Just finished a large portion of the itemization for my project. I think we have very similar taste in games, can confirm seeing glowing objects dropping from enemies is very fun. I like your art style man. GL with the project.
I binged the Calamity devlogs. Absoolutely in love with your art style! I realized that Indie visuals can rely on 'Style' and it makes the game feel more Alive! Edit: 'Unique Art Style'
glad youtube recommended this vid,ive been thinking about how to deal with level.scaling on my own project.I had the same solution in mind of level scaling the enemies only once you defeated the boss and I think its the best compromise to feed the power fantasy of player and providing challenge.I also thought of the enemies progressively leveling up regardless of the players level, sort of like heat mechanic in like risk of rain.The player can take his time in defeating the boss to get better gear or levelling up by clearing all areas around the boss,in exchange the boss also gets stronger the longer you dont deal with him to prevent the player from getting overpowered once he faces him.
Hey happy if my ideas can help :). Oh I know what you mean but I think you also have to be a bit careful with making the boss also stronger, because you could easily end up with soemthing that feels like level scaling again. Hope your project goes well, keep doing creative stuff :)
@@thatFain yup balancing everything wouldbe the key,but I think your idea of having a level range instead of flat level values is a good way to go.That way there would still be a buffer for both the player and the enemies.
I really like the monster hunter approach to the feeling of getting stronger with loot, not sure if you're familiar with that series but worth taking a look!
those loot particles look crazy good, although i agree theyre maybe a little too high-detail for this project. maybe see if you can apply a pixel shader to them to crunch them down?
another way of getting of feeling that you're leveling up, or getting better is probably to make different enemies combat style, maybe, or to have weaknesses for something, like fire enemies weak for water and etc. It doesn't have to be an elemental thing, but it does add some character to an enemy, I think. Btw I'm happy that you're developing the game on unreal, what do you think of the unity situation?
Yep I also want to have enemy varieties so that you have to confront them in different ways to beat them. A system with weaknesses from enemies like you mentiend is also on my mind but, to figure that out i will have to test it in gameplay, and for that I need some more enemies first xD (I'm a bit slow on that front ^^) but will test that out. Ufff the Unity Situation is a heavy one. I'm also very VERY happy that I use Unreal. I used to work with Unity, but over the past years they always made some questionable decisions, like shutting down their inhouse game dev team etc. And I always disliked that they hired John Riccitiello who was always a very very shady person (I really dislike John Riccitiello but try to be civil here for the sake of argument). I personally don't trust Unity in any way anymore (my trust was corroded in the first place as mentioned above) and I would not make a game in Unity anymore (as long as the executives and investors stay the same, I think even if they changed I wouldn't touch it) But thats super easy for me to say because I already don't use Unity anymore. For small companies, who build their games with Unity and also created their own systems within Unity this is absolutely horrible. If you build a specific system in the engine like lets say a simulating system for your npc's or absolutely trees normally if you build a game in the genre again you can reuse these systems or at least parts of them and spend more time making the game and adding stuff. But if you have to change engines you have to redo all of these systems and that can be devastating, especially for small indie companies. :/
@@vasyavasilich7659 thanks so much 🖤 oh also again to the unity situation, i found this video from Upper Echelon super intresting because he goes over who are some of the key executives and what they have to gain from that decicion. ruclips.net/video/ZOCTSp_U-KI/видео.html
I always felt difficulty in games like Calamity/Dark Souls were on the combat as in the player knows what will happen and when that makes the difficulty more organic than in ARPGs. This happens on things like player slowly gettin accustomed to attack frames, weapon speed and recovery frames from attacks from both sides their own attacks and movement as well as the enemies attacks and movements. That being said the new difficulty doesn't sound bad and of course I don't have the full exposure to the project to know what would feel the best.
