    If you want to avoid the magic spell to accidentally hitting your player, create a physics cast sphere for each item around your projectile spell when you instantiate it, and compare the tag. If its the player, literally just continue to the next loop of the foreach loop. It's how I got my enemies to not deal damage to me if I'm in blocking mode
    You're welcome

  • @battlefora3dscollab
    @battlefora3dscollab 21 день назад

    Will you add any tamable mobs?
    Maybe you could go with a dragon quest/Pokemon approach and have your pets evolve alongside you.

  • @LEPHROGFISH
    @LEPHROGFISH 14 дней назад

    Idk what is all in the game but you could add a scavenger that will collect your loot when you die and you can buy it back from them to get your previous items back.

  • @Twisle
    @Twisle 10 дней назад +1

    for menus and the pkayer input you could put all menus into a list and loop through it to check if any are active and call the function anytime there is a change in the menu like a input or something

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee 8 дней назад

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @Pollux70
    @Pollux70 17 дней назад

    Having build my own large software system over 2 years, I too learnt the troubles of building a project using the wrong technologies because it was what I was comfortable with. It's a necessary learning experience, though. With development, you can't see major issues until you face plant into them. My learning journey took 6 years in total and I build the system 3 times over before it was good, you have to have some extreme self-destructive levels of drive to make it through the learning and prototyping phase.
    This game seems years away from release, so I would suggest to not reinvent the wheel for magic systems and copy Diablo 4, cut down last epoch or other magic system structure. That should prevent unanticipated architecture issue and speeds up building time.

  • @hukyato7244
    @hukyato7244 21 день назад

    the game is looking SOO good

  • @1actose
    @1actose 21 день назад +1

    Can't wait to play this game when it releases tomorrow!
    ...It does release tomorrow, right?

  • @KingDakrai84GD
    @KingDakrai84GD 15 дней назад

    After you finish with the mechanics and enemies and how the game plays in general. Will you improve the graphics and some of the animations/movements? Like how it looks when enemies are moving or the player jumping.

  • @AntiViGames
    @AntiViGames 18 дней назад

    When it comes to the watering of plants I would make the dirt look drier over time so there's a semblance of time passing as opposed to having a water droplet float in the air.

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee 8 дней назад

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa🎟 to earn from it, and I really want help in publishing it, please 🐸💚

  • @maxca
    @maxca 20 дней назад

    Awesome🤩

  • @ronitgurjar5747
    @ronitgurjar5747 21 день назад

    great work....BUT, will there be secret spells and witch academy and adventure guilds??
    you can have the player collect their items from the guild by paying something every time they die and respawn

  • @ChariTheAlternate
    @ChariTheAlternate 3 дня назад

    I think a gravestone system that has all the items where you died would be cool

  • @peacemaster8117
    @peacemaster8117 18 дней назад

    Trying to recover my lost items is some of the most fun I ever had in Minecraft.

  • @ReverseFlash.
    @ReverseFlash. 16 дней назад

    Amazing

  • @Aarimous
    @Aarimous 20 дней назад

    Thanks for sharing!! I'd say have a difficulty setting for what happens on death. Soft-core could be nothing. Medium core could be drop items. Hard-core the character is gone forever. I think Terraria uses a system like this.

  • @tsb4
    @tsb4 14 дней назад

    For an alternative for punishing death, you could have a system for something (maybe like bonus effects for the skills or something) that gets better the more enemies you kill as long as you don't die.

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee 8 дней назад

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @forbiddenbox
    @forbiddenbox 21 день назад

    aw man there should be a hardcore mode that let's the items drop or maybe make it a setting when you create or start a new game

  • @Griffin519x
    @Griffin519x 21 день назад

    The game looks awesome! The text that shows up when you die is kinda hard to read

  • @hectorpabon632
    @hectorpabon632 21 день назад

    Handsome game dev owns comment section respectfully