@@Xenomorthian i just imagine an enemy approaching and player casually open his suitcase, take out cannon, put inside cannonball, gunpowder and fuse and like "founding father intended" blow him into nothing.
Extremely based making inventory space upgrades persist with new game+ so they can make the inventory absolutely massive and defending it by saying "we want people to break the game and have fun with it"
There are two ways I could see you go with this that could be cool: 1) Larger inventory sizes cause the doctor to make more passive noise (bigger inventory=more items, more reasons to spend them) 2) the biggest inventory is a bag of holding-type magical item. Maybe a lategame unlock for a cool reward?
They do intend to add Resident Evil-esque completion unlocks. Maybe completing the game in a particularly challenging way, or a certain achievement rewards you with the "Nearly-Bottomless Trunk"
How about something like gun holsters instead/too? Most space is taken away by the weapons I want to keep on hand, so some small upgrades like that might be fun? Propably more limited than this proposal though
Maybe a bit of movement while in the inventory or somehow actually dropping the briefcase as an item on the ground so we can freely move around would allow a little more flexibility with the physical increase in size of the briefcase? Because some weird extra mini briefcases popping up on the sides sounds dope af
If I can make a suggestion. You could have the "upgrades" add one row at a time, first bottom then side alternating. This would allow for say 8 upgrades and they wouldn't go past 4 rows each side while still being a good upgrade and interspersed throughout the game.
Ok, voiced dev logs are great. I love hearing about the thought process. I have to say I do like the idea of the inventory having flaps. I could imagine the animation now. But I understand the reasing for going in this direction. Though maybe there would be a way for the flaps to sort of fold away when trying to place something in and out of the inventory? Perhaps a certain button click while hovering over it could make it fold away. Sorry to ramble on. Can't wait to hear more!
A dynamic scaling system is a great idea in general. Very practical and a good, natural compromise that doesn't tamper with other gameplay systems orbiting around suitcase usage. And as a fan of DX games, especially as a compulsive hoarder playing with mods and modifiers that compress items into 1x1 squares- just the sight of that crazy big inventory grid makes my private parts tingle.
In anticipation of the last update I decided to make a save game where I used 0 items and expended 0 ammo as well as stocking up all items in the light house right before the gate. It took me quite some time to ferry all the supplies to the lighthouse as well as a few pain killers for the headache I got from trying to kill every last enemy I came across with nothing but a cane sword and a hell of a lot of outside the box thinking to blow open the crack in the wall near the elevator without using a fire bullet but I finally did it. I walked into town like I owned the place. Managing the inventory in this game with it's current size can be quite a chore but I'm sure once you add in the rest of the game it'll get quite tedious without at least some kind of upgrade.
"''Scuse me merchant, could I perchance take a swig of your Ash Brew?" "I Suppose so Doctor, you'd mind yourself to take merely a suitcase full." *pulls out comically large suitcase*
What could be a cool idea would be to have certain weapons or tools that are enormously long, while also making the inventory upgrades x, and y specific. Say you have a 1,8 sniper musket thing and in order to fit it into your inventory you need to invest in the less efficient y upgrades. but, after getting those 2 y upgrades to support the longer weapon, if you invest in an x upgrade , it becomes more efficient because you gain 8 squares instead of the 6 you would've gotten had you upgraded your x first.
Another benefit of this system is that the player won't know how big the inventory could eventually be in a 100% playthrough. There's no obvious blank areas that you expect to find upgrades to fill in. I don't search wikis and guides when I play games, so if I miss a hidden inventory upgrade, it wont bug me.
Man, I just want to say - thank you for your work. I'm playing on a Bloodmoon dificulty rn, and I can't wait to see new districts of a city. Gloomwood gonna be a real masterpiece once you'll finish this. It's already a hella cool game, and I can only imagine which highs it can reach in a future. Personal request: make an Old City explorable, you know what I'm talking about. Not just a gates, but a few halls and corridors at least. And drop more lore, please. It's not necessary to make it clear or very deep, but still. I really want to know story of Gloomwood and suburbs. UPD: Fix the damn ropes and chains, please. Grabbing system isn't perfect one, and it's hella annoying when you dying every time on Bloodmoon in a stupid moments of accidental falling.
I think the extra panels on the side would look super cool, but I agree that it would mess with the dragging. It could work if the panel went up and not to the sides.
A secret drawer would be funny, and there's other realistic ways to do it but making too many sacrifices for realism rarely works out. Maybe add a frog companion who carries your burdens.