Yes I want to try to kind of combine the looting and leveling progression with the "git gud" ^^ dark souls like progression. For example in Elden Ring if you come back to areas in the beginning you can clearly feel that you are stronger and higher level as the enmies that are there, but you also can get swarmed and killed if you are not carefull. so i hope i can make a good combination of both of these. Nioh and Nioh2 did a very good job of that in my opinion.
I hate that there is a renaissance with level scaling with big titles like Diablo IV. The problem with level scaling is that your build is in a race with level scaling, and if you're doing a less powerful build you're gonna fall behind. If you do the same damage to the same skeleton at level 1 as level 52, you don't feel like you've become more powerful. I feel like the human race found out that level scaling didn't work in 2006 with Oblivion. It's like we're just making the same mistakes all over again.
Haha I know what you mean ^^. I think that games with level scaling have their place and its totally fine (of course some do it better then others). Different players have different tastes, and I can also understand that some players like that, but it also showed me that I personally love games without level scaling
World of warcraft incorporates a mix and it's doen well, but that doesn't necessarily mean that its a good system to begin with, I enjoy nuking things at max level, the struggle to get there is even more fun, but having the opportunity to go back to an old zone and fighting scaled mobs is also fun. I don't know what my point is here, but yeah I agree, but also maybe not?
@@loremaster63 Oh yeah I know what you mean. Its not that easy to find a balance, between nuking things and keep them scaled in a way that it also makes sens to farm there. Uh good tip with WoW have to look into that. I never played WoW because i couldn't justify a monthly payment for myself. But I'll read up on how they do it. (also to be honest the hardcore WoW servers seem like a ton of fun, I would love to play that but I can't justify the monthly fees for myself )
I think the loot particle effects just need to be Blockier. Match the PS1 look rather than smooth gradient and perfect circles. Draw out some pixelated particles and use the flip book system to animate them.
The problem with level scaling can be fix by scaling the enemies to character lvl+equipment level. But I would have equipment lvl hidden to the player. Plus if you stagger the scaling (for example it happens when you rest instead of instantaneously) you can have that RPG moment of killing a boss just because you are OP. Pair this with lvl ranges for enemies (like Skyrim). This basically isn't level scaling but it allows you to reuse enemy patters and slow down progression while giving the sense of progression. I'd rather have this than slow leveling
Oh yeah I know what you mean. And I defiantly don't want to have a very slow or tedious leveling process, leveling, looting, getting better gear should always be fun. If I'm getting it right, I think that how I want to make the level scaling is kind of similar to what you mean, with the exception that I will have some high level areas that the players can't reach if he is too weak. The low level mobs will be scaled up in a specific range depending on the boss level that the player defeated. But a good input is to maybe scale the low level mobs dynamically to the players level in a certain range after you defeted the boss. originally after you defeated the first boss the plan was to rescale all mobs after you defeated the second boss and so on. thanks for the input
Grüße, ich schaue sehr gerne deine Devlogs. Großartige Struktur und schöne Insights, die man selber so vielleicht noch nicht betrachtet hat, weiter so! :) Darf ich fragen, wieso du dich für das ARPG Asset Pack entschieden hast? Ich habe nun diverse Systeme vom Marketplace ausprobiert und bin durch dich auf ARPG gestoßen. Wo siehst du die Vorteile gegenüber einem der gängigen wie ACF, FCS, Combat Fury, DCS und wie sie alle heißen? Mit den ersten drei genannten habe ich einige einfache Prototypen gebaut und bin nicht so recht zufrieden, was Limitierungen angeht - bzw. wäre der Aufwand enorm etwas anzupassen, wie ich es mir vorstelle. Wie sind deine Erfahrungen hiermit? Danke! :)
