I'm not a game developer, so this might be a terrible idea, but here goes: To show the player how the Floor is Lava buttons work, you might be able to have the buttons be on platforms that the player has to jump on, with the way forward locked behind a door at ground level. Perhaps the buttons could light up and the door at the end could be shown slowly opening up with every button pressed, but closing once they fall, giving some negative audio cue. Once they make the jump to the final button, the way forward could open up. This should draw the connection within their brain, so they'll do the parkour, watch the buttons light up and open the door by getting to the end. Then they'll drop down and go through the door. Later on, you could have a similar set up but with the buttons elevated only jump-height off of the ground (but close enough together that it's easy to jump between). Ideally, the player will recognize the buttons and try jumping between them like before. From then on, you should be able to have the buttons on ground level and have that be fairly clear. There's certainly someway that this idea doesn't work, but I hope that it helps you figure out the real answer!
Fantastic progress! There are so many ideas but I get the feeling you've just trying to finish them off. I think a devlog explaining all the ideas you didn't get to and what you may fill the 2nd game with would be cool!
ooh this is exciting, part of me want to do that. But I also want to avoid making the first game look less because some cool idea was cut (for reasons). But yeah, I'm now close to a path where I want to finish the game, it's a long road. But I like your idea!
With throwing him off, that could be a dead end in the side quest. Where the person is upset, and only repeats one line about not talking to "player" anymore. If actions close doors instead of opening them, then you can make a lot more options with a lot less work.
Maybe the injured frog man, if you throw him off the cliff, can just complain to you like "I thought you were going to help me! *angry face* But instead you made everything worse and broke my trust! I'll never forgive you!" Then he won't talk to you anymore or if you talk to him again he could say the same thing except at the front add in a "Nuh uh!" And then say the same thing again. I don't think it's a problem or a bad thing if not everything has a response to every action the player takes, but if there's a specific quest (like carrying old froggo around to help him eat flies) and the player does something that does not help and is not the quest objective, it could be fun to have a short dialog that can repeat as in my above example showing that the character/s involved are displeased and making the world feel more alive. It's also probably important to have this kind of dialog for any time a player fails at a quest that is necessary to move the story/game plot forward (if you have any quests lie this), that tells the player that the characters they interact with recognized the failure, but are allowing the player to try again. Just my thoughts on how to make it feel more natural :) Love how you're integrating all your ideas so far, this game making journey has been really fun to follow
I love this mindset! Yeah it makes the world feel more alive and responsive. I will think about this moving forward! Thank you so much for writing down your thoughts!
The frog level already looks pretty fun. The placeholder Digletts are great. My first instinct would be to throw the frog off the level just to see what happens, so I'm glad you're thinking about it. I'm typically happy with just a single line of dialogue acknowledging my actions when it falls outside what is intended.
Hey thank you! Now that I think about it, out of all characters you're going to carry, it isn't THAT many extra lines. Like you can throw objects and small non-speaking creatures so it should be pretty fine.
ooh that's good! When it comes to gameplay it's inspired by BK. There will be open areas where you explore in your pace and talk with characters, then there's linear levels that's inspired by Mario 3D world. But I think the charm of BK is something I'm aiming for! :)
In my experience, it’s either because they always play in ways you don’t intend, or because you fixed the game to work with your play patterns (eg. If I die in a game, I press restart; my playtester dies in a game, they mash directional buttons out if frustration, hence the wiggling corspe phenomenon)
Woo! Nice work Kev! The game is coming along nicely and looking great! I think the frog quest ideas look super fun, fly catching I feel like you can do some fun things with that, maybe you can use old man frog to reach some high up areas as you use his tongue to grapple to them or something? (Maybe you already said that :P )
The game's coming along nicely! I'm really excited to see what worlds and characters you create! If you can add a freak or two to the game that'd be great, I love a freakish looking character! lol
@@WhyKev doesn't need to be stitch just freaky looking, idk if you've ever played or seen the game clash: artifacts of chaos but that has some nice freaks, Grime has some freaky designs aswell. A creature that makes you do a double take.