I feel like having a new button binding could flip between inv pages like how the equip works, but not with the same button that would be annoying Or add this as an option in input or somthing
Hoping there is some in world reason why you get more space. I think adding something even like a shoulder strap bag would help even if its only for certain items like food and medical supplies or just ammo could help tons
Will you do a speedrun of your game once it's finished? Even though you've definitely played the game so much that you couldn't wait to play anything else.
What if itwm in outer slots and you like lower the size? Also idk if you are aware about this bug (might already be patched, haven't checked after a few walkthroughs), after you fire the gate and enter a market they are closed, I am pretty sure that's not supposed to happen
yall should make the hunter rifles useable but you can't reload them idk how that would look by a lore stand point and they should have a 30% chance to blow up in your face dealing 75% of your health it would one hit kill unaware huntsmen among other things making it a tool to use only when really needed
If you get your inventory large enough through NG+ looping, you should be able to put explosive barrels into the suitcase.
genius. we need that and other movable props too.
you can fit the entire cannon in the suitcase
@@Xenomorthian i just imagine an enemy approaching and player casually open his suitcase, take out cannon, put inside cannonball, gunpowder and fuse and like "founding father intended" blow him into nothing.
Fuckin marry poppins bag
Open box
Pick up huntsman
Place in box
Frien
Love the new voiced dev logs, keep up the good work, this is one of the best games being made right now!
Extremely based making inventory space upgrades persist with new game+ so they can make the inventory absolutely massive and defending it by saying "we want people to break the game and have fun with it"
There are two ways I could see you go with this that could be cool:
1) Larger inventory sizes cause the doctor to make more passive noise (bigger inventory=more items, more reasons to spend them)
2) the biggest inventory is a bag of holding-type magical item. Maybe a lategame unlock for a cool reward?
They do intend to add Resident Evil-esque completion unlocks. Maybe completing the game in a particularly challenging way, or a certain achievement rewards you with the "Nearly-Bottomless Trunk"
How about something like gun holsters instead/too? Most space is taken away by the weapons I want to keep on hand, so some small upgrades like that might be fun? Propably more limited than this proposal though
This would also make sense in-world since rn the doctor just pulls a shotgun out of his suitcase at lightning speed.
@@Myyraman his doctorate isn't in medicine. it's in magic tricks.
actually good idea
I just thought a long rectangular briefcase might fit just good. Looking forward to new update, it would be great to see the old demo areas again.
The growth happening to Gloomwood is fucking beautiful
Maybe a bit of movement while in the inventory or somehow actually dropping the briefcase as an item on the ground so we can freely move around would allow a little more flexibility with the physical increase in size of the briefcase? Because some weird extra mini briefcases popping up on the sides sounds dope af
If I can make a suggestion. You could have the "upgrades" add one row at a time, first bottom then side alternating. This would allow for say 8 upgrades and they wouldn't go past 4 rows each side while still being a good upgrade and interspersed throughout the game.
Ok, voiced dev logs are great. I love hearing about the thought process. I have to say I do like the idea of the inventory having flaps. I could imagine the animation now. But I understand the reasing for going in this direction. Though maybe there would be a way for the flaps to sort of fold away when trying to place something in and out of the inventory? Perhaps a certain button click while hovering over it could make it fold away.
Sorry to ramble on. Can't wait to hear more!
A dynamic scaling system is a great idea in general. Very practical and a good, natural compromise that doesn't tamper with other gameplay systems orbiting around suitcase usage. And as a fan of DX games, especially as a compulsive hoarder playing with mods and modifiers that compress items into 1x1 squares- just the sight of that crazy big inventory grid makes my private parts tingle.
In anticipation of the last update I decided to make a save game where I used 0 items and expended 0 ammo as well as stocking up all items in the light house right before the gate.
It took me quite some time to ferry all the supplies to the lighthouse as well as a few pain killers for the headache I got from trying to kill every last enemy I came across with nothing but a cane sword and a hell of a lot of outside the box thinking to blow open the crack in the wall near the elevator without using a fire bullet but I finally did it.
I walked into town like I owned the place.
Managing the inventory in this game with it's current size can be quite a chore but I'm sure once you add in the rest of the game it'll get quite tedious without at least some kind of upgrade.
"''Scuse me merchant, could I perchance take a swig of your Ash Brew?"
"I Suppose so Doctor, you'd mind yourself to take merely a suitcase full."