Hey there hope its okay if I answer in english, so other people scrolling through the commands can also understand my answer. If you want a german explanation also let me know, then I'll post one as well. Why did I decide to use the ARPG. One big point for me was the pricing, I picked it up very early (there wasn't as much content as now and because of that it was cheaper) and with a discount (also maybe it was in free marketplace assets at some point, I can't remember anymore). So I don't know exactly what I payed but it was under 50€, but I think its also worth the 100€ today. The second thing was it is all blueprint! I usually work with blueprints and with that I can get into the systems and change stuff without using c++ The next thing is the Discord is super activ, very kind and helpful. If you have questions or need help to change stuff someone there will try to help you. Of course you need to put some effort in yourself and you should know how blueprints work or be willing to learn about it. Lastly it was multiplayer rdy, I wanted to have the option to implement coop if I want to and not have to rewrite everything. But be aware, if you want to add new stuff that is also replicated you have to learn about replication. So this Plugin fit most of the cretaria I needed, i knew that i will have to change stuff and add stuff. But that would have been the case for every plugin. Also I think regardless of what plugin you will end up using you should always keep in mind that you will have to understand the underlying systems of the plugin and you should try to be able to change them if you need to. I would also argue that you will have to change stuff in a plugin everytime so it really fits to your game. So you should use a plugin where you know that you will be able to do so. For example --> i dont know how to code in c++ so the Ascent Combat Framework is not an option for me. Oh and another thing just came to my mind, using a plugin does not mean, that you will be able to make a game very fast. it will still take a shit ton of time, the plugin just provides you with a framework to start off of. Hope that helps you on your game dev journey
@@thatFain Thanks for the great answer! I totally get all the points you made. Interestingly, my journey was similar in that sense, that if i dont understand a system (yet), i should not use it until i get the needed knowledge - since there will always come a point in development, where you will need to implement something of your own to seperate your game from the massive options out there :p I felt like you put world/level design very high on your todo list. Which you explained by "i just love it". Which i get and yes, please share more of that topic on your devlogs. Be it artistic, gameplay choices or the technical side of things. But my question here is: is a vibrant world which invites to explore more "worth" than player character mechanics / the combat system? (Hard to answer, i know) I'm playing Lies of P right now and felt like i love the world building by the devs, so much, that i can almost ignore the "mostly copy paste mechanics" from their Inspiration sources. Cheers!
@@Splitt91 No problems :) yeah I also think thats a good way to go about it :) true, i really value world and level design. yeah i'll try to get some more of that into the devlogs, thats also why i began streaming a bit of level design but in the end these are more like chill hangout streams i guess. I'll also want to make an "educational" video on Level Flow at some time, I already held a talk about that on a local games event and its a super interesting topic. but i need to find the time to do that video xD With Calamity I'll try to find a sweet spot between exploration and combat. in the way that its possible to find better gear through exploring the game world and through killing enemies. So for example if you think you're equipment is too weak to face off with certain enemies, you can explor the world and try to avoid them to finde some better gear and then finally take a stand against them. It's a long way ahead until I can properly test that and balance it, but thats the plan for now :) OOhh dang yes Lies of P looked very good but I'havent played it yet. Also Lords of the Fallen seems to also look very nice. I also never played WoW (I absolutley despise monthly fees for playing) but these hardcore servers are looking super interesting and it could be pretty inspiring world building. There is sooo much to play and sooo little time xD So enough of my rambling ^^
Yo man, sick devlog, I really like your difficulty scaling method, but I'm a bit biased since I love the soulsborne series :p, could you maybe go over/make a tutorial going over how you make your assets (0:49), maybe a tutorial or a short? I really like the art style and i'm a beginner 3d artist looking to learn, cheers!