The "floor is lava" approach with the buttons is cool and creative. What if you grouped them in a bridge/square formation to introduce them to the player by leading them to just walk along the buttons and then "accidentally" trigger a new platform? Then immediately reinforce this feature by spreading the buttons wider apart to make sure the player gets it? Assuming it can be treated as tall pillars on the side of a cliff or something to trigger the folding platforms. If this is an idea you'd be interested in, I hope it doesn't expand the scope more than you're comfortable with. Either way, this is looking very good!
Hey man! Your game's looking really good so far! I would love to get in touch to discuss how I can contribute to its growth and success of it as well as improve your online presence. Keep up the good work! Cheers.
The frogs could get grumpier over time, if the storymode goes that way, that everyone wants to live a boring normal life and you want some adventure. Make steam come out of their heads.
I think you should lean more into the unfolding paper. It's what sets your game apart from other collectathons. Right now, it seems like they have no other difference from hidden platforms that appear under certain conditions. I'm not a game designer, but you should keep thinking about how they could he used. Maybe only certain items/characters you carry can unfold certain paper areas? What if the player has more control over it?
hmm that's not a bad idea! I will think more about this. Although I might not have too crazy stuff in the hub level, just to be safe. But I might be able to go more wild in the linear levels.
Thanks! So far I've worked about 18 months outside of my dayjob. But I feel like I've been preparing how a level will look and feel for a long time, also the controls. So it's "now" that I'm making the proper levels of the game.
I really hope you didn’t scrap all the other levels! Also, my name suggestion for the “give me a name” frog is freg. Hope you like it, it’s a big inside joke to me
So there are a lot of small levels which are more art tests where I try out different ways to decorate and pick colors. But there are a few levels that I'm still trying to figure out what to do with. I don't think they hold the standard of what I want for the game. But we'll see :)
Can you please keep the item jump glitch in the game as secret tech? It would make speedrunning much more interesting, which would in turn boost the game’s popularity overall
I've been thinking about how I would like a survival game to work out. But we'll see in the future :D Oh I've made commercial games since 2014 so I've worked on a few, but now as WhyKev I've got 3 games released. You can see more of those games and where to find them here www.whykev.com
Can you change the collectible gold buttons/coins to something more interesting and satisfying to collect? For example the colorful gems that you need to collect in Spyro, also the sound that the gems make when you pick them up is so satisfying in that game. Just collecting gold coins is so overused and uninspired that it feels like a chore to collect them
You are right, the gems in Spyro are great! I was thinking about shirt buttons since that fit the theme, the reason it's very yellow/gold now is because I was trying to optimise it. But that's one thing I want to improve on! Thanks for mentioning it.
How are rapping each object that is cardboard? Are you doing it manually for each asset or do you have a procedural material in blender that you bake after? I could not imagen doing every object manually that would take so much time. The cardboard edge is what I am talking about. I have tried cardboard before and its a pain to get it look right along the edge.
hehe I used to do it manually for some parts, but then I've started using splines where I have a thin and long asset that can be repeated along the spline. So what used to take me 20 minutes to wrap around a platform now takes it less than a minute.
Looking awesome! I just came back here from your previous video and as someone who is also working on a 3D platformer, I am stupidly jealous of how your movement and level design looks. Super fluid and looks really nice to play! :') Keep up the good work!!
Hey thanks for watching my other videos! I appreciate the kind words, it's been an iterative process. I like how you've got wires that you can run on, I've been thinking if I should have that as well!
how about making the boat rides playable, so you would have to dodge objects to get to the next island. you could also change the vehicle like using a paperplane instead of a boat for some islands.
