I really hope your channel blows up, I just discovered you and your videos are so entertaining and well done. Your game is very pretty and intriguing as well.
Also the hand monster seems very cool I like how it has a limited reach and the lure is cool. Maybe you could add some kind of in game reward that looks like the lure but isn’t the monster (in the water) so the player could fall for multiple times since there’s a chance it could actually be a reward.
I REALLY like the updated hand monster! So much creepier with the arm remaining in the water. I also love the new canoe paddle and animations, you created a thoughtful and satisfying solution.
I'm very impressed with the work you are doing on this game. It's a big undertaking and you seem to be approaching it with a well thought out methodology. I wish you all the luck with both the game and the channel.
I like the new canoeing system. The more emphasized body effort in the animation will just be the cherry on top. And I was thinking you could use the bumpers as the reverse stroke of the trigger counterpart (so you could canoe out of a place backwards). You probably already thought of it but that seems like a good addition to the system
loving the progress here! pushing a paddle through water definitely takes a lot of physical effort and i think the animation could reflect that a bit better. maybe having the character’s torso and upper body move laterally a bit more would sell it. keep up the good work!!!
I've spent a lot time thinking about a canoeing system for a prototype of mine and things gives me a ton more ideas for that. Thank you, this game looks fun.
I just started thinking about getting into Game Dev and these logs are truly inspiring. I hope to learn enough to make a beautiful game like this one day. I will continue to follow you until you release. I can't wait to play it
I cant wait to play this, it looks so atmospheric. having her hands farther apart on the paddle would give her more leverage and make the animation more realistic. the canoe also feels a little blocky and unrefined, and a single seater would have the seat closer to the middle of the boat. in any case, its really close as it is, a lot closer than some other games that feature canoeing
Funny enough I was just streaming a redesign of the canoe with this exact idea in mind! I'm moving her towards the center and creating a sleaker and more suitable design for a single rider
Amazing progress... having watched a couple streams it's just soooo awesome to see how the little changes add up. But also making me humble seeing how much work goes into details a lot of people might not even notice. Kudos for sticking with it and love to see more progress!
The progress looks amazing. I noticed with the paddling, when she stops her animation putting the paddle across the kayak looks a little abrupt. I was wondering if the animation just ended then jumped to the resting position animation. To keep the game feeling realistic, maybe have a couple of resting animations that are used randomly, where the position of the oar was slightly different. Things like not perpendicular to her, one side lower, etc. Keep up the great work.
Thanks Maxx! The animation does transition but it's quite quick and depending how far the paddle is from the idle pose it can be too quick. I'll definitely take your advice though and have more variety in the rest animations, as well as the transitions.
@@kylebanks i think one improvement to the canoeing animation might be to make the character lean forward than pull back so using the full body to propel instead of just using the arm muscles because that is very tiring. Though i'm not sure how you would mix that in with small paddles, cause you then you wouldn't need to lean forward that much
@@Lucas-pj9ns I was going to suggest that as well, plus the character's arms are very close to the center of the paddle so it would be hard for them to get good leverage. Also when reaching forward your whole torso will twist a bit to each side, and when pulling back you want to pull in a straight line parallel to the boat. I found a video which has some good tips and shots of good paddling form at 2 minutes in that could be used for reference: ruclips.net/video/v0-efrwppWQ/видео.html
Over the weekend I went kayaking for the first time.🚣 I was using a double-sided paddle and I immediately thought of you. I even tried doing the J Stroke. 😂💖
Congrats on the subs man, trying to get to 100 subs myself lol. I think part of your success is how nice the visuals for the game look, pulls people into the dev logs. Also, I can tell the audio is going to be a big part of this given how atmospheric the game is
Yeah it can be tough to get the ball rolling, but keep making quality videos and sharing them with friends and family and I'm sure you'll hit that 100 sub mark and beyond!
I would be interested in seeing a mob/monster that activity removes color or maybe uses another color effect (negative, etc.) you could check for when they are present. Maybe have it effect the environment in meaningful ways maybe the birds or animals around it could these mobs could have a negative color applied when effected and maybe even assist the mobs in locating you or a general hostility towards the player. I get this might not be where your headed, but I figure it would be cool to see at least one monster able to actively remove color for storyline purposes and partly it would just be interesting to see your implementation of this. Vary much looking forward to release.
I don't think enough people are talking about the updated nessy monster! My main problem with the old one was how clunky and how, odd it looked. But now its legit terrifying and looks more natural. You did such a good job in that department!
