By the way, love that you added wall running. you never know what players will do with the tools and mechanics you give them. Even if you might think they’re redundant or can’t exactly see what their application might be, someone else might find some awesome strat which integrates it in an emergent way!
This project looks incredible and so unique, out of every devlog I’ve watched in recent months, this one’s tone, setting, graphics and gameplay is the most unique.
5:09 that little clip is all you need to be convinced that wallrunning should totally be a feature in this game. It works wonders with the wild forest girl who can do treekour fantasy Also if you do end up having giant monsters the grapple arrow would be awesome to use on them and you'd go around them as they try to swat you off or sm Pretty cool!!1!
Just found your channel today and binged everything. I'm also a game dev and after the last 6 years of writing, I've finally started working on a game for all the writing I've been doing! I love finding other solo or small dev teams cuz it makes me feel so inspired 🥰🥰🥰 Keep on going! You got this!
Holly molly, great job on everytging so far, this project has such huge pottential, the cutscene gave me a such a big Blasphemous vibe. Keep up the good work, can't wait for the full release
Hey, 3D artist here! The big secret to making foliage look good is adding custom vertex normals to the mesh. For the grass, try setting the normals to point upwards. This will make the lighting match better with the ground and more importantly, hide the fact that it is just faces stuck together. With bushes, you can transfer the normals from a half sphere to have i shaded as if it actually was round. You can find some great articles covering it on polycount if you look it up. Anyhow, Keep up the good work! 👍
Idea, what if you make a vine grenade to hold certain fast creatures or animals in place for couple seconds to attack. Really great project! I love the concept.
Thanks for sharing about your past mistakes and how it has affected how to make games today it's very good information, I always come out of these videos learning more than just about your game!
Honestly the mechanics look so fun to play!! The amount of work here is crazy! For some reason running through the forest just gives me really strong Princess Mononoke vibes. I'm super curious what the final look of the game is going to be? I've been working on assets for a small stylized anime action rpg, if you go realistic though there's an interesting project called plant factory that became free this year.
3:50 a small tipp, the tutorial should be the last thing you work on with your game that isnt stuff like polish or localization, its way easier than doing at the start because once the game is more or less finished you have a way better understanding of what you need to teach in the tutorial and how to best do that
I believe so much in this project. Please don't let us down Mister Developer! We are ready to reward you, just deliver something you will proudly put your name on for all of time.
I love your game! Thank you for sharing! Keep doing the great work friend! That's so lovely and wonderful your creation, it invokes a deep sense of wonder and the feel of being immersed in a forest. Absolutely wonderful! Thank you a lot!
Please let there be a snowy pine tree are in this game🙏. Also, love the devlogs. Idr if you said something about this earlier in on of the previous devlogs, but is this a PC-only game?
Cool idea, hard to implement right now i guess but still. So imagine a pixelated shadow breaking in pixels because it doesn't have a morph yet, so whenever you restore things on the forest you begin to slowly gain the pixel morph in which your character has now, it continues to gain morph more and more until it reaches a state that the character is totally 3D ^ ^
Thanks for sharing, you game looks awesome! The auto upload to steam that you made is super interesting. Could you make a video about it? Would be super helpful for other indie devs like me.
Damn. These are so refreshing. I've been putting on and putting off my game--but this is telling me--get back to it. Question--what's the resolution you're using in Godot for your steam release?
Thats awesome! Good luck with your game! :) (Right now the game has a base resolution of 1080p but I usually add some adjustments in the settings to customize it for release)
Climbing on giant enemies is probably the coolest and at the same time most realistic way to kill a giant enemy. But it sounds difficult to implement, so be carefull. Scope creep is the worst
hey, i love the game idea and i just wanted to say that the slow-mo right now does feel a little too slow (at least for me, i'm just one opinion) and does seem like it would be a little overpowered without some sort of cooldown, other than that i can't wait to play it some day
Thanks! And yeah for the slow-mo you will be limited by the equivalent of a mana bar/magic bar/whatever you want to call it, so you can't just use it infinitely. Over time you will be able to increase that with the ability system but I haven't implemented it yet so right now I can just use it infinitely hah! :)
@@sacredforestgame yeah, i think that's a good implementation, i think the slow-mo could be paired with the need of accuracy for certain shots, like weakspots on enemies that need precision to hit for them to get stunned, it would be really satisfying to use it to take out a swarm of faster enemies sprinting towards you, shooting arrows at them that end up killing them all at once after you leave slow-mo. I really like watching the arrows fly towards the enemy in real time after shooting them with the ability.
