I Made An OP Pug... | Devlog
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- Опубликовано: 19 фев 2022
- Game development update for the game PixelTribe that im currently working on. In this devlog series I discuss the progress of the game and different challenges ive met during development.
In this dev log I add all the amazing ability ideas you guys came up with last time!
PixelTribe is a game where you can build, upgrade and manage your own clan of vikings. Here you can craft and equip weapons and armor for your vikings, and send them on different raids against other bad-guys.
#devlog
#gamedev
Wow. Great devlog! How about a buff totem spell. For example thors hammer can be summoned to fall behind your warriors and will boost their attacks like a buff totem
Thats a great idea! Noted:D
Du hier :o ?
@@pixeltribegame3478 maybe it could be a bit on the strong part. but take the mage's concentration making it so that if the mage got hit the spell would stop. so you should try protecting the mage with abilities like the shield spell and such. or just that he can't cast spells idk. and casting would cancel the totem
Glad this channel showed up in my recommended, this looks awesome, surprised you don't have more subscribers, no doubt you will grow with this quality content!
That means a lot! Thanks :D
You can give the mage a "blind" ability that adds a chance for the enemy to miss it's attack.
You can also add something like special events to randomly happen like the plague. The curse seems too similar to the fire effect. You can make it so that the curse will give a random debuff.
Amazing dev log!
Editing is top notch!
To solve the HP issue could you add a Fatigue debuff that caps the maximum health to the "ending value" of a raid and healing doesn't cause them to go higher than that.
Gives the food the benefit of reducing fatigue without the healing completely busting the system.
Hey mate, loving your dev log style! An interesting way to resolve the "More HP than when you left" mechanic could be to change the food to be an energy/stamina resource for the vikings. HP can be just for combat and manipulated in order to win a fight, but they still always get tired after a combat no matter what so they need to rest/eat to get energy back and continue raiding.
Doesn't need to be exactly like that but splitting the two mechanics can still help the gameplay loop without breaking the immersion perhaps.
Or you could imply that at the end of a raid the damage taken is semi permanent and grey out the part of the health that is missing and never allow to heal up above that again till you start a new raid
Haha this devlog and editing is great! I need to take some tips from you to spice mine up. Great work!
Sick game dev + Master meme maker = Pixel Game Tribe
bro you are so underrated. great work keep it up
Mom, look, my comment is in a Pixel Tribe devlog! Also, good job on implementing all these abilities so quickly.
You can now sell your signature on ebay!:D
Love the dev logs! Can not wait for the game to release, keep up the good Work!
Thanks! Glad you like it
Congrats on 1.1k Subs. Been following you since the second devlog
Youre the real MVP
For the healing problem, an approach could be that vikings get fatigued after battles, either scaling based on how much damage they took or something similar, and food can be used to both heal and recover fatigue. Fatigue could reduce your max hp in battle, and healing spells wouldn't be able to heal above that amount.
This would also give a reason to introduce a temporary shield type ability that could give temporary hit points above the fatigue max hp.
Awesome devlog! Looking forward to more videos and your channel growing :)
You inspired me to getting back into game development. Cant wait to see where your game goes from here, Keep up the good work! 👍 Oh and you should add battles at sea. Like getting attacked while your boat. Maybe you can even take the enemy ships cargo like money, food and weapons when you defeat them 😉 Oh and fishing would be pretty cool too. Idk im just throwing ideas out there, best of luck on your game and count me as a new viewer 😃
Amazing idea! And good luck on your own development :D
The curse ability should lower the enemies damage. Also you could balance the heal by making it "temporary hp". Love the videos by the way!
bro, props to you for developing, recording, editing, and designing in such a short time with high quality videos every time
Idk if that has been suggested/implemented, but to fix your healing issues, you could divide a health bar into 5 segments and you can only heal until your current segment is full, which means once you crossed the border of the first segment, you can never get more than 4/5 of your hp during that fight. To heal up more you need food again
The devlogs are looking awesome! Also, maybe you could make the healing spells be some sort of temporary shield instead of a health increase, that would go away after a battle, though there are probably some better ways of fixing this issue
great devlog! Looking forward to the game coming out.
Glad you like it :D
This is amazing! I have been complaining lately about Dani's humor and how it went from funny to completely forced and cringe.
