Creating the world for my indie game [DEVLOG]

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  • Опубликовано: 15 ноя 2024

Комментарии • 278

  • @UliTroyo
    @UliTroyo 7 месяцев назад +241

    Artist tip: in real life, shadows form a single light source create a single shadow, so the pine shadows from the sun would be a flat single shadow. If it’s easy for you, try it out, you might like it. I only mention it because you got joy out of making sure the shadow is cast on the mushrooms. The game continues to look great!

    • @kkrup5395
      @kkrup5395 7 месяцев назад +15

      Oh no now that i noticed how shadows overlap it looks horrible, that definetely needs to be changed

    • @John-Brx
      @John-Brx  7 месяцев назад +42

      I already have an idea of how to fix it. In the next video they won't overlap ;)@@kkrup5395

    • @chaosordeal294
      @chaosordeal294 7 месяцев назад +9

      That would be true if trees blocked out 100% of the light in their shadows, but they don't because all the edges of branches and leaves lens light all around, including back onto the tree's shadow. More trees = thicker leaf coverage = darker shadows. The shadows join into a single shadow, of course, but that single shadow varies in darkness. The depths of a forest are far darker than the shade of a single tree. The overlap could be softer, but it's good enough.

    • @takimi_nada
      @takimi_nada 7 месяцев назад +2

      @@chaosordeal294the interesting thing about it is that the mushroom shadow then would be cast directly under it, because it turns more into an occlusion shadow than a cast shadow, because it's a shadow cast by ambient light. So it could work, if it was smaller, less dark and more directly under the mushroom. In a style like this it's fine to omit darker shadows as well for more visual clarity.

    • @serloinz
      @serloinz 7 месяцев назад +1

      came here to say the same thing.. it's something i used to wonder about all the time but obviously i know now ;p

  • @friz_official
    @friz_official 7 месяцев назад +13

    a little toning down on the transparency of the grid lines on each tile would make the world look more cohesive and immersive, most importantly. i absolutely adore how this is turning out now!

    • @cjtheknerd7487
      @cjtheknerd7487 6 месяцев назад

      Honestly I kind of like the board-game feel of the grid lines haha

  • @nocapsbb
    @nocapsbb 7 месяцев назад +15

    wow you absolutely nailed the pixel isometric style. i want to stare at those trees all day long

  • @--..--..--..--..--..--..--..--
    @--..--..--..--..--..--..--..-- 7 месяцев назад +36

    Wow, this looks great, the visual style is incredible. It feels like terraria with a bit of factorio, but looks unique and beautiful! Love it

  • @alpz8434
    @alpz8434 7 месяцев назад +50

    This looks so good! I love the update to the lighting. Though the shadows of the trees overlapping and getting darker definitely stands out! Generally shadows overlap and are the same level of darkness as the original two shadows.

    • @John-Brx
      @John-Brx  7 месяцев назад +4

      Thanks
      I'm working on a solution for that problem.
      I will try to have it fixed in the next video!

  • @joumakesgames
    @joumakesgames 7 месяцев назад +6

    this is one of the most eye pleasing 2.5d pixel art game I've seen, cant wait for more

  • @darienmorris
    @darienmorris 6 месяцев назад +1

    Really enjoy the insight-per-minute ratio of this dev log! 5 minutes or less is so refreshing.

  • @TiltLoop
    @TiltLoop 4 месяца назад

    What a vibrant world!
    My game will be only in the inside of a tavern, but boy I wish I had something that looked at least close to this.
    The devlogs I'm uploading here are working as a motivation keeper!

  • @Ironlionm4n
    @Ironlionm4n 7 месяцев назад +1

    Literally just liked and subscribed based on thumbnail alone. This is beautiful isometric work.

  • @SimulationWithDaniel
    @SimulationWithDaniel 5 месяцев назад +1

    Your pixel art style is so good and unique, at 0:47 those buildings you made look similar yet nice due to the 2.5D perspective

  • @The_Pabloburrito
    @The_Pabloburrito 6 месяцев назад +6

    I love your art style, it's unique and very cute! I'm currently working on an isometric indie game too and you're a huge inspiration. Great video, keep going!