how long have you been using godot for? all of your games made using godot? side note: this game has an awesome aesthetic. I want to do a similar visual style albeit much different game play loop. alsoalso, does the grapple arrow transition itself into a wall run? if not, put that in there. lol. looks incredible tho, subbed
So, there's no "standard" CI/CD for godot? :) I haven't looked into that yet, but it seems like something most people should know about ... automation . Game looks good ! Keep it up
There might be hah! Building Godot with the godotsteam plugin and exporting the game via a CI/CD script is pretty straightforward but exporting the game to steam is kind of a hassle 🤖 Thanks! :)
really cool looking game with interesting mechanics. Btw how about the game performance so far? Is there lag or stuttering problem? I start developing 3D game too in godot in the last couple of weeks, I want to know about your experience developing game in Godot so far
when it comes to problems of LOD popping in like the grass sway, there's a good solution to it. You can make it so that you fade out the sway of LOD1 until its sway multiplier is at 0 by the time its at the distance to transition to LOD2. You can do this trick with a lot of LOD stuff, make the more expensive one blend towards the less expensive LOD's state before switching. I didn't really understand the CI/CD part, how does manually uploading files make things more error prone than automatically uploading them? Wouldn't you have more control with manually choosing what to upload?
Gradually reducing the sway sounds like a great idea! For the CI/CD error prone part it depends a little on how you are uploading to Steam. It used to be that your only option was steamcmd with the Content Builder which it is easy to mess something up there. It is less likely to mess up something with their new-ish way of uploading zip files directly to depots but if you have multiple depots for having native builds for linux/mac then it can still be easy to mess something up by uploading it to the wrong depot, or missing a file like the appid or a dll, etc. Especially, if you have multiple games that you have to update all of them every now and then I know those sound like trivial things but it can be stressful when the current version of the game is broken which makes it easy to make mistakes. The biggest benefit to having a CI/CD pipeline is constantly having an up to date build updated in steamworks for all your depots that you know it doesn't have any issues and if it does have a bug in it you have an entire history of game builds to roll back to instead of just the ones you manually uploaded. It's just a peace of mind thing for me hah but I totally understand people not wanting to mess with setting that up :)
Personally I'd like it if it always showed the name of the place when I entered it, it will help remember and will be super useful if I'm coming back to the game after being gone for awhile.
Well it would be an easy change to show the name either once forever, every time, or compromise and show it once per session. So maybe once per session would be the way to go for those?
I love everything about this except the character's eyes. Something about them... too big and round, maybe? I think if you tried to scale her face to their real world proportions the eyes would take up like a third of the face.
Since you asked, I am currently working on a project but I feel so unmotivated. Its a 2D game about using gravity (only from one planet) to rescue astronauts stuck in space and bring them back to the planet, while using as little fuel as possible. The only real mechanics there are are atmospheres (which slow you down) and asteroids (which you can hit). The reason why i am so unmotivated is because i dont know if its fun but I am too deep into it already and on paper it sounds so repetitive and uncool. Does this look fun to you? Do you have any advice, either on the game or the process? Thank you anyways
That's awesome that you're working on a game! If it doesn't seem like the game is fun to you then it is definitely worth thinking "well if it isn't fun now, what would make it fun?" I think it is really important to think about it from the perspective of the player first. Some of the things that make games fun are: interesting mechanics, cool stories, and just things that make the player feel good when they are playing the game. It is also worth looking at other games in a similar genre to see why players liked those games and sort of adapting some similar concepts. Like Kerbal Space Program people like building crazy looking rockets using components and trying them out to see where they can get. So Idk if you can customize your rocket a little it can add some fun to the concept. Or a different route, you could inject an interesting story around why you're rescuing astronauts. For example, you could be a startup space company for emergency rescue operations and maybe you start out with a super low budget so trying to perform rescue or recovery missions earns you money to spend on upgrading your ship or fuel costs and the challenge would be to complete the mission with just the upgrades you've chosen so you have to choose wisely for what the mission might demand or something along those lines. If you really don't feel happy with the game, it is sometimes worth using what you've learned with this game and coming up with some new game ideas that really do sound fun to you. It's not really a waste, especially if you can strip out useful code/components to use in upcoming projects. I've definitely had to abandon some game ideas before, even ones that I worked on for quite a while. But the experience is useful and I've reused a lot of components from game to game so it was still worth doing.