Video looks like a low resolution not full hd (or too much compression on youtube side), not complaining just to let you know, anyway good progress on the game 👍
I personally really like the frog mission. If you throw the frog off the edge you could have him turn around and shoot his tongue to latch onto the player and pull himself back! And you could make also his face angry for a few seconds after he's back with the player
i have a general idea , so lets keep going with your example as throwing the pinguin/frog from the map i like when a game will allow me to do such things but making a custom interaction to all these things is hard and i get it . soooooooooooooooooooo - first allow players to do such things - buuuuuuut add a mechanic to reset a quest that in turn requires the player to spend some of his coins and play a survival mini game in black and white so we will call this mechanic rewind an example of what i am imagining is something like this (sorry i didn't find it but the thing that i was going to refer to was a mini game in fall guys were there is a wheel with obsticals were the big wheel is spinning and the player needs to survive for a time )
While I like the idea I'm not sure I can add a mechanic where the player can reset the quests. But I do want more places where the player can spend coins. I should have some quests that require it.
hmmmmmmmmmm i get what you are saying but how i see it : you are building a relaxed game that people can enjoy and be creative (if you read this statement and you agree with it then) the player should be able you do crazy things as throwing a baby frog or jumping on a book they just picked up to get to shortcut and that will give the the feeling of joy and atchevmint (make the players happy and like/recomend the game) on the other hand stoping them from doing these things will feel boaring and punching them for doing these things will remove the relaxing aspict from the game and make people fustrated so i recen you give it a thought . i love your work and i am taking the time because i realy wish you the best. and if you want to talk anytime just let me know, i will definitely make the time to help out. see ya 👋 @@WhyKev
@@abdulmagidelmaghbub9950 I appreciate you taking the time to reply but what I meant is that I don't have the time to make a minigame in order to reset quests. But I'll try to make sure that the player can be allowed to try these "fun things" such as throwing a frog of the edge and hopefully the game react to it in a way that also resets the object that was thrown. I will never put the player in a position where they can't complete a quest.
I love to see the main game flow coming together. Jumping into a book seems like such a fun and thematic way for a level transition! Btw. what tools are you using to block out the levels?
Thanks a lot IronBytes! So to block out the levels I'm using ProBuilder. But I have a triplanar shader which makes the grid scale in worldspace so it always looks good.
@@WhyKev Nice. I always thought probuilder is more of a lightweight modeling tool for prototyping. Do you feel the blockouts help a lot compared to using final art? Or do you just use it as a placeholder until the art is done?
@@ironbytes The best thing is how fast I can start running around in a level and get the sense of the scale of things. So the final art doesn't have to be iterated as much.
Dude Im never excited for games these days, but this sure looks like something purely made out of love. The Art and Ideas rival the classics from Nintendo. If the movement is close to a hat in time, or even super mario odyssey, this could become a timeless classic.
Hey that's so nice of you to say (no pressure haha)! I really want to do everything I can to make sure that what the player finally get their hands on is something they will remember for a while! Thanks again! :)
@@WhyKev Like me and many others have already said. You got the Art down. It is unique. I remember being excited for Yooka Laylee too. It had an awesome Artstyle as well, but ultimately the movement and scope creep in terms of the TOO BIG WORLDS kinda let me down. Never finished that game and dont plan to.
@@T1duzz Yeah I've been trying to get through that game as well, I have some plans to get the beginning to a playable state first so I can iron out potential issues with the design, hopefully only small stuff.
@@WhyKev Sounds like a reasonable plan. Were you around when Yooka Laylee launched? They released a "Yooka Laylee Toybox" beforehand, which looked more unfinished than your Demo Level IIRC. But they let us try the movement and some mechanics first to get some hype going. It worked. I was hyped. The world building can make or break a game. I think you should do what your heart envisions, but I guess the Feedback on Yooka Laylee can teach us a lot. People mourned for an oldschool collect-a-thon and when Yooka Laylee was TOO MUCH like banjoo-kazooie, they, myself included realized, that the nostalgia googles are not strong enough to mask the flaws of the older games with a new coat of paint. Bigger does not always equal better.
@@T1duzz I was around and yeah I think IF I would do another demo then I'd probably also make some playground where I showcase the moves and visuals. Then have some example "quests" so you can feel the game a bit. But not give too much away. I hope I can learn from Yooka Laylee's mistakes.
Okay, so you are basically designing this like the classic Spyro Games. a hub area with things to collect, but it's full of linear Levels that have bits of story to collect things in. very nice.