  • @halilonuryazcoglu931
    @halilonuryazcoglu931 5 месяцев назад

    Clear enough to follow, pleasant game to look at. Instant subscribe.

  • @fr_tian
    @fr_tian 4 месяца назад

    I'm subscribing without even watching, I feel it'll be worth

  • @CREOMASTER1202
    @CREOMASTER1202 7 месяцев назад +2

    Dungeons or dilapidated structures as some hints to explain the world. Also would love to see some regions/biomes that may require something to enter them, maybe some rune from other region and etc.

  • @videorowtv5198
    @videorowtv5198 6 месяцев назад +1

    The visuals are absolutely stunning!

  • @sandwichman8u
    @sandwichman8u 7 месяцев назад +1

    Beautiful art

  • @garretthiggins2152
    @garretthiggins2152 5 месяцев назад

    I love the art (and background music).
    An idea that I had for a survival game is that the monsters at night are after you and your "heartstone" or something. The heart stone would be the only thing that regenerates your health, so you need to protect it. Something like Minecraft meets tower defense.
    Ofc, as you progress you can build more/choose powerups for the stone.

  • @noise_dev
    @noise_dev 7 месяцев назад

    beautiful content and beautifully looking project. keep on going!

  • @laurentiulaslau1840
    @laurentiulaslau1840 7 месяцев назад +2

    damn the art style is so nice
    looks great so far man keep it going!

  • @Griffin519x
    @Griffin519x 7 месяцев назад +1

    The game looks awesome. I love the art!

  • @jhon.k.3227
    @jhon.k.3227 7 месяцев назад

    Pls continue, I feel something special building up in this game.

  • @Alexis_Idfk
    @Alexis_Idfk 7 месяцев назад

    I’m so glad I found this, I’m about to go to school, I’m programming technician by trade, so it’s nice to see people doing smth with programming, your game looks amazing, I want to see where you go with it, so you got my subscription

  • @1122bigblue
    @1122bigblue 7 месяцев назад

    I'm trying to achieve something similar on my channel. I think having a great colour pallete and shadow effects make a huge difference. You sir have given me so much inspiration and ideas for my own project. ^^ Love the work!

  • @sashagarmash7853
    @sashagarmash7853 7 месяцев назад

    This is great stuff! Such a good job! I was trying to make attempts at a similar project myself but a full-time job is always in the way, I am glad for someone to make my dream live! I was really excited to make terrain with levels, as you generate a noise already it'll be not that hard to make another one and smoothly elevate areas of the map by one block, Maybe it'll be challenging to make shadows right, but it'll add so much to a game visually and break up a flat concept. I was doing this myself in my pet project and this change boosted the prototype so far. Hope you will consider the idea, keep on, you doing amazing!

  • @currykittengamedev
    @currykittengamedev 7 месяцев назад

    Whilst I'm not too clear on some of the game mechanics it's looking very nice so far. Looking forward to more updates!

  • @loukas6952
    @loukas6952 7 месяцев назад +1

    I know everybody says it, but I will say it too, the game looks amazing, especially now with the shadows. As for suggestions, idk where you want to go with this game, but I think ruins would look cool, like random pillars with moss on it or vines. Also more variations of rocks, trees and bushes, but this could be let at the end.

  • @freddy4960
    @freddy4960 6 месяцев назад

    This was so well presented! Thank you for this great video.

  • @doc8527
    @doc8527 6 месяцев назад

    I really like this type of isometric larger scale forest/world map, possibly heavily influenced by AOE2 when I was a kid.
    It used to the trend for old rpg game in Nokia and early Andriod even early mmorpgs that has a combat system like diablo or Zenonia (a early android game series).
    Don't know when nobody make this type of game anymore. Really nostalgia (in a good way) and lovely, it still has infinite potentials (map (weather season, light) style wise like maplestory, play style wise, monster variation) to explore.

  • @timcates4261
    @timcates4261 7 месяцев назад

    Love the direction everything is going.