Really nice stuff, it's very encouraging to see your progress! On the animation - what would happen if you added a bit more of a chest/shoulder motion to your character when paddling? Currently it looks good but sometimes feels like she's not putting any effort physically. It may improve the motion quite a bit.
Thanks for the comment and apologies for the late reply! Yep definitely needs more torso rotation I agree, but I'm a bad animator and it takes me time to get it right XD
This was going to be my input, too. Having done a fair bit of canoeing and sea kayaking, I can say you're typically using your torso a ton. Looks great so far and I am excited to see this progress.
Just stumbled upon your channel - looks like an amazing game and love your insights in to the way you're approaching development. Was also surprised to suddenly see Edinburgh in the video :D
This looks amazing! Wishlisting straight away! Maybe give the hand fewer fingers so it doesn't look like its holding back the whole time, with 5 fingers it looks OP for the dog to handle. Also for the paddling, the hands should be further apart.
As a way of adding more depth to stealth encounters, maybe you could use things like animals or birds as distractions, colouring them up temporarily, so they run out from where they were standing and distract the monsters, temporarily allowing you to pass an area the monster was previously blocking. I reckon this could be especially fun with birds, using large flocks as distractions, or maybe they're attracted to patches of colour, so you light a few lanterns to lead the birds across a set path, and the birds are in turn leading a monster somewhere, maybe a cage, maybe just a far enough distance away from where you need to run through. I'm not sure if it would fit your vision of the game, or be too hard to implement, but yeah, just an idea :D Anyway, the game looks awesome so far! That hand coming out of the water is super creepy now haha
Hey! I love the new kayak paddle system - I think this was a great change for game play :). However the kayak paddle and the rugged old boat don't share similar design styles and it throws me off a little. It may make more sense if the paddle is a little more rugged, or the boat is a little more fancy. Anyway, not a big deal. Such good work. I'm going to keep watching every episode you release!
Thank you! Yeah the canoe is on my list for art revisions, I want to upgrade it to a (still slightly old) metal one which I expect will go better with the paddle
hey! that game looks really sweet, i love this kind of indie touch and ambient. I am a canoë-kayak instructor so yeah, i agree with those who say that its a little weird ^^, but anyway, it's a game and you must create something fluent and avoid complications, i understand. There's something that bothers me and maybe you can do something about it, the double paddle is waaay too long, i think nobody will care about that but i also think that, if you lower the waterline of the canoe + if you dip only 2/3 of the paddle blades under the water, you could have a smaller double paddle that will be a bit more realistic. Anyway, i cant wait to play this game omg!!
Thanks for the feedback that's really valuable! Actually in the days following this devlog I've remodeled the canoe and brought her closer to the center and closer to the water, which allowed for shortening the paddle quite a bit
@@kylebanks ho noice!! i'll see the difference when playing the game then X) i can't miss this! And that's fun because i've allready wondered how one could do a game about kayaking and give it an accurate taste, seems like you're about to answer the question hehe
I just found your channel and I have to say the game looks really cool. And since you asked for feedback on the canoeing: It feels a little bit, like the paddle has no weight, but that might just be me. Keep up the good work
Thanks! Yeah it's a balance between realism and responsiveness, and I'm definitely leaning more towards responsiveness since the lag between input and animation/movement doesn't feel great
To further improve what other people say about the canoeing animations, I suggest you to make the spine, neck and head joint animation animate separatedly in a different animation layer. Switching between right paddling, left paddling and resting animations look very artificial... By making those joints animate asynchronously you could improve a lot that feeling. You could even make it "procedural" and make the head and neck turn smoothly to the direction of the camera (if you have a free camera movement instead of having it fixed on the back of the character). Or even have a mix of both, where it sometimes look to the direction of the camera and other times does an animation
To make it so that the player interacts more with the hand monster, something you can consider is a narrow pathway with water on both sides, and the hand monster lures are visible. The player is required to cross, and while crossing the hand monsters pop out to chase the player. Just an idea.
Yeah great idea, there are definitely ways to force the player into an encounter even when they know the monster exists and that's a great way to build a whole new type of tension. Thanks!