*pulls out comically large suitcase*
I like how everyone is talking about the breifcase size but completely missing the new item
Very cool! Can’t wait to flashbomb the heck outa things
What could be a cool idea would be to have certain weapons or tools that are enormously long, while also making the inventory upgrades x, and y specific. Say you have a 1,8 sniper musket thing and in order to fit it into your inventory you need to invest in the less efficient y upgrades. but, after getting those 2 y upgrades to support the longer weapon, if you invest in an x upgrade , it becomes more efficient because you gain 8 squares instead of the 6 you would've gotten had you upgraded your x first.
Nice. It's cool hearing you explain your thoughts, too. :D
Alternatively, how about an NPC that has slots that could ferry items between big areas? Like, one at the merchant, one in the lighthouse, etc.
Ah yes
16,12
I can fit a rocket launcher
i love the idea of newgame+ making the game progressively more insane by stacking things. i wanna be the first to complete newgame+10 or smth lol
your voice is great for these please make more voiced devlogs
Another benefit of this system is that the player won't know how big the inventory could eventually be in a 100% playthrough. There's no obvious blank areas that you expect to find upgrades to fill in. I don't search wikis and guides when I play games, so if I miss a hidden inventory upgrade, it wont bug me.
Man, I just want to say - thank you for your work. I'm playing on a Bloodmoon dificulty rn, and I can't wait to see new districts of a city. Gloomwood gonna be a real masterpiece once you'll finish this. It's already a hella cool game, and I can only imagine which highs it can reach in a future.
Personal request: make an Old City explorable, you know what I'm talking about. Not just a gates, but a few halls and corridors at least.
And drop more lore, please. It's not necessary to make it clear or very deep, but still. I really want to know story of Gloomwood and suburbs.
UPD: Fix the damn ropes and chains, please. Grabbing system isn't perfect one, and it's hella annoying when you dying every time on Bloodmoon in a stupid moments of accidental falling.
yeah, this game is literally taking the shape of my favourite game of all time before my very eyes :)
You have the voice of a nice person !!
I think the extra panels on the side would look super cool, but I agree that it would mess with the dragging. It could work if the panel went up and not to the sides.
Love these updates
What about a inventory big enough to put a whole corpse inside? We need more Dr Frankenstein’s work here
IM GONNA GLOOM
A secret drawer would be funny, and there's other realistic ways to do it but making too many sacrifices for realism rarely works out. Maybe add a frog companion who carries your burdens.
I feel like having a new button binding could flip between inv pages like how the equip works, but not with the same button that would be annoying
Or add this as an option in input or somthing
Hoping there is some in world reason why you get more space. I think adding something even like a shoulder strap bag would help even if its only for certain items like food and medical supplies or just ammo could help tons
A kleptomaniac's dream
Will special dialogue be added if you didn't look in the mirror at the light house?
God I love this inventory system
So can we hide dead enemies in this in the future?
Very based Devlog
So when does this & the Underport update appear?
Will you do a speedrun of your game once it's finished? Even though you've definitely played the game so much that you couldn't wait to play anything else.
grapple hook?
Is this in the current build? If so, how do I expand it without console commands
I tried using these commands but it didn't change my inventory size. Explain
Make the biggest inventory a infinite magic bag like doctor who or something - the bag is bigger on the inside than the outside lol
imma expand that
What if itwm in outer slots and you like lower the size? Also idk if you are aware about this bug (might already be patched, haven't checked after a few walkthroughs), after you fire the gate and enter a market they are closed, I am pretty sure that's not supposed to happen
Nice 👍
Full game?
finally :3
yall should make the hunter rifles useable but you can't reload them idk how that would look by a lore stand point and they should have a 30% chance to blow up in your face dealing 75% of your health it would one hit kill unaware huntsmen among other things making it a tool to use only when really needed
Yeaaay🎉🎉
Waits its an Arx Fatalis inventory?
Always has been 🔫
Hoarding intensifies
Yeah:)
GOD DAYYUMM THATS A BİİG İNVENTORY HOOLLYY
Need 100x100 inventory so I won't have to sort again.
hard mode should keep the inventory 6x4 LOL
what the hell is a flash bomb
MORE CHEESE :D
imagine. if the game have new game+...if you beat the game, then start the new game+ and buy more inventory space that would be funny.
please add new game plus stuff yes
Add frogs 🐸
Get back the demo
Escape from Gloomwood