Haha yeah, I actually had this direction on the old prototype (about a year before I picked this version up again) but slowly this version went in the Spyro direction. I loved Spyro as a kid and personally it feels like I found a solution that felt like the right fit for PaperKlay rather than just pointing at a game that I liked and took their solution, eventhough it can be seen as that from the outside :D
increase fall speed or makes changes. Your game environment/feel is great, loved it already, but talk about platforming, I don't know why but feels a bit off, character animation is great, in my opinion it has problem with character movement. I am following you for a long time, love your work.
I'm not a game developer, so this might be a terrible idea, but here goes:
To show the player how the Floor is Lava buttons work, you might be able to have the buttons be on platforms that the player has to jump on, with the way forward locked behind a door at ground level. Perhaps the buttons could light up and the door at the end could be shown slowly opening up with every button pressed, but closing once they fall, giving some negative audio cue. Once they make the jump to the final button, the way forward could open up.
This should draw the connection within their brain, so they'll do the parkour, watch the buttons light up and open the door by getting to the end. Then they'll drop down and go through the door.
Later on, you could have a similar set up but with the buttons elevated only jump-height off of the ground (but close enough together that it's easy to jump between). Ideally, the player will recognize the buttons and try jumping between them like before.
From then on, you should be able to have the buttons on ground level and have that be fairly clear.
There's certainly someway that this idea doesn't work, but I hope that it helps you figure out the real answer!
ooh that's a good approach! Thank you for taking the time to write this all out!
I love seeing all the progress!!! The game’s looking great!!
Thank you Jared! It's sure getting there! :)
Really really well done devlog! Game is coming a long very nicely - keep it up! :)
Hey thanks a lot! Appreciate it!
Fantastic progress! There are so many ideas but I get the feeling you've just trying to finish them off.
I think a devlog explaining all the ideas you didn't get to and what you may fill the 2nd game with would be cool!
ooh this is exciting, part of me want to do that. But I also want to avoid making the first game look less because some cool idea was cut (for reasons). But yeah, I'm now close to a path where I want to finish the game, it's a long road. But I like your idea!
Incredible looking game with so much potential, you’re hella inspiring my guy keep it up
Hey that really put a smile on my face, I'm glad I can inspire others!
With throwing him off, that could be a dead end in the side quest. Where the person is upset, and only repeats one line about not talking to "player" anymore.
If actions close doors instead of opening them, then you can make a lot more options with a lot less work.
The way the game is structured it's not great to "kill quests". But I like the idea haha
+1 add to wish list! Great work , i have been learning programming and using unity for four years and hope to make a game like this:)
Hey thanks a lot for that! Yeah go for it! Best of luck :D It's been very fun on this journey!
Really nice devlog! Well done, this game has a lot of potential 😁
Thanks a lot! So glad that others see it as well :)
Maybe the injured frog man, if you throw him off the cliff, can just complain to you like "I thought you were going to help me! *angry face* But instead you made everything worse and broke my trust! I'll never forgive you!" Then he won't talk to you anymore or if you talk to him again he could say the same thing except at the front add in a "Nuh uh!" And then say the same thing again. I don't think it's a problem or a bad thing if not everything has a response to every action the player takes, but if there's a specific quest (like carrying old froggo around to help him eat flies) and the player does something that does not help and is not the quest objective, it could be fun to have a short dialog that can repeat as in my above example showing that the character/s involved are displeased and making the world feel more alive. It's also probably important to have this kind of dialog for any time a player fails at a quest that is necessary to move the story/game plot forward (if you have any quests lie this), that tells the player that the characters they interact with recognized the failure, but are allowing the player to try again. Just my thoughts on how to make it feel more natural :) Love how you're integrating all your ideas so far, this game making journey has been really fun to follow
I love this mindset! Yeah it makes the world feel more alive and responsive. I will think about this moving forward! Thank you so much for writing down your thoughts!
This is awesome man! I love to see your passion growing the more devlogs you push out.