...And it seems I have found my replacement. Your devlogs are great. 110% underrated. The game is epic as well...
That really means a lot! Thanks dude :D
I second that actually, Dani is more forcing himself, these devlogs actually made me laugh and have fun
Change the healing spells to add temporary health that only last during the battle
hm that actually a really good idea!
@@pixeltribegame3478 How about making it so the Vikings' starting health is set as their max health, so their health bar would look something like this:
Where the vertical line represents the health limit (if they started with less than full health), and the = represents their actual health (so the health bar would still be their all-around max health, but it would limit it to their starting health)
[I hope that sounds clear]
@@pixeltribegame3478 add hunger bar
@@andrewtate8007 yeah like energy that is needed to go to a raid
@@pixeltribegame3478 Dont recover HP at all, instead apply "Armor"
I know you probably already thought of this, but what if villages you raid you can choose to spare and become allies with them so they can help you on difficult fights? there would be a cooldown for when you can call them though so it wouldn't be so overpowered
1:43 fsr this felt like a metaphor to what has been done to the code and that gave me a little laugh xD
To solve the health mechanic you could a Second Stat (called triedness/Motivation/...), that geht's depleted over time/when being attacked and can only be regenerated Back in the Village. This way you can have healing and still have the Game mechanic of needing to Go Back to the Village.
Looking forward for the next devlog and how you improve the game!
let's go new devlog :) amazing!
So if you are looking for some other crazy hilarious ideas: Play with the terrain (create a wall in front of enemies so they can't attack you), pull them under the earth, send them flying one turn and when he comes back he lands on his face taking massive damage, create a ball of water around him, transform an enemy into an animal, send them a few kilometres back so they have to run to the field again giving them exhaustion, steal their trousers, we seriously need big chungus arrow ^^
So for the healing problem I can think of a few solutions:
Make the hp gained from healing only last until the end of the battle
- I like the flavor of this, the damage remains but the magic is allowing your warriors to fight on regardless. I think damage should still be taken to the 'true' health bar even if you have some healing points, and that if at the end of the battle the only reason a viking is alive is because they were healed, just leave them at 1hp.
Make healing only able to recover damage that was taken during that specific fight
- The problem with this is that optimal play would be to make sure you're as healed as possible at the end of every fight, see Darkest Dungeon.
Swap out healing entirely for some kind of other defensive magic like buffs or shields
- Technically my favourite solution for balance, but obviously the most work, I wouldn't want to put all those healing sounds & animations to waste.
Nice I wasn't the only one to have this kind of suggestion
Love the vids :), keen for more
add something like "mana" for mages, after using spells they can run out of it, to regen it they need to eat food/rest. You can do the same with archers but instead of mana they can run out of arrows.
Maybe add totems and runes as buildings, and they will either help attack or speed up build times in the buildings.
For healing, why not just color magic-healing in yellow/orange in the health-bar and have it disappear between fights or at the end of raids? So, just like the other magic spells have some temporary effects (ie shields fading over time) healing would also only be a stop-gap measure until your Vikings can go get some rest. :)
You can phrase the Viking can't go home with more health then they left as Magic can only mior heal you and can't fix major boo boos only time can.... Or you can also make it so every point healed by magic slowly is lost with back home.
I think the enemies should wait a bit before attacking. It almost feels like the player's actions cause the enemies to attack.
Some anticipation in their animations could also help.
maybe all classes would have a different "mana" bar for example you need 10 "focus" to use a soul arrow as the archer class
Melee would have Wrath/Rage
Ranger would have Focus/Aim
Mage Would Have Mana/Faith (vikings dont believe gods right?... wait that gives me another idea)
vikings could believe different gods for example:
The god of fear- this god would focus more on damage and damage
The god of specialty- this god would focus more on abilities and "mana"
The god of peace- this god would focus more on defense and health
A mana bar would fix heal abuse
Great vid :0
Thanks! As a fan of your work as well, that means a lot!
Nice work man
I just found out about your channel and the game looks amazing. I guess my thoughts won't help now sicne it's almost 2 weeks later, but anyway.