Thanks again to everyone for all the support you've shown for Farewell North. If I can ask one favour of you, it's to consider adding Farewell North to your wishlist on Steam - this helps indie devs so much, and I'd be super grateful! farewell-north.com/steam
That's a huge oar lol I liked the first animation it looks like you fixed it up and totally nailed it and then decided to switch lol I know you are still working on it but you definitely can't push a canoe through the water with just your wrist and a 10ft long paddle lol the leverage would be too great, you need to move your hand closer to the paddle part when pulling it back through the water. Also, canoeing is hard so you should have some kind of stamina system. I sat here for a moment trying to think of other things because I like giving you advice :)
Great video, maybe you can also reduce the frequency of checks for pixels/objects based on the distance to the bounding sphere, i.e. check less frequently if it is far away because the sphere wont move that far within 1 frame anyways.
Yeah that's a great idea! Sometimes that kind of thing is tricky on the GPU since you don't really have "state" to know the data from last frame, but it can be done
wow what a nice game. I founded my new youtube channel for games like these. so that such games get the attention they deserve. keep it up. i will definitely play and test this game and then publish it on my channel. Keep up the good work you're working on a beautiful game
I suggest for the monster that it should grab the dog then throw it up and catch it in the palm of its hand and then swiftly pull it into the water that would look cool (also I know nothing about this kind of stuff so I have no clue if this is to difficult to make or not so don’t blame me if this suggestion is way to difficult to make)
Mentioning the tactility of canoeing, I can’t be helped but to thing of the switch procon’s hd rumble. I bet some neat things could be done for compatibility with that, but i also can’t help but to imagine that that’d definitely be a low priority thing if at all, lol
I have a suggestion. In one of your previous dev logs you stated how you wanted to make the puzzles feel less repetitive. You had your own solutions, but I think you should make puzzles where the human helps you, like the puzzles in The Last Of Us with Joel and Ellie. This way, the human does more than just play a major role in the story. It also makes it so that if you get separated from the human, you feel more uneasy.
Absolutely, I always want to come up with more for her to do for exactly that reason. I haven't played TLOU but is there anything in particular that that game did which you feel is a good fit?
@@kylebanks well, I haven’t played it either. But I do remember sections where you have to drag Ellie across a raft above water because she can’t swim, Then when she gets to the other side she drops a ladder into the water for you to climb up. Perhaps you can make it so the dog can’t swim?
I have an idea for an animation you could give the hand monster Instead of having it crawl or walk back into the water, what if it was just dragged back into the water? As if the arm just retracted and the hand went a bit limp as the arm attached to it pulled itself back into the water? Not sure how good it’d look in practice, but I feel it’s worth giving a try!
i think having to press the trigger button for each stroke of the paddle instead of just holding it would be more cool and immersive while adding gameplay.
For sure! Right now you have to press to alternate (go straight) but you can hold one trigger to keep paddling on that side (and turn), so kind of a mix of both. I'm going to try making it so you have to keep pressing even to turn, but I suspect it might make turning feel really sloe
Even just from watching I can feel how natural and intuitive the canoeing is can't wait to play this myself someday
I can't wait for this game to be relase
Lots of awesome news, congrats on all those millestones Kyle!
Thanks so much!
I really hope your channel blows up, I just discovered you and your videos are so entertaining and well done. Your game is very pretty and intriguing as well.
Also the hand monster seems very cool I like how it has a limited reach and the lure is cool. Maybe you could add some kind of in game reward that looks like the lure but isn’t the monster (in the water) so the player could fall for multiple times since there’s a chance it could actually be a reward.
Thanks a ton! That really means a lot. I like your idea about having the lure look like a reward too
That hand is quite terrifying... well done. The paddilng is also a major improvment IMO.
Thanks, glad to hear you like the updates!
That canoe system looks brilliant and congratulations on over 11k subs!
Thanks Skeffles!
I REALLY like the updated hand monster! So much creepier with the arm remaining in the water. I also love the new canoe paddle and animations, you created a thoughtful and satisfying solution.
Glad to hear you like the updates, thanks Rebecca!
You found the perfect solution for the canoeing, in my opinion! Awesome progress altogether! 🤟
Thank you, glad you like it!
I'm very impressed with the work you are doing on this game. It's a big undertaking and you seem to be approaching it with a well thought out methodology. I wish you all the luck with both the game and the channel.
Thank you very much, really appreciate the support!
I've had it on my wishlist since December, love the progress, keep it up Kyle!
Thank you so much, that helps a ton!
I binged this over the past two days and I'm absolutely in love with the concept.