I kinda just post whatever I want on the other channel and so for Sacred Forest I wanted a really focused channel that is just dedicated to this game. I felt like RUclips punishes posting multiple different types of videos on a single channel (for the Blekoh channel it seemed like only videos like the "how much money my steam game made" or stuff like that did well but devlog style videos or really any other type of video didn't do great). I wanted to give this game the best chance I could so I felt like a new channel was the best thing to do for that and I think it probably was the right choice
I loved megamanX 4-6 movement I would suggest you should at least check it out. If you hold circle and jump at any point you would move faster. And be able to move normaly at any point and cancle any movement my english is broken but you should check megamanX movement
Having the number (#4) in the title usually makes the video do worse since someone scrolling would feel like they shouldn't start at ep #4 if the series is new to them and they'll probably never go to your channel to watch from the beginning. So you should remove it, up to you though
So confused by the graphic styles. Seems like there are 3-4 styles all mixed together. It feels amazing and a train wreck all at once and I can’t stop watching to figure out what the heck is going on.
🎮Wishlist Sacred Forest Here 🌳:
store.steampowered.com/app/2864350/Sacred_Forest/
Yeah this is definitely one of those projects where you’re so happy to be able to say you were there from the start
Very true
By the way, love that you added wall running. you never know what players will do with the tools and mechanics you give them. Even if you might think they’re redundant or can’t exactly see what their application might be, someone else might find some awesome strat which integrates it in an emergent way!
this game looks sick. incredible visual identity, and the movement looks like it could be a lot of fun
Thanks! :)
Screw redundance, wallrun is fricking sick
Hah thanks! :)
I have watched your videos form the start. Its amazing to see how this game evolved over the months. Keep it up!
@@polskotv Awesome! Thanks! :)
Me too
I'm glad that this is recommended to me. Awesome visuals
This project looks incredible and so unique, out of every devlog I’ve watched in recent months, this one’s tone, setting, graphics and gameplay is the most unique.
5:09 that little clip is all you need to be convinced that wallrunning should totally be a feature in this game. It works wonders with the wild forest girl who can do treekour fantasy
Also if you do end up having giant monsters the grapple arrow would be awesome to use on them and you'd go around them as they try to swat you off or sm
Pretty cool!!1!
The controls look fluid! I really love the pace, wallrunning and time slow. Good stuff!
Super cool to see the work on the cutscenes! The wall running looks really fun and I think its going to work great with the grappling hook.
Just found your channel today and binged everything. I'm also a game dev and after the last 6 years of writing, I've finally started working on a game for all the writing I've been doing! I love finding other solo or small dev teams cuz it makes me feel so inspired 🥰🥰🥰 Keep on going! You got this!
That's awesome! Good luck with your game! :)
Holly molly, great job on everytging so far, this project has such huge pottential, the cutscene gave me a such a big Blasphemous vibe. Keep up the good work, can't wait for the full release
Hey, 3D artist here!
The big secret to making foliage look good is adding custom vertex normals to the mesh. For the grass, try setting the normals to point upwards. This will make the lighting match better with the ground and more importantly, hide the fact that it is just faces stuck together. With bushes, you can transfer the normals from a half sphere to have i shaded as if it actually was round. You can find some great articles covering it on polycount if you look it up.