Since the game is about Vikings, I wouldn't actually like Mages there, because Vikings didn't have one. Instead I would go for different types of warriros and weapons (spears, axes, sowrds, shield, daggers, bows). As for healing the Vikings, you can have a medic, he has weak attacks but can heal allies (bandages or something). AND something cool you can add is Vovla, the Vikings version of a Witch or Shaman. Volva can be a sort of a magician, yet again they didn't really use fireballs and lightning attack, but they could heal and especially forseek. I think it could be cool to have one at the village, and she would tell you how dangerous a certain mission is and how high is the success .
Those are my personall opinion as someone who actually likes the Vikings theme, and seeing a mage ruins it for me and I don't belive anymore that those are Vikings
True! You might be right with the mages, maybe i should consider changing it to something a bit more viking-y
Ooh maybe the food making in-between raids is for the max HP of the Vikings that gradually decreases during a raid
That can work too!:D
great video keep making funny videos
Your vids are awesome 👏
i think the healing thing should just have a limited amount of times you can use it instead? like an ammo requirement kind of deal
Plus can upgrade to have more ammo or bigger % of healing for that. it will make it more strategic as well
Awesome video! Is this game being built in Unity?
Yes, thats correct :D And using Aseprite for the pixel art stuffs
curse could slightly decrease enemy damage and critical hit chance
lightning could make it so that the enemy's next attack's accuracy would be decreased making it more likely to miss. and perhaps decrease/increase the damage of the ability an enemy uses. like if an enemy used a water attack after getting hit it would be weaker. but a lightning attack would be stronger
the fireball could do similar things to the lightning in increasing and decreasing the damage of the next attack of the enemy
Would be cool some kind of mark abillity, aka marked enemy receives more damage from all sources
Change the healing spells to spells that add shields. Then it makes sense for the shields to go away after a Raid as it is magic that expires.
Yeah thats a really good idea!
Nice my dude.
WTF ...why does this channel not having more views ?!?! Honestly the Game is not my interest but the cutting and Humor are so nice XD
Glad you like it
I feel like dot abilities like curse fire and poison do exactly the same thing.
Are there any twists you could add to differentiate them like curse does more damage but you take some for example.
I was actually supposed to explain that problem in the devlog, but didnt in case the details got a bit boring, but the differences are basically:
- Fire: Deals fixed magic damage at the end of every turn
- Curse: Deals a % of casters magic damage at the end of every turn
- Poison: Deals fixed attack damage at the end of every turn
- Bleed: Deas a % of the casters attack damage at the end of every turn
@@pixeltribegame3478 thanks, sounds good
very cool video!
Nice game already looks fun ! and maybe you could add like raids that will happen in the village and with a small chance of spawning a mini boss and if you lose they will steal some stuff from you . I dont know if something like this is already noted yet so sorry if that repeats
Thats a really good idea! Noted :D
@@pixeltribegame3478 :D
great video
What a gem I just found!!
It might make a bit more sense to the player if the viking's maximum health is set to the health they have when they enter the raid, rather than having it be reset to a lower number when they finish the raid. This also has the potential to make even easy raids more threatening if your vikings have low health.
That would definitely provide some more feedback to the player!
Long life object oriented coding! :D
Totally down for testing the game if needed.
I'm already a tester for Into The Echo(a new mmorpg, very early stages), would love to try this out ;P
Will absolutely need testers soon! Stay tuned :D
Suggestion: replace meteor shower with meatier shower. lemmy slap them enemies with some steaks
NICE
why this game gives me some forager vibes
thats cool and all but what engine you use?
Im using Unity :D
The game looks great, where can I find any information about it? Do you have your discord server?
Not yet, but ill add one soon, so stay tuned
youre underated lmao
6:07 that is what happens when game designers run out of ideas lol
Where can i download or get this game? Looks amazing and would lovw to try it out.
Its not out yet, but i will need some testers soon if youre interested, so stay tuned
I know this may be a lot to ask for, but do you think multiplayer for this game would be a great addition?
I would love to add that as well, but i will have to wait and see how much time it takes :P
Hey I have an ability idea for archer: explosive shot this ability will explode on impact and damage nearby enemies
Hi I'm new here, what is this game and why is it Forager?