Thank you so much! I'm glad it shows, I'm now having fun with both the game and the devlogs!
Objects having effects? no no no
Keeping it for speedrunning? hell yeah!
haha there might not be effects since it would change too much. We'll see :D
The frog level already looks pretty fun. The placeholder Digletts are great. My first instinct would be to throw the frog off the level just to see what happens, so I'm glad you're thinking about it. I'm typically happy with just a single line of dialogue acknowledging my actions when it falls outside what is intended.
Hey thank you! Now that I think about it, out of all characters you're going to carry, it isn't THAT many extra lines. Like you can throw objects and small non-speaking creatures so it should be pretty fine.
Loving the progress!
Thanks a lot!
It is always so nice to see your progress! Keep motivation :)
Appreciate it! :)
This reminds me so much of one of my favorite games growing up, banjo kazooie. I will 100% be following this, excited to see it progress!
ooh that's good! When it comes to gameplay it's inspired by BK. There will be open areas where you explore in your pace and talk with characters, then there's linear levels that's inspired by Mario 3D world. But I think the charm of BK is something I'm aiming for! :)
Saying goes "two birds in one stone" in english! I like the swedified "Two flies in one stone" though haha
haha oh no! I knew I messed up haha!
Man, that's a classic. Why do you always find new bugs when you're showing off the game to someone XD
haha I know right?!
In my experience, it’s either because they always play in ways you don’t intend, or because you fixed the game to work with your play patterns (eg. If I die in a game, I press restart; my playtester dies in a game, they mash directional buttons out if frustration, hence the wiggling corspe phenomenon)
@@Cloud-HeadedDev and they do some things you never consider or expected
Wowww this is so cuteeeee!! I love ittttt, please finish it!! I can't wait to play it someday, i'll wishlist it now :)
I will finish it, honestly making good progress now! Thank you for wishlisting it and showing support!
Woo! Nice work Kev! The game is coming along nicely and looking great! I think the frog quest ideas look super fun, fly catching I feel like you can do some fun things with that, maybe you can use old man frog to reach some high up areas as you use his tongue to grapple to them or something? (Maybe you already said that :P )
Oh.. Saul.. that's pretty fun! Like a slingshot!
@@WhyKev yes! Slingshot with frog tongue! I have some good ideas...sometimes
@@GamesBySaul haha same!
Omfg I didn't know there was a demo. I'm downloading this RIGHT NOW
haha hope you have fun, remember it's 10 months old so it's been improved since :)
The game's coming along nicely! I'm really excited to see what worlds and characters you create! If you can add a freak or two to the game that'd be great, I love a freakish looking character! lol
Appreciate it Plabs! When you say freakish, are you thinking pieces stitched together? Like those old dolls
@@WhyKev doesn't need to be stitch just freaky looking, idk if you've ever played or seen the game clash: artifacts of chaos but that has some nice freaks, Grime has some freaky designs aswell. A creature that makes you do a double take.
@@Plabs_ I'll keep that in mind for sure! :) I have a level where that could actually work!
@@WhyKev 👀I'm excited to see the freaks you create! haha
The "floor is lava" approach with the buttons is cool and creative. What if you grouped them in a bridge/square formation to introduce them to the player by leading them to just walk along the buttons and then "accidentally" trigger a new platform? Then immediately reinforce this feature by spreading the buttons wider apart to make sure the player gets it? Assuming it can be treated as tall pillars on the side of a cliff or something to trigger the folding platforms. If this is an idea you'd be interested in, I hope it doesn't expand the scope more than you're comfortable with. Either way, this is looking very good!
I really appreciate the suggestion! I think that approach could work!
I'm very glad :)@@WhyKev
Hey man! Your game's looking really good so far! I would love to get in touch to discuss how I can contribute to its growth and success of it as well as improve your online presence.
Keep up the good work! Cheers.
Hey thank you! I think you've emailed me as well, I'm not looking for more collaborators at this point.