Anyhow, Keep up the good work! 👍
Your game has such a cool unique look!
Thanks! :)
it’s looking so good‼️
DUDE the cutscene looks SO GOOD! Also the video bitrate is looking much better!
@@corygreaves1227 Thanks! :)
The only thing I’d change about the character is a higher rest for the camera-facing angle. Great update!! That wall running looks fun
Cant wait for the demo to test out that amazing movement
Idea, what if you make a vine grenade to hold certain fast creatures or animals in place for couple seconds to attack.
Really great project! I love the concept.
Thanks for sharing about your past mistakes and how it has affected how to make games today it's very good information, I always come out of these videos learning more than just about your game!
Awesome! :)
Honestly the mechanics look so fun to play!! The amount of work here is crazy! For some reason running through the forest just gives me really strong Princess Mononoke vibes.
I'm super curious what the final look of the game is going to be? I've been working on assets for a small stylized anime action rpg, if you go realistic though there's an interesting project called plant factory that became free this year.
3:50 a small tipp, the tutorial should be the last thing you work on with your game that isnt stuff like polish or localization, its way easier than doing at the start because once the game is more or less finished you have a way better understanding of what you need to teach in the tutorial and how to best do that
I believe so much in this project. Please don't let us down Mister Developer! We are ready to reward you, just deliver something you will proudly put your name on for all of time.
Hah! Will do my best!
I love this game and the videos so much! Can't wait to play it one day.
i cant wait to play this some day. it looks so awesome!
when i need a video because i couldnt sleep then i see this drop. So glad this proyect just keep getting better.
@@goyolap Hah nice! And thanks! :)
Can't wait to see where you take it!
I love your game! Thank you for sharing! Keep doing the great work friend! That's so lovely and wonderful your creation, it invokes a deep sense of wonder and the feel of being immersed in a forest. Absolutely wonderful! Thank you a lot!
@@aurora.radial Thanks! :)
I liked the wall climb!
I've been looking for your game ever since I lost the link to the first video, so glad i found it again!
Me too! :)
the aesthetic reminds me a lot of SRB2, I've always wondered why the style was seldom used because this looks fantastic!
Thanks! :)
Please let there be a snowy pine tree are in this game🙏. Also, love the devlogs. Idr if you said something about this earlier in on of the previous devlogs, but is this a PC-only game?
Game looks fun AF
Started watching from your first vid
Keep going man!
Thanks! :)
@@sacredforestgame Welcome!
that new cutscene looks really cool
@@austinahl Thanks! :)
Cool idea, hard to implement right now i guess but still. So imagine a pixelated shadow breaking in pixels because it doesn't have a morph yet, so whenever you restore things on the forest you begin to slowly gain the pixel morph in which your character has now, it continues to gain morph more and more until it reaches a state that the character is totally 3D ^ ^
What I am working on right now is a mod for lethal company that replaces some of the monsters with monster versions of my friends.
Reminds me of Turok, good stuff
The movement looks alot like warframe, i love it
Thanks! :)
Thanks for sharing, you game looks awesome!
The auto upload to steam that you made is super interesting. Could you make a video about it? Would be super helpful for other indie devs like me.
Sweeeet! Are you thinking about implementing achievements/achievement tracking into Sacred Forest?
I will definitely add some achievements! :)
Damn. These are so refreshing. I've been putting on and putting off my game--but this is telling me--get back to it.
Question--what's the resolution you're using in Godot for your steam release?