  • @legionofrome2967
    @legionofrome2967 7 месяцев назад

    This looks brilliant. I am so glad to see this incredible project.

  • @bronsk3809
    @bronsk3809 6 месяцев назад

    I originally searched some pixel art video for inspiration to practice for a gameproject. Now I found a game that I dont really know yet what it is about but love the artsytle and interactions that are already in the game that I look foreward to see how it turns out. Looks really cool what you created there. Nice one!

  • @unkown-awz
    @unkown-awz 7 месяцев назад +3

    i think it would have been interesting if you had kept the island genre instead of the open world and you could have made some island have different stuff and mobs but either way im looking forward to your game

    • @John-Brx
      @John-Brx  7 месяцев назад

      Thx I really appreciate the feedback!

  • @ChaloopaJoe
    @ChaloopaJoe 6 месяцев назад

    Gosh this world is gorgeous. Hope i can make a game this pretty someday!

  • @alert_xss
    @alert_xss 7 месяцев назад +1

    It reminds me of Forager in a good way. Keep up the good work.

    • @shahzaibhassan2777
      @shahzaibhassan2777 7 месяцев назад +2

      Ive always wanted a fanmade forager, Its so good to see someone make something like this

    • @proof2950
      @proof2950 7 месяцев назад

      @@shahzaibhassan2777 There is this one 3d game I've tried recently called "Outpath : First Journey" which seems to be highly inspired by forager. It's available on steam.

  • @Lynqoid
    @Lynqoid 7 месяцев назад

    Wow that's incredible, very inspiring! I tried some procedural generation stuff and it was ok haha. But your worlds look very cool! Nice work.

  • @PixelPapiOfficial
    @PixelPapiOfficial 7 месяцев назад

    Looks great, and the open world was the right choice. So much to look at, so many things to click one at a time lol. Consider adding stone walls so that you can create elevation. Rolling hills, cliff sides, etc. Stairs to go up them, etc. Keep it up :D

  • @kennyroody
    @kennyroody 6 месяцев назад

    You can stack wave collapse functions to keep things original and lively, this also opens up lots of combinations for your stack of sets.

  • @m-ue-d
    @m-ue-d 7 месяцев назад +1

    OMG, your game looks extremely cute! 😍

  • @HawkesByte
    @HawkesByte 6 месяцев назад

    This game looks so pretty! Seriously awesome work, I’m looking forward to see where you bring it :)

  • @zero705
    @zero705 7 месяцев назад

    i love the stylistic choices

  • @IamExplouder
    @IamExplouder 7 месяцев назад +2

    I've played mobile mini game that made of mini pre made challenges on islands that are connected randomly - it gets old very fast so small connected islands may be good idea for style of a biome or some kind of challange in larger game but not key gameplay.
    There is a ton of games with randomly generated dungeons where you progress floor after floor - they are good for at least one game clear and generation is needed for dungeon to make floor you finished not being the same every time. Separate large islands generation would be best in this case - entering new island would be very exciting after mastering previous one.
    It is hard to say if open world better or not. It depends on your overall idea of a game. If the game is about surviving in generated environment consder using both methods or even more. Minecraft have a ton of mods with diffirent generation patterns for a reason. Pre made levels are best for linear game or places like hometown. If your choice is open world like in minecraft or terraria I guess you'll need to focus on the some kind of goal and scenarios of accomplishing it. Start with a simple goal, think how many ways you can have for accomplishing it. Survivals often falls for a one possible path. Minecraft is strong in other cases but also has this problem. Kill the dragon with a diamond sword or explosive bed gets old after 1-2 times at least for me. I think in this kind of game replayability is measured as scenarios multiplyed by number of goals. Terraria is better in this case it has multiple builds for player.
    I played enough survivals for 3 hours and left because of 1 goal and 1 approach problem and generated world does not help it - its just mixed decoration in this case. Open world without goal may be fun but i think indie dev should not consider it because game becomes more of a tool not a game by itself.
    From this I can imagine dozens of diffirent approaches you can take from tower defense to rogue like. But from what you have now i think you should make floor by floor progress game challenging player again and again with new stuff on diffirent island with unique biome and goal. I can imagine game loop like collect recources -> enchance character -> slay king slime or survive 5 days in desert biome -> enchance your character permanently -> start a new biome -> finish all biomes start a hard mode. And you can add challanges as much as you want. Enchancing character permanently will change the way player interact with world each time and add excitement to try new ability.
    Uh I got carried away a bit. This is just my thoughts - most important is to make what you feel the best. The isometric pixel style is enough for me to wait for new stuff you will show - good luck! :)