The frogs could get grumpier over time, if the storymode goes that way, that everyone wants to live a boring normal life and you want some adventure. Make steam come out of their heads.
haha I'd love some paper pieces flying out of their ears! :D
@@WhyKev mee too! :D
Aesthetic reminds me of Yoshis Wolly World
I'm currently playing through that one! For inspiration and so on :)
I think you should lean more into the unfolding paper. It's what sets your game apart from other collectathons. Right now, it seems like they have no other difference from hidden platforms that appear under certain conditions. I'm not a game designer, but you should keep thinking about how they could he used. Maybe only certain items/characters you carry can unfold certain paper areas? What if the player has more control over it?
Yea if the majority of the level would unfold as you progress that would be way cooler
hmm that's not a bad idea! I will think more about this. Although I might not have too crazy stuff in the hub level, just to be safe. But I might be able to go more wild in the linear levels.
as a chicken lover i am a huge fan of the character design and game
haha thanks a lot!!
This is a really catchy game idea! How long did this take you to develop so far?
Thanks! So far I've worked about 18 months outside of my dayjob. But I feel like I've been preparing how a level will look and feel for a long time, also the controls. So it's "now" that I'm making the proper levels of the game.
@@WhyKev Keep it up, looks awesome!
I really hope you didn’t scrap all the other levels! Also, my name suggestion for the “give me a name” frog is freg. Hope you like it, it’s a big inside joke to me
So there are a lot of small levels which are more art tests where I try out different ways to decorate and pick colors. But there are a few levels that I'm still trying to figure out what to do with. I don't think they hold the standard of what I want for the game. But we'll see :)
@@WhyKev well, I liked all the levels you’ve created so far and hopefully people will be able to see them in the final product, but better
@@yafur1986 Yeah let's hope that!
the baby frogs look like pickles are you saying that the big frog wants his pickles back.
haha yeah but hopefully I'll create some character that doesn't look like a pickle :D
Please give him more juice and have him grumble or something. Love the video
haha do you mean the grumpy frog? He will get some love from me :D
Yay!
YEET THE GRAMPA.
YEET
I love your game. Reminds me so much of Tearaway 🥰 I hope you release on playstation.
Appreciate it! I loved Tearaway on my PsVita! It's one of the visual inspirations for the game! I hope so as well one day!
me gusta mucho tu proyecto
Gracias, haré lo mejor que pueda.
Can you please keep the item jump glitch in the game as secret tech? It would make speedrunning much more interesting, which would in turn boost the game’s popularity overall
Yeah I know it would benefit the speedrunning community, we'll see how I can keep this since it's not fully reliable overall.
Wow 👍
Thanks :D
@@WhyKev reminds me of little big planet, and that is my favorite game! So I'm looking forward to future devlogs!
@@StayReal- I can say that the visual direction is an inspiration, they're so creative!
will u ever do a survival game ?? or other types of games
I've been thinking about how I would like a survival game to work out. But we'll see in the future :D
Oh I've made commercial games since 2014 so I've worked on a few, but now as WhyKev I've got 3 games released. You can see more of those games and where to find them here www.whykev.com
Can you change the collectible gold buttons/coins to something more interesting and satisfying to collect? For example the colorful gems that you need to collect in Spyro, also the sound that the gems make when you pick them up is so satisfying in that game. Just collecting gold coins is so overused and uninspired that it feels like a chore to collect them
You are right, the gems in Spyro are great! I was thinking about shirt buttons since that fit the theme, the reason it's very yellow/gold now is because I was trying to optimise it. But that's one thing I want to improve on! Thanks for mentioning it.
you should add a subtlee cel shader, that may look col
Might be worth trying at some point!
If you throw the grumpy frog of the cliff make hem latch on to you with tounge and pull himself up. Add a grumpy comment. ;) // SpruceMountainGames
haha right, that was one idea! I'm sure it won't introduce any more issues :D
Karma system
Yes.
Looking awesome! 😁
Man, if I didn't have a job already I would pay you to hire me so I could help out for free.
hahaha that would definitely be an interesting solution! :D
Your game has a unique look and feel. I foresee I great future
Hey this comment goes right into my folder of nice comments, I really appreciate it!