Thanks so much :)
Your channel got recommended like 10mins ago😂 that was your first video. Cant wait for this to be released
Haha well perfect timing! Thank you very much
I like the new canoeing system. The more emphasized body effort in the animation will just be the cherry on top. And I was thinking you could use the bumpers as the reverse stroke of the trigger counterpart (so you could canoe out of a place backwards). You probably already thought of it but that seems like a good addition to the system
Yeah great idea, thanks!
loving the progress here! pushing a paddle through water definitely takes a lot of physical effort and i think the animation could reflect that a bit better. maybe having the character’s torso and upper body move laterally a bit more would sell it. keep up the good work!!!
For sure, thanks for the feedback!
What a great looking animations, much better than before, keep it up man, I love it!
Glad you like them!
@@kylebanks I also forget to say how much I love the new monster model, looks FANTASTIC!
I've spent a lot time thinking about a canoeing system for a prototype of mine and things gives me a ton more ideas for that. Thank you, this game looks fun.
Glad this could help, good luck!
the hand looks absolutely terrifying, great idea and even better execution!
Great, glad you like it!
I just started thinking about getting into Game Dev and these logs are truly inspiring.
I hope to learn enough to make a beautiful game like this one day. I will continue to follow you until you release. I can't wait to play it
I get more hyped for this game each and every video. Great work this month!
Thank you! Glad to hear you like the updates 😌
Crushing it. Love the particle systems
Thank you!
This deserves a lot more publicity
You are so talented man! I'm really amazed by the color effects and the hands animations... It looks so cool and professional
Thank you so much! 🙏
Canoeing looks so much better! And it feels more natural as well! Looking forward to next devlogs, keep it up!
Thanks Marko!
I cant wait to play this, it looks so atmospheric.
having her hands farther apart on the paddle would give her more leverage and make the animation more realistic. the canoe also feels a little blocky and unrefined, and a single seater would have the seat closer to the middle of the boat. in any case, its really close as it is, a lot closer than some other games that feature canoeing
Funny enough I was just streaming a redesign of the canoe with this exact idea in mind! I'm moving her towards the center and creating a sleaker and more suitable design for a single rider
Amazing progress... having watched a couple streams it's just soooo awesome to see how the little changes add up. But also making me humble seeing how much work goes into details a lot of people might not even notice. Kudos for sticking with it and love to see more progress!
Thank you, and thanks for checking out the streams!
I'm so excited to see this game come along even more than it already has!
Thank you! 🙂
this game has so much potential. I hope it will turn out great on release
Thank you very much!
Whoa, that hand looks way better. That actually looks so awesome! 10/10 would scare me shitless
Thank you so much 🙏
i like the new monster model. also the darkness particles remind me of the sluagh monster u mentioned in the last devlog
Glad to hear it, thanks!
I came back because I didn't finish this video and saw the new fresh monster hand, it's so realistic and amazing!
Glad you like it!
Great video as always! Cant wait to get my hands on this amazing game
I just noticed im in the video at 10:30 yay 🤣
Thanks mate!
These devlogs are very interesting to me. I really think your game is creative, and I have wishlist it on steam. Good luck and I can't wait for it!
Thank you! That helps a lot 🙏
Looks awesome, i particularly like the hand monster with the IK
Thank you!
this game is looking beautiful! definitely going to play it when it comes out. really enjoying these devlogs!
Glad you enjoy it!
I was going to wishlist it but it seems I wishlisted it last time. Congrats on 10k! Also, the hand looks much better. I like it.
Thanks so much, those wishlists help a ton 🙏
Man your game looks so beautiful
The progress looks amazing.
I noticed with the paddling, when she stops her animation putting the paddle across the kayak looks a little abrupt. I was wondering if the animation just ended then jumped to the resting position animation. To keep the game feeling realistic, maybe have a couple of resting animations that are used randomly, where the position of the oar was slightly different. Things like not perpendicular to her, one side lower, etc.
Keep up the great work.
Thanks Maxx! The animation does transition but it's quite quick and depending how far the paddle is from the idle pose it can be too quick. I'll definitely take your advice though and have more variety in the rest animations, as well as the transitions.
@@kylebanks i think one improvement to the canoeing animation might be to make the character lean forward than pull back so using the full body to propel instead of just using the arm muscles because that is very tiring.
Though i'm not sure how you would mix that in with small paddles, cause you then you wouldn't need to lean forward that much
@@Lucas-pj9ns I was going to suggest that as well, plus the character's arms are very close to the center of the paddle so it would be hard for them to get good leverage.