    • @John-Brx
      @John-Brx  7 месяцев назад

      I made sure that in the current game concept there is multiple goals to work toward. At the moment it feels for me like an open world is the way to go, since I made the goals independent from each other. But you’re right, just making an open world is not enough to make a game fun. Reaching different biomes are some of the goals that I implement but I’m not planning to implement them like in Minecraft where there just scattered throughout the world.
      Thx for the feedback!
      I’m happy that you like the style of the game :)

  • @bcrane86
    @bcrane86 5 месяцев назад

    randomly bumped into your video. Game looks great! Interested to see how you take it forward :)

  • @DylanLCutshall
    @DylanLCutshall 7 месяцев назад +2

    I need this on my wishlist on steam ASAP!!!!!

  • @nguyendang6282
    @nguyendang6282 6 месяцев назад

    Your game looks so good. I can't wait to play this game!

  • @ariffirdaus5376
    @ariffirdaus5376 7 месяцев назад

    so much progress nicely fit in 3 minutes wow

  • @lwilso9152
    @lwilso9152 6 месяцев назад

    It reminds me of Moonstone Island!

  • @thisisgood44
    @thisisgood44 5 месяцев назад

    this style is crazy good

  • @onlineflowerstore
    @onlineflowerstore 7 месяцев назад

    very beautiful graphics

  • @Mekkablood
    @Mekkablood 7 месяцев назад

    Dig the vibe and look, very curious to see where this is going. I'm a fellow game developer and love seeing others progress alongside mine.

  • @steve11147
    @steve11147 6 месяцев назад

    I believe transitioning from the island format to an open-world design is a good idea. It has the potential to significantly increase the player experience and immersion into your game.

  • @-dan-3336
    @-dan-3336 6 месяцев назад

    look beautiful, hope you'll do more video

  • @christiank9447
    @christiank9447 4 месяца назад

    TBH I preferred the island look, it focuses more on quality than quantity and one could Unlock new parts 🤔 but I'm still happy with what you worked out! 😀

  • @superpepe826
    @superpepe826 6 месяцев назад

    Wave function collapse is my favorite, I kinda expected you to mention it from the beginning of the video

  • @Muphet
    @Muphet 7 месяцев назад

    this game looks so pretty already

  • @GabrielBigardi
    @GabrielBigardi 7 месяцев назад

    Love the visuals, keep up with the good work!

  • @uncertawn
    @uncertawn 6 месяцев назад

    daaang the game looks so beautiful. very inspiring ngl. ❤ hope to see more updates in the future!

  • @wusiz1285
    @wusiz1285 7 месяцев назад

    Looks very good - looking forward to following this project. This is probably best a feature for later down the line, but I think it would be a good idea to have the grid be toggleable - I reckon without the individual lines the scenery would become more appealing.

    • @John-Brx
      @John-Brx  7 месяцев назад

      I’ve noticed that a lot of people are bothered by the lines. I myself think it looks better with the lines. I’ve made them softer already but I’m definitely adding an option to disable them.