Thats awesome! Good luck with your game! :)
(Right now the game has a base resolution of 1080p but I usually add some adjustments in the settings to customize it for release)
Climbing on giant enemies is probably the coolest and at the same time most realistic way to kill a giant enemy. But it sounds difficult to implement, so be carefull. Scope creep is the worst
Good job 👏
Gameplay wise it would be cool to shoot different kinds of arrows i.e fire arrows, grapple/net arrows and such
Yep! I definitely want to implement at least a few different types :)
hey, i love the game idea and i just wanted to say that the slow-mo right now does feel a little too slow (at least for me, i'm just one opinion) and does seem like it would be a little overpowered without some sort of cooldown, other than that i can't wait to play it some day
Thanks! And yeah for the slow-mo you will be limited by the equivalent of a mana bar/magic bar/whatever you want to call it, so you can't just use it infinitely. Over time you will be able to increase that with the ability system but I haven't implemented it yet so right now I can just use it infinitely hah! :)
@@sacredforestgame yeah, i think that's a good implementation, i think the slow-mo could be paired with the need of accuracy for certain shots, like weakspots on enemies that need precision to hit for them to get stunned, it would be really satisfying to use it to take out a swarm of faster enemies sprinting towards you, shooting arrows at them that end up killing them all at once after you leave slow-mo. I really like watching the arrows fly towards the enemy in real time after shooting them with the ability.
how long have you been using godot for? all of your games made using godot?
side note: this game has an awesome aesthetic. I want to do a similar visual style albeit much different game play loop. alsoalso, does the grapple arrow transition itself into a wall run? if not, put that in there. lol. looks incredible tho, subbed
Thanks! I've been using Godot for around 5 years now. Good luck with your game! :)
So, there's no "standard" CI/CD for godot? :) I haven't looked into that yet, but it seems like something most people should know about ... automation .
Game looks good ! Keep it up
There might be hah! Building Godot with the godotsteam plugin and exporting the game via a CI/CD script is pretty straightforward but exporting the game to steam is kind of a hassle 🤖
Thanks! :)
really cool looking game with interesting mechanics. Btw how about the game performance so far? Is there lag or stuttering problem? I start developing 3D game too in godot in the last couple of weeks, I want to know about your experience developing game in Godot so far
this has some attack on titans vibes
I have been procrastinating on learning c# and blender since past week.
Hah! Good luck! :)
Challange accepted
looking forward to its release! is there any chance of a demo download sometime during development?
@@zachary4304 Thanks! And yes the plan is to make a demo to iron anything out and get some feedback :)
when it comes to problems of LOD popping in like the grass sway, there's a good solution to it. You can make it so that you fade out the sway of LOD1 until its sway multiplier is at 0 by the time its at the distance to transition to LOD2. You can do this trick with a lot of LOD stuff, make the more expensive one blend towards the less expensive LOD's state before switching.
I didn't really understand the CI/CD part, how does manually uploading files make things more error prone than automatically uploading them? Wouldn't you have more control with manually choosing what to upload?
Gradually reducing the sway sounds like a great idea!
For the CI/CD error prone part it depends a little on how you are uploading to Steam. It used to be that your only option was steamcmd with the Content Builder which it is easy to mess something up there. It is less likely to mess up something with their new-ish way of uploading zip files directly to depots but if you have multiple depots for having native builds for linux/mac then it can still be easy to mess something up by uploading it to the wrong depot, or missing a file like the appid or a dll, etc. Especially, if you have multiple games that you have to update all of them every now and then
I know those sound like trivial things but it can be stressful when the current version of the game is broken which makes it easy to make mistakes. The biggest benefit to having a CI/CD pipeline is constantly having an up to date build updated in steamworks for all your depots that you know it doesn't have any issues and if it does have a bug in it you have an entire history of game builds to roll back to instead of just the ones you manually uploaded. It's just a peace of mind thing for me hah but I totally understand people not wanting to mess with setting that up :)
Personally I'd like it if it always showed the name of the place when I entered it, it will help remember and will be super useful if I'm coming back to the game after being gone for awhile.
Well it would be an easy change to show the name either once forever, every time, or compromise and show it once per session. So maybe once per session would be the way to go for those?
@@sacredforestgame that makes sense to me
Did you read the Godot 4.3 notes? Good stuff
Yep I sure did, it came out in the middle of editing this video but it has some cool features for sure! :)
Will there be elemental abilities ?