Also when reaching forward your whole torso will twist a bit to each side, and when pulling back you want to pull in a straight line parallel to the boat. I found a video which has some good tips and shots of good paddling form at 2 minutes in that could be used for reference: ruclips.net/video/v0-efrwppWQ/видео.html
It looks amazing and the mechanics are amazing waiting for it to come on steam
Thanks so much!
That monster looks really good!
I really like the grass shader looks really soft and fluffy
This channel is becoming my favorite due to these devlogs. Keep it up, Kyle ! 👍
Really glad to hear it!
Just found your channel on my recommendation, and this game looks really great, subscribed
Thanks so much!
The pacing on the canoe animation is so good! Watching it really makes me want to go kayaking again.
Perfect! I really want to capture that simple joy of canoeing/kayaking, and if it's making you want to go then that's awesome
Over the weekend I went kayaking for the first time.🚣
I was using a double-sided paddle and I immediately thought of you.
I even tried doing the J Stroke. 😂💖
Haha that's awesome! How did the J Stroke go? Hope it was a great kayaking trip
Congrats on the subs man, trying to get to 100 subs myself lol. I think part of your success is how nice the visuals for the game look, pulls people into the dev logs. Also, I can tell the audio is going to be a big part of this given how atmospheric the game is
Yeah it can be tough to get the ball rolling, but keep making quality videos and sharing them with friends and family and I'm sure you'll hit that 100 sub mark and beyond!
Really excited for this!
I would be interested in seeing a mob/monster that activity removes color or maybe uses another color effect (negative, etc.) you could check for when they are present. Maybe have it effect the environment in meaningful ways maybe the birds or animals around it could these mobs could have a negative color applied when effected and maybe even assist the mobs in locating you or a general hostility towards the player.
I get this might not be where your headed, but I figure it would be cool to see at least one monster able to actively remove color for storyline purposes and partly it would just be interesting to see your implementation of this.
Vary much looking forward to release.
For sure, thanks for the suggestion!
Oh man...that art style is dope🖤
I don't think enough people are talking about the updated nessy monster! My main problem with the old one was how clunky and how, odd it looked. But now its legit terrifying and looks more natural. You did such a good job in that department!
Thanks so much, really appreciate the feedback on that!
Congrats on 10k, it's been great watching the game along!
I'm nearly at my first 1000 subs so got some catching up to do haha
Thanks, and keep at it man, sometimes it just takes one video taking off!
I don't usually comment on videos but damn that monster looks sick. Can't wait to play this
Thanks for taking the time to comment on this one :)
Really nice stuff, it's very encouraging to see your progress! On the animation - what would happen if you added a bit more of a chest/shoulder motion to your character when paddling? Currently it looks good but sometimes feels like she's not putting any effort physically. It may improve the motion quite a bit.
Thanks for the comment and apologies for the late reply! Yep definitely needs more torso rotation I agree, but I'm a bad animator and it takes me time to get it right XD
This was going to be my input, too. Having done a fair bit of canoeing and sea kayaking, I can say you're typically using your torso a ton. Looks great so far and I am excited to see this progress.
The new canoeing looks so much better. I actually want to canoe in this game now.
Perfect!
cool. cant wait to play it man looks amazing.
Just stumbled upon your channel - looks like an amazing game and love your insights in to the way you're approaching development.
Was also surprised to suddenly see Edinburgh in the video :D
Welcome! Edinburgh's a lovely city, it's very tempting to include loads of Edinburgh footage
@@kylebanks Don't blame you, easily the most beautiful city I've lived in. :) Looking forward to more videos!
love the new canoe system
This looks amazing! Wishlisting straight away!
Maybe give the hand fewer fingers so it doesn't look like its holding back the whole time, with 5 fingers it looks OP for the dog to handle.
Also for the paddling, the hands should be further apart.
Thanks for the wishlist and the feedback, really appreciate it!
This inspires me to start developing the skills to develop my own commercial game one day
That's amazing, go for it!
Looks awesome!
Thank you!
Keep up the GREAT WORK!
Thanks!
As a way of adding more depth to stealth encounters, maybe you could use things like animals or birds as distractions, colouring them up temporarily, so they run out from where they were standing and distract the monsters, temporarily allowing you to pass an area the monster was previously blocking.