Also I have an idea, what if archers shoot arrows at things and mages use spells? Don't knock it till you try it, I think it would be totally rad.
what is the difference in bleed poison and curse
if you add poison efect, you have to aaaaaaaaaaaaaaadd... POTIONS! aand, somethimes RAIN (for fire efect) jaskjaks, if raining, fire efect just no work 👀
you do realize that the nmage and archer abilities are all the xact same but in different clothing?
0:53 displayStatusBar = !IsTraderHere() && IsOnCooldown();
ELEVEN LINES! Good thing it's refactoring time.
Why dont you make the healing the mages do temporary healing that fades away down to 1hp upon returning home / ending combat?
Thats a good idea!
Will this game be on smartphone ?
this looks like forager
hey can you add seasons like winter summer spring and autumn
you could make so you take more barbarians on raids so if you have 6 barbarians you will (always) get random 4 barbarians to fight and others will get you more gold and stuff. so they all could have stats: strenght, health... and one that makes them get more gold when they raid themselves so you (player) have to balance all stuff because you get random 4 barbarians that you take with you (sorry bad english...
ai nou det ic gud)
what do you say
i am waiting for this game
when will you launch it?
Havent set a date yet, but soon! Stay tuned
Maybe you should try something like this
Vikings in the front melee/sheilds decent health but can become tanky and job is to make sure the enemies dont reach the back lines
Archers in the middle decent damage but weak health
Mages in back for support or Area of attack huge damage but have a mana pool that needs to regen over time so lesser spell have lesser mana cost, bassicaly most damage dealing but weakest in health
and if ur thinking about pets they could give off buffs or act as 2nd attack for their owners or smthn
Absolutely!:D
@@pixeltribegame3478 Hope your game does well mate 👍
@@pixeltribegame3478 can I propose another idea?
Pog
angry birds epic combat!??!?!!
DOGE! DOGE DOGE DOGE! SO CUTE! GIB ME DOGE!
Hey. I was wondering if you need music for your game?
Not right now, but i might need some soon! Ill keep you in mind :D
@@pixeltribegame3478 Great. I'll wait :D
Is it available for download?
I'd love to help with testing.
Its not downloadable yet, but i will need some testers soon if youre interested, so stay tuned
@@pixeltribegame3478 sounds good.
I'll be waiting
*@Pixel Tribe Game*
How can I try this game? I can't find it with Google.
Its still under development, but I will need some more playtesters soon, stay tuned
@@pixeltribegame3478 Is there somewhere I can sign up for a notification about play-testing when needed or something like that?
What name of program he use?
where can i download this?
Its still under development, stay tuned
Did you use the "Massage Gunner" ability on your video editing skills? These vids are insane! (And game of course... idiot)
Haven't you put cool downtime?
There are cooldowns on the abilities, i just turned them off while recording :D
@@pixeltribegame3478 huh
is it possible to become a tester?
I will need some more playtesters soon, stay tuned
Instead of not being able to leave combat with more health than entered, why not create a rule, preventing healing beyond the health it had at the beginning of combat.
That is a much better idea! Thanks! :D
how do we playtest?
I will need some more playtesters soon, stay tuned
most of the abilities fell like the same, maybe you should change som of them to feel more distingt
I would love to, any ideas on how to do that?
The abilities are absolutely amazing, the effects and all are catchy, however there is one small ... big issue with what you've done... there is no variety, an archer can do damage over time along with bleed, so can a mage, i mean... what would make me favour one over the other? Since mages heal, why wouldn't I just Pick mages and warriors and forget about archers? How will you balance them?
There are some differences in armor and attack damage vs magic damage here to create a small rock-paper-scissor effect here, so hopefully that will make all the roles useful in some situations :D But youre absolutely right, and its really important to ask those questions!
@@pixeltribegame3478 that does make sense now, Great job, keep it up, can't wait for the release day 😁😁
how can I become a tester of the game?
I will need some more playtesters soon, stay tuned
@@pixeltribegame3478 Looking forward to it. I will gladly test for you
yo
yo
PLEASE ADD DRAGONS AND DRAGON ARMOR AND DRAGON BOSS.
why does the game look exactly like forager?
No sound ?
There should be sound?
@@pixeltribegame3478 video with no sound is kinda borring and at first i tought my computer had a problem ^^
I'm Brazilian and could you put the game in Portuguese and also put more resources
do you have a discord server?
Not yet, but ill add one soon, so stay tuned