  • @RiamuPNG
    @RiamuPNG 7 месяцев назад

    Yay a new video! subbed hoping it would one day come 🫡 love the style

  • @nemanjagranic3917
    @nemanjagranic3917 7 месяцев назад

    I really need a video of you just going around this world with this song in the background so I can enjoy coding :D

  • @MyMike004
    @MyMike004 5 месяцев назад

    nice project ! if you want an idea, I would say focus on the gameplay and give a feel the player will be rewarded everytime it does an action. For example chopping tree will fall some wood and gain you some xp and lvl up

  • @Jaegerwald
    @Jaegerwald 7 месяцев назад

    THIS LOOKS BEAUTIFUL

  • @imperfect_rain
    @imperfect_rain 6 месяцев назад

    Honestly, I feel like the islands were a good idea and can be expanded upon. In my opinion too many survival games use the format you switched to. You will still be making a great game, I just think the island concept you had was unique.

  • @billmore6486
    @billmore6486 5 месяцев назад

    games got a good art style. I'd recommend adding some water, and dirt to break up some of the green.

  • @xyzxyz256
    @xyzxyz256 6 месяцев назад

    I realy like how your game looks, I hope you will continue soon :)

  • @AlfonsoFuentesAniorte
    @AlfonsoFuentesAniorte 6 месяцев назад

    I really like the transition to the more "open world" system, however I think the "islands" could be an asset for the mid-late game content as a new part of the world

  • @Luzo14
    @Luzo14 7 месяцев назад

    this looks really cool! My only suggestions, for later lvls, would be a change in scenery/different biomes? Like a biome with black earth and dead trees (spooky forest), maybe poisonous puddles and lakes.
    Also, if you wanted, you could make the floating island its own section of the game! Maybe a different dimension? Or, maybe you could have them like floating dungeons, and when the player is under their shadows, they can somehow ascend to them, and that will give them the chance to try and potentially conquer the dungeon, take the rewards.
    It'd also give the players the chance to potentially make cool bases on the floating island, kind of like you would in minecraft in a pyramid or a jungle temple

    • @John-Brx
      @John-Brx  7 месяцев назад +1

      I'm definitely going to add different biomes.
      I like your ideas! I'm going to consider them.
      Thanks for the feedback :)

  • @NerdGlasses256
    @NerdGlasses256 7 месяцев назад +1

    The island aproach could have been really athmospheric and unique, feel to it, but the way you wanted to implement it (if I interpreted it right) would feel like just the game being limited, thus lazy. Therefore I really like the new openworld aproach, I think often going the conventional way, is better than one might think. I really look forward to trying this in the future.

  • @ltsecondincomand
    @ltsecondincomand 6 месяцев назад

    First time seeing your game and it looks great, I don't know what your vision is but I think this would look even more beautiful without the gridlines permanently on the ground.

  • @Khapp01
    @Khapp01 3 месяца назад

    dude this game looks sick!

  • @szenosdev
    @szenosdev 7 месяцев назад

    Hi. I just found your channel, and I think you have big potencial. Your game's grapichs are on the top, and your style for the video is also very informative!!

  • @the_P3DR0
    @the_P3DR0 7 месяцев назад

    The art is so clean, i love this. Definitely will be keeping an eye on the project.
    My only suggestion is that you make the grid a bit lighter. Still visible, but more subtle as it's a bit distracting and cluttering the visuals a bit.
    Another thing you could experiment with is different hues for grass and trees, just to add some variety with subtle splashes of yellow and blue here and there.

  • @noahsiebart
    @noahsiebart 7 месяцев назад +1

    I think some kind of terrain elevation would be interesting, it could make the world less flat, but I think the trees already help with that a lot. But different terrain heights could maybe cause problems with the camera or your lighting system.

    • @John-Brx
      @John-Brx  7 месяцев назад

      I already tried to add a third dimension about a year ago. But you’re right, it got really confusing because of the missing depth and lighting.

  • @foreducation408
    @foreducation408 7 месяцев назад

    Your game looks really cool.

  • @soheil6180
    @soheil6180 7 месяцев назад

    Damn the game's so pretty. Subbed to see more.

  • @LongerTomTV
    @LongerTomTV 6 месяцев назад

    wow, dude! this looks amazing! I'm hyped! keep going 💪

  • @DaydreamStudios_Official
    @DaydreamStudios_Official 7 месяцев назад

    This game looks gorgeous!