Seeing how far this has come is absolutely excellent dude! Keep up the great stuff and can't wait to show this off next month!
Thank you for your support along the way, all the way from the first weeks :D I'm excited to get something new for your audience!
How are rapping each object that is cardboard? Are you doing it manually for each asset or do you have a procedural material in blender that you bake after? I could not imagen doing every object manually that would take so much time. The cardboard edge is what I am talking about. I have tried cardboard before and its a pain to get it look right along the edge.
hehe I used to do it manually for some parts, but then I've started using splines where I have a thin and long asset that can be repeated along the spline. So what used to take me 20 minutes to wrap around a platform now takes it less than a minute.
Your devlog makes me want to photoscan real world levels made from clay into a video game. Your main character looks really cool ^^
ooh that sounds like a lot of fun! Thanks a lot Sean!
Looking awesome! I just came back here from your previous video and as someone who is also working on a 3D platformer, I am stupidly jealous of how your movement and level design looks. Super fluid and looks really nice to play! :') Keep up the good work!!
Hey thanks for watching my other videos! I appreciate the kind words, it's been an iterative process. I like how you've got wires that you can run on, I've been thinking if I should have that as well!
That slingshot drawing kinda looked like Chick giving birth
haha it's not as easy as you might think to do art haha
Your game is insane! I really look forward to playing it!
haha this makes me happy to hear Elaine! Good luck on your cooking game!
how about making the boat rides playable, so you would have to dodge objects to get to the next island. you could also change the vehicle like using a paperplane instead of a boat for some islands.
I do like that idea! Might play around with that in the future :D
About framing and compisition. Check out something called "line-of-action" or The 180-rule.
Oh I'll do that, thank you!
Video looks like a low resolution not full hd (or too much compression on youtube side), not complaining just to let you know, anyway good progress on the game 👍
ooh I will look into this! Thanks for the heads up!
Great video, are you using visual scripting?
Thank you! No I write my code in C#
cool, I like the sub linear levels idea
Glad you like the idea!
I personally really like the frog mission. If you throw the frog off the edge you could have him turn around and shoot his tongue to latch onto the player and pull himself back! And you could make also his face angry for a few seconds after he's back with the player
haha I can see speed runners figuring something out with that, how to skip over some gap!
@@WhyKev they're truly a different breed haha
what about adding sliding or something
haha I just remember that I added sliding at one point!
Your thumbnails are so good
I've learned from the masters on RUclips :D I just study others
i have a general idea , so lets keep going with your example as throwing the pinguin/frog from the map i like when a game will allow me to do such things but making a custom interaction to all these things is hard and i get it .
soooooooooooooooooooo
- first allow players to do such things
- buuuuuuut add a mechanic to reset a quest that in turn requires the player to spend some of his coins and play a survival mini game in black and white so we will call this mechanic rewind
an example of what i am imagining is something like this (sorry i didn't find it but the thing that i was going to refer to was a mini game in fall guys were there is a wheel with obsticals were the big wheel is spinning and the player needs to survive for a time )
While I like the idea I'm not sure I can add a mechanic where the player can reset the quests. But I do want more places where the player can spend coins. I should have some quests that require it.
hmmmmmmmmmm i get what you are saying but how i see it : you are building a relaxed game that people can enjoy and be creative (if you read this statement and you agree with it then) the player should be able you do crazy things as throwing a baby frog or jumping on a book they just picked up to get to shortcut and that will give the the feeling of joy and atchevmint (make the players happy and like/recomend the game)
on the other hand stoping them from doing these things will feel boaring and punching them for doing these things will remove the relaxing aspict from the game and make people fustrated so i recen you give it a thought .
i love your work and i am taking the time because i realy wish you the best. and if you want to talk anytime just let me know, i will definitely make the time to help out.
see ya 👋
@@WhyKev
@@abdulmagidelmaghbub9950 I appreciate you taking the time to reply but what I meant is that I don't have the time to make a minigame in order to reset quests.