I reckon this could be especially fun with birds, using large flocks as distractions, or maybe they're attracted to patches of colour, so you light a few lanterns to lead the birds across a set path, and the birds are in turn leading a monster somewhere, maybe a cage, maybe just a far enough distance away from where you need to run through.
I'm not sure if it would fit your vision of the game, or be too hard to implement, but yeah, just an idea :D
Anyway, the game looks awesome so far! That hand coming out of the water is super creepy now haha
Actually that's pretty spot on with what I'm doing. Great minds think alike XD
@@kylebanks Oh, cool!! :D
My entire play-through of this game when it comes out:
AHHHHHH!!! GIANT SPIDER HAND!!!!!
Hey! I love the new kayak paddle system - I think this was a great change for game play :).
However the kayak paddle and the rugged old boat don't share similar design styles and it throws me off a little. It may make more sense if the paddle is a little more rugged, or the boat is a little more fancy.
Anyway, not a big deal. Such good work. I'm going to keep watching every episode you release!
Thank you! Yeah the canoe is on my list for art revisions, I want to upgrade it to a (still slightly old) metal one which I expect will go better with the paddle
hey!
that game looks really sweet, i love this kind of indie touch and ambient.
I am a canoë-kayak instructor so yeah, i agree with those who say that its a little weird ^^, but anyway, it's a game and you must create something fluent and avoid complications, i understand.
There's something that bothers me and maybe you can do something about it, the double paddle is waaay too long, i think nobody will care about that but i also think that, if you lower the waterline of the canoe + if you dip only 2/3 of the paddle blades under the water, you could have a smaller double paddle that will be a bit more realistic.
Anyway, i cant wait to play this game omg!!
Thanks for the feedback that's really valuable! Actually in the days following this devlog I've remodeled the canoe and brought her closer to the center and closer to the water, which allowed for shortening the paddle quite a bit
@@kylebanks ho noice!! i'll see the difference when playing the game then X) i can't miss this!
And that's fun because i've allready wondered how one could do a game about kayaking and give it an accurate taste, seems like you're about to answer the question hehe
The monster looks sick. The way it lunges made the hairs on my neck stand up. Perfectly creepy.
That's amazing, really glad to hear that!
Great devlog and great work :)
Thank you!
IT LOOKS AMAZING!!!
Thank you!
i love your games so far can't wait to buy it when your done. i solo design as well
Awesome, thank you!
looks awesome GJ, needs more bushes and fruit trees hehe it would look beautiful!
Thanks for the feedback :)
thank you thank you for talking about fmod! I'm a beginner and I am really interested in things like adaptive sound, and this really helped out
No problem!
I just found your channel and I have to say the game looks really cool. And since you asked for feedback on the canoeing: It feels a little bit, like the paddle has no weight, but that might just be me. Keep up the good work
No you're definitely right, there's work to be done to improve the animations. Thanks!
Been waiting for videos forever
Sorry for the wait, sometimes it doesn't feel like there's anything to show for a few weeks, and suddenly there's a whole bunch XD
It's beautiful!
Thank you! 😊
IT LOOKS FANTASTIC!!!!!!!!!
Thank you 🙏
Can't wait to see the game release...:)
Thank you!
I think the digging of the hand monster would look more menacing if it slammed into to the color point, and if it had screen shake
Great idea, thanks!
As always, your work is amazing. The canoe animation is incredible. Maybe the movement feels a bit fast when you spam both clicks but I don't know
Thanks! Yeah it's a balance between realism and responsiveness, and I'm definitely leaning more towards responsiveness since the lag between input and animation/movement doesn't feel great
i have not been here for long but like your game (:
Thank you :)
To further improve what other people say about the canoeing animations, I suggest you to make the spine, neck and head joint animation animate separatedly in a different animation layer. Switching between right paddling, left paddling and resting animations look very artificial... By making those joints animate asynchronously you could improve a lot that feeling.
You could even make it "procedural" and make the head and neck turn smoothly to the direction of the camera (if you have a free camera movement instead of having it fixed on the back of the character). Or even have a mix of both, where it sometimes look to the direction of the camera and other times does an animation
Yeah that's clever, I particularly like the idea of her head tracking the camera
To make it so that the player interacts more with the hand monster, something you can consider is a narrow pathway with water on both sides, and the hand monster lures are visible. The player is required to cross, and while crossing the hand monsters pop out to chase the player. Just an idea.