  • @CharlieDoutt-uw6kw
    @CharlieDoutt-uw6kw 6 месяцев назад +1

    The game would need something different about it. Something to make it stand out. I am recommended lots of dev log videos by RUclips and I have seen a lot of people gravitate to make this sort of game, as well as games that have already come out. some of those games would include: Terraria, Stardew Valley, Forager, and Goblin Island.
    BUT on the other hand, not everything needs to be the most groundbreaking, new, or different. The game just needs to be fun. It looks fun to me . :)
    I hope you succeed. I want to play this one day.

  • @Col1n_lol
    @Col1n_lol 7 месяцев назад

    First time i see your Devlog so I don't know how advance you are on your game but it's a beautiful world that you created here. As I said, I don"t how advance you are so I permit myself to tell you that you should add biomes, or things like this to upgrade it, if it wasn't in your mind. I'm full of kindness, I don't blame you and I'm open to discuss about this ^^. Beautiful job (I love pixel's game), have fun for this project ! Nice job buddy

    • @John-Brx
      @John-Brx  7 месяцев назад +1

      Adding biomes is already planned!
      Probably in one of the two upcoming videos.
      Thx for the feedback :)

  • @NiklasZiermann
    @NiklasZiermann 7 месяцев назад

    Subscribed within the first 30 seconds. This looks awesome! :D

  • @ewik1234
    @ewik1234 7 месяцев назад

    I just came across your channel and immediately subscribed. This game looks already so good! I love the simple design and the open world seems better than the island idea that you had. I think you could also improve the game by adding the item drops (when you cut the tree the items would drop on the ground and then would be picked up automatically) not sure if this will be hard to do so this is just an idea 😊 it's definitely not necessary the game looks amazing as is. Keep up the good work ❤

  • @darkjhin5720
    @darkjhin5720 6 месяцев назад

    Damn 🥹 the pixel are so crisp 🥵

  • @martendittmann5431
    @martendittmann5431 7 месяцев назад +1

    I've actually spent quite a lot of time trying to figure out what makes procedural generation work and what makes it not work. I've narrowed it into two major things; Structureless and dead worlds.
    By structureless worlds, I mean that procedural generation will produce interesting and distinct features but, as you zoom out, the procedural generation always becomes more uniform. If the world feels uniform, players will become lost both physically and narratively. Having distinct landmarks that players can assign meaning to is very important. These landmarks don't have to be truly unique but they do have to be large enough or rare enough that they cannot be considered common or repetitive. For example, if I were to say 'The mountain' then everyone familiar with my world should know which mountain I'm talking about.
    By dead worlds, I mean the world doesn't feel lived in; The world seems more like a snapshot in time rather than a world that creatures inhabit. There are two general solutions. The first is to make the world more dynamic; Introducing mechanics that change the world without the player's intervention like seasons. This can be difficult to do and doesn't always fit with the game's mechanics. Another solution is to trick the player; Create structures in the world that server the purposes of its inhabitants rather than the player. These structures might be anything from roads that 'other people' use or burrows for wildlife. The world should serve the purposes of more than just the player; Otherwise, it will feel empty.
    From a technical perspective, getting large features in a procedurally generated world can be difficult because the world is generated in chunks. You're constrained to continuous functions to produce a continuous world. This isn't entirely true; There are strategies to generate continuous worlds with non-continuous functions.
    I've experimented with tiered generation. The idea is to generate a very large scale but low quality representation of the world. It would only include details like 'there is a city here and a road there.' From that, you generate progressively more detailed representations of the world as the player approaches. Here is a video where I originally got the idea.
    ruclips.net/video/GJWuVwZO98s/видео.html&ab_channel=runevision

    • @John-Brx
      @John-Brx  7 месяцев назад

      Wow, this was really informative. Thanks!
      I'm planning to add unique features to the world that are relevant to the game and then generate the rest of it, hoping that it will help with avoiding uniformity as you said.