I'm making my dream which is 2.5d story based game my main goal is to represent my language and it's culture with cool game mechanics
Awesome! Good luck with your game! :)
I love everything about this except the character's eyes. Something about them... too big and round, maybe? I think if you tried to scale her face to their real world proportions the eyes would take up like a third of the face.
I'm currently working on a Worldbuilding Campaign! It's been over a year with mor ideas coming!
ruclips.net/p/PLbioJeuWmpcplhDP1txj31M3dvwmoured
Awesome! :)
supa cool
Thanks! :)
Since you asked, I am currently working on a project but I feel so unmotivated. Its a 2D game about using gravity (only from one planet) to rescue astronauts stuck in space and bring them back to the planet, while using as little fuel as possible. The only real mechanics there are are atmospheres (which slow you down) and asteroids (which you can hit). The reason why i am so unmotivated is because i dont know if its fun but I am too deep into it already and on paper it sounds so repetitive and uncool. Does this look fun to you? Do you have any advice, either on the game or the process? Thank you anyways
That's awesome that you're working on a game! If it doesn't seem like the game is fun to you then it is definitely worth thinking "well if it isn't fun now, what would make it fun?" I think it is really important to think about it from the perspective of the player first. Some of the things that make games fun are: interesting mechanics, cool stories, and just things that make the player feel good when they are playing the game. It is also worth looking at other games in a similar genre to see why players liked those games and sort of adapting some similar concepts.
Like Kerbal Space Program people like building crazy looking rockets using components and trying them out to see where they can get. So Idk if you can customize your rocket a little it can add some fun to the concept.
Or a different route, you could inject an interesting story around why you're rescuing astronauts. For example, you could be a startup space company for emergency rescue operations and maybe you start out with a super low budget so trying to perform rescue or recovery missions earns you money to spend on upgrading your ship or fuel costs and the challenge would be to complete the mission with just the upgrades you've chosen so you have to choose wisely for what the mission might demand or something along those lines.
If you really don't feel happy with the game, it is sometimes worth using what you've learned with this game and coming up with some new game ideas that really do sound fun to you. It's not really a waste, especially if you can strip out useful code/components to use in upcoming projects. I've definitely had to abandon some game ideas before, even ones that I worked on for quite a while. But the experience is useful and I've reused a lot of components from game to game so it was still worth doing.
Slowly but surely working on my game.. Why did I choose to make an rpg again?
That's awesome! Working on it a little every day goes a long way! :)
Why did you create a new channel for this game 😊
I kinda just post whatever I want on the other channel and so for Sacred Forest I wanted a really focused channel that is just dedicated to this game. I felt like RUclips punishes posting multiple different types of videos on a single channel (for the Blekoh channel it seemed like only videos like the "how much money my steam game made" or stuff like that did well but devlog style videos or really any other type of video didn't do great). I wanted to give this game the best chance I could so I felt like a new channel was the best thing to do for that and I think it probably was the right choice
@@sacredforestgame yaaa it's a great strategy
I loved megamanX 4-6 movement I would suggest you should at least check it out. If you hold circle and jump at any point you would move faster. And be able to move normaly at any point and cancle any movement my english is broken but you should check megamanX movement
Having the number (#4) in the title usually makes the video do worse since someone scrolling would feel like they shouldn't start at ep #4 if the series is new to them and they'll probably never go to your channel to watch from the beginning. So you should remove it, up to you though
anecdotally, ive never heard of this before, and i clicked on devlog 4. doesnt mean im normal per se, but it could happen!
So confused by the graphic styles. Seems like there are 3-4 styles all mixed together. It feels amazing and a train wreck all at once and I can’t stop watching to figure out what the heck is going on.
SECOND!!
Awesome! Thanks! :)
FOURTH !!!!
Hah! :)
69420th!
Thanks! :) 🌳🌳🌳
The scenery and leveldesigne lack some art direction. They looks a bit dissassociated with each other
FIRST!
Hah! Thanks! :)
I love your game but can you make male character also to play
Fps+Rpg lol
THIRD !!!
Nice! Thanks! :)