But I'll try to make sure that the player can be allowed to try these "fun things" such as throwing a frog of the edge and hopefully the game react to it in a way that also resets the object that was thrown.
I will never put the player in a position where they can't complete a quest.
I love to see the main game flow coming together. Jumping into a book seems like such a fun and thematic way for a level transition! Btw. what tools are you using to block out the levels?
Thanks a lot IronBytes! So to block out the levels I'm using ProBuilder. But I have a triplanar shader which makes the grid scale in worldspace so it always looks good.
@@WhyKev Nice. I always thought probuilder is more of a lightweight modeling tool for prototyping. Do you feel the blockouts help a lot compared to using final art? Or do you just use it as a placeholder until the art is done?
@@ironbytes The best thing is how fast I can start running around in a level and get the sense of the scale of things. So the final art doesn't have to be iterated as much.
New WhyKev video 🎉🎉🎉
I do what I can, but the editing is getting faster.
I see a lot of inspiration from spritaway unfolded.
Heavily inspired by spritaway unfolded
@@WhyKev and that's a good thing 👍
love this
Thanks mr Clean!
Dude Im never excited for games these days, but this sure looks like something purely made out of love. The Art and Ideas rival the classics from Nintendo. If the movement is close to a hat in time, or even super mario odyssey, this could become a timeless classic.
Hey that's so nice of you to say (no pressure haha)! I really want to do everything I can to make sure that what the player finally get their hands on is something they will remember for a while! Thanks again! :)
@@WhyKev Like me and many others have already said. You got the Art down. It is unique. I remember being excited for Yooka Laylee too. It had an awesome Artstyle as well, but ultimately the movement and scope creep in terms of the TOO BIG WORLDS kinda let me down. Never finished that game and dont plan to.
@@T1duzz Yeah I've been trying to get through that game as well, I have some plans to get the beginning to a playable state first so I can iron out potential issues with the design, hopefully only small stuff.
@@WhyKev Sounds like a reasonable plan. Were you around when Yooka Laylee launched? They released a "Yooka Laylee Toybox" beforehand, which looked more unfinished than your Demo Level IIRC. But they let us try the movement and some mechanics first to get some hype going. It worked. I was hyped. The world building can make or break a game. I think you should do what your heart envisions, but I guess the Feedback on Yooka Laylee can teach us a lot. People mourned for an oldschool collect-a-thon and when Yooka Laylee was TOO MUCH like banjoo-kazooie, they, myself included realized, that the nostalgia googles are not strong enough to mask the flaws of the older games with a new coat of paint. Bigger does not always equal better.
@@T1duzz I was around and yeah I think IF I would do another demo then I'd probably also make some playground where I showcase the moves and visuals. Then have some example "quests" so you can feel the game a bit. But not give too much away. I hope I can learn from Yooka Laylee's mistakes.
Okay, so you are basically designing this like the classic Spyro Games. a hub area with things to collect, but it's full of linear Levels that have bits of story to collect things in. very nice.
Haha yeah, I actually had this direction on the old prototype (about a year before I picked this version up again) but slowly this version went in the Spyro direction. I loved Spyro as a kid and personally it feels like I found a solution that felt like the right fit for PaperKlay rather than just pointing at a game that I liked and took their solution, eventhough it can be seen as that from the outside :D
@@WhyKev Man I miss those games. if only the Remake's Pc port was decent.
Amazing devlog as usual but I honestly think the jumping off of items looked really cool unless it's to much of a hassle code wise
Thanks a lot minipig! I do like it as well, we'll see if I'm able to get it working in a good way :)
increase fall speed or makes changes.
Your game environment/feel is great, loved it already, but talk about platforming, I don't know why but feels a bit off, character animation is great, in my opinion it has problem with character movement. I am following you for a long time, love your work.
Is there another 3D game where you love the movement? Just so I can understand your sense of reference.
Thank you for the kind words!
You know man, everyone knows, it's mario odyssey@@WhyKev
@@Inmbisat Well yeah haha, got it!
Sorry sir, I don't play much 3d platformers, thanks for your time@@WhyKev