I really like the monster by the way! The look is so good and menacing, and huge improvement from the last devlog
Yeah great idea, there are definitely ways to force the player into an encounter even when they know the monster exists and that's a great way to build a whole new type of tension. Thanks!
I like to think that the girl is depressed and helping the dog restore colour to the world is a way to heal herself
Perfect, I'm really glad that's coming through because that's a pretty key part of the theme of the game
@@kylebanks cant wait for the release. Is there a way to play test
double paddles are usually twisted, one blade is tilted 90°
Awesome 👌
Thanks!
I can't tell if I found your channel because of my love of code and devlogs, or my recent addiction to Forza Horizon 4, or both.
That would be cool lore
For sure! (assuming this relates to your memories comment)
@@kylebanks it does :)
Thanks again to everyone for all the support you've shown for Farewell North. If I can ask one favour of you, it's to consider adding Farewell North to your wishlist on Steam - this helps indie devs so much, and I'd be super grateful! farewell-north.com/steam
This looks amazing
That's a huge oar lol I liked the first animation it looks like you fixed it up and totally nailed it and then decided to switch lol I know you are still working on it but you definitely can't push a canoe through the water with just your wrist and a 10ft long paddle lol the leverage would be too great, you need to move your hand closer to the paddle part when pulling it back through the water.
Also, canoeing is hard so you should have some kind of stamina system. I sat here for a moment trying to think of other things because I like giving you advice :)
It was still work-in-progress as mentioned in the video, and the oar and canoe have been replaced since :)
Congratulations! Well deserved.
Thank you very much Jeff!
Great video, maybe you can also reduce the frequency of checks for pixels/objects based on the distance to the bounding sphere, i.e. check less frequently if it is far away because the sphere wont move that far within 1 frame anyways.
Yeah that's a great idea! Sometimes that kind of thing is tricky on the GPU since you don't really have "state" to know the data from last frame, but it can be done
You should add a Boss that maybe summons from the ground and has 2 hands and maybe a wierd scary mouth! That would be scary and cool
wow what a nice game. I founded my new youtube channel for games like these. so that such games get the attention they deserve. keep it up. i will definitely play and test this game and then publish it on my channel. Keep up the good work you're working on a beautiful game
Thanks so much!
I suggest for the monster that it should grab the dog then throw it up and catch it in the palm of its hand and then swiftly pull it into the water that would look cool (also I know nothing about this kind of stuff so I have no clue if this is to difficult to make or not so don’t blame me if this suggestion is way to difficult to make)
haha it would be slightly complicated but definitely doable
Mentioning the tactility of canoeing, I can’t be helped but to thing of the switch procon’s hd rumble. I bet some neat things could be done for compatibility with that, but i also can’t help but to imagine that that’d definitely be a low priority thing if at all, lol
Ohhh yeah some soft rumble as the paddle goes through the water would be really nice
Keep up the great work 😀
Thanks!
I have a suggestion. In one of your previous dev logs you stated how you wanted to make the puzzles feel less repetitive. You had your own solutions, but I think you should make puzzles where the human helps you, like the puzzles in The Last Of Us with Joel and Ellie. This way, the human does more than just play a major role in the story. It also makes it so that if you get separated from the human, you feel more uneasy.
Absolutely, I always want to come up with more for her to do for exactly that reason. I haven't played TLOU but is there anything in particular that that game did which you feel is a good fit?
@@kylebanks well, I haven’t played it either. But I do remember sections where you have to drag Ellie across a raft above water because she can’t swim, Then when she gets to the other side she drops a ladder into the water for you to climb up. Perhaps you can make it so the dog can’t swim?
I think that the control scheme for paddling should be an option, but be the new way by default
The hand looks super creepy haha but it looks good in the game!
Thanks!
I have an idea for an animation you could give the hand monster
Instead of having it crawl or walk back into the water, what if it was just dragged back into the water? As if the arm just retracted and the hand went a bit limp as the arm attached to it pulled itself back into the water?
Not sure how good it’d look in practice, but I feel it’s worth giving a try!
Yeah I love it, I'll give it a go!
i think having to press the trigger button for each stroke of the paddle instead of just holding it would be more cool and immersive while adding gameplay.
For sure! Right now you have to press to alternate (go straight) but you can hold one trigger to keep paddling on that side (and turn), so kind of a mix of both. I'm going to try making it so you have to keep pressing even to turn, but I suspect it might make turning feel really sloe