    • @martendittmann5431
      @martendittmann5431 7 месяцев назад

      ​ @John-Brx Mixing in hand crafted content with procedural generation sounds like a great way to go. Here is something you might find useful.
      I like to consider world generation as a set of constraints. With that in mind, you'll quickly realize most constraints are based on pure mathematical equations, random numbers, or hand-crafted prefabs with a few permutations.
      More interesting results start to appear when you develop more interesting constraints. Just as an example, a graph could be used to layout key structures; The nice thing about a graph is that it is much easier to modify than a generated world.

  • @Indiana-Jonas
    @Indiana-Jonas 7 месяцев назад

    This is eye-candy holy heck

  • @cheesemug
    @cheesemug 7 месяцев назад

    look great, I think the floating island idea is original, the open world one is done alot of times. I havent seen many games with the crafting/placing mechanic and on floating island. also honestly I would make the crafting system simpler. like maybe similar to minecraft with the furnace, only two ui elements. Im new to this channel, so I cant wait to see how it will go :)

    • @John-Brx
      @John-Brx  7 месяцев назад

      Simplifying the UI is definitely something I’m going to do.
      Thx for the feedback!

  • @veempeelge
    @veempeelge 6 месяцев назад

    very cool i want to make my own indie game too

  • @ShakaRule
    @ShakaRule 7 месяцев назад

    Graphics look Amazing! Open world looks alot better imo. Id love to see Some level progression with xp for gathering, combat, crafting, etc.

  • @shinjia5724
    @shinjia5724 6 месяцев назад +18

    I dont understand much, Im too stupid

    • @stalpers
      @stalpers 5 месяцев назад +1

      I’m just here to enjoy the nice visuals 😂

  • @leif5046
    @leif5046 7 месяцев назад

    Your game looks great!

  • @wafi5576
    @wafi5576 7 месяцев назад

    the game look pretty to look at

  • @loboxz5297
    @loboxz5297 7 месяцев назад

    Looks amazing

  • @workingclasschump
    @workingclasschump 6 месяцев назад

    Be careful using seeds to regenerate the level in real-time. SDK updates can change the rng's, OS's can do different things in them too. It's better to use the seeds once to create the terrain, but then keep the resulting landscapes (compression can help here). This also has the benefit that you can make a manual pass on the generated result to refine gameplay or add bespoke areas.

  • @davidsanchezplaza
    @davidsanchezplaza 7 месяцев назад

    Game looks awesome

  • @joykilla2780
    @joykilla2780 6 месяцев назад

    Your art looks gorgeous, so I wonder if it can shine even more without the grid, especially for an open world game. If you haven’t already, you could try getting rid of the grid lines completely and only having them appear if the player needs to place something on the grid

  • @thestackermarkus8469
    @thestackermarkus8469 7 месяцев назад +1

    Here before the hype xD

  • @thecanaryminer
    @thecanaryminer 6 месяцев назад

    yo know something really nice is that it is actually all pixelised so no rotated pixels (which imo rlly breaks the immersion in these kinds of games)

    • @John-Brx
      @John-Brx  6 месяцев назад

      Yes that was actually really important to me. Happy to see that someone appreciates it!
      The solution is really easy tho :)

  • @exvimmer
    @exvimmer 6 месяцев назад

    Awesome

  • @seanfox8646
    @seanfox8646 4 месяца назад

    the islands make it look less flat. i think adding some vertical elements would help that.

  • @saeed47
    @saeed47 3 месяца назад

    I like the style

  • @skylue1524
    @skylue1524 4 месяца назад

    This looks great! I wish i knew where exactly to start from for game dev lol all i know is messing up terrains and downloading assets in unity

    • @John-Brx
      @John-Brx  4 месяца назад +1

      I would recommend taking some time to learn how to code. That's at least how I started.
      hope that helps :)

  • @bike_n_fish
    @bike_n_fish 6 месяцев назад

    You have a start, but you should spend some time to think about the end of the game so you can plan and design the path. I mean designing every elements and how they will work between them, then trying to anticipate if the game will be fun before making it
    If you keep making things at the day and change big aspects of the game in production (in will happen anyway) you take a risk that first never finishing it and second, it will not be fun