I have an idea in mind for some particular levelling system. I don't know if its good or good for your game, but its weird so maybe it can interest you. When you go in a new zone (ex. a lv 30 zone), all the creatures are from that new level usually. The basic wolf, the basic boar, all the mobs of the area are stronger. But you are not forced to do that, you can have a lv 30 zone where all the basic wildlife is lv 10, but you can find corrupted bears or special ghost or whatever that are lv 20 or lv 25 or lv 30. So the player can visit the area even at lv 10, but he will need to sneak around and dont aggro the true lv 30 mobs. I think it adds realism, replayability of a zone (you can put a lv 50 mob in a lv 5 area and the player ideally will come back to it when he is lv 50), more freedom to roam around when low level, more need to be carefull and to know the areas before you go in it (so maybe you will have to check a map or warning signs or ask to some local guards for the local threats of the area). Dunno if its good or if its good for what you wanna do, it has of course drawbacks, but here it is for you
Thanks for sharing :) I always appreciate it when people take the time to share their ideas, its keeps me thinking about the systems and often adds a new perspective. As for the idea I like it and also have something similiar planed already, I also want to have "mini bosses" roam the map, and also have some random events at specific times (for example high lvl blood wolves spawn at some nights etc). But also I like the idea of adding some "normal" higher lvl mobs in the areas. It will take a bit of time until I can truly test this out because I need some more enemies first ^^ but I definitely will test it out.
@@MrHocotateFreight its not the same because if you go to a lv 30 area, most of the mobs will not be lv 30 and then you will have a tribe of lv 30 trolls, in their own troll camps, a lot of them. So I dont think you can consider them just elite mobs, maybe you can consider them little open world dungeons but it is still a little different
Thanks 🖤 Yes I also want to add some more, there are some godrays in the game already, but they are very subtle at the moment, will need to test a bit around with that, because the lighting is not fix yet.
Just finished a large portion of the itemization for my project. I think we have very similar taste in games, can confirm seeing glowing objects dropping from enemies is very fun. I like your art style man. GL with the project.
Nice, I love that feeling when you finished a big junk of work !
Yeah itemization always can take a long ass time to complete.
Thanks
I binged the Calamity devlogs. Absoolutely in love with your art style!
I realized that Indie visuals can rely on 'Style' and it makes the game feel more Alive!
Edit: 'Unique Art Style'
Thanks so much
I really like the art style of this game. I cant wait for more devlogs.
Thaanks
for the loot effect: a colored outline on the weapons might look better and less generic than a beam of light.
yeah true, i have some ideas how i want the effect to be. but had no time to test around yet, there are so many things to take care of haha ^^.
glad youtube recommended this vid,ive been thinking about how to deal with level.scaling on my own project.I had the same solution in mind of level scaling the enemies only once you defeated the boss and I think its the best compromise to feed the power fantasy of player and providing challenge.I also thought of the enemies progressively leveling up regardless of the players level, sort of like heat mechanic in like risk of rain.The player can take his time in defeating the boss to get better gear or levelling up by clearing all areas around the boss,in exchange the boss also gets stronger the longer you dont deal with him to prevent the player from getting overpowered once he faces him.
Hey happy if my ideas can help :).
Oh I know what you mean but I think you also have to be a bit careful with making the boss also stronger, because you could easily end up with soemthing that feels like level scaling again.
Hope your project goes well, keep doing creative stuff :)
@@thatFain yup balancing everything wouldbe the key,but I think your idea of having a level range instead of flat level values is a good way to go.That way there would still be a buffer for both the player and the enemies.
Props to Thomas! 😆
^^
Think this will be just the type of game I would be interested in! Sieht klasse aus! 👍
Edit: subbed.
Thanks
I really like the monster hunter approach to the feeling of getting stronger with loot, not sure if you're familiar with that series but worth taking a look!
Oh yeah I love monster hunter
those loot particles look crazy good, although i agree theyre maybe a little too high-detail for this project. maybe see if you can apply a pixel shader to them to crunch them down?
Thanks :) yes thats the plan, I'll also test around with pixelated noise textures.
just found this. it looks awesome. i'm looking excitedly forward to the day i can try it myself
thank you very much 🖤
but it'll take a bit till its playable ^^
Looking good!
Thaaaaanks 🖤
I love your work, I do have to ask, when you did the anims, did you retarget them to your character model or you animated them from scratch?
Thanks
another way of getting of feeling that you're leveling up, or getting better is probably to make different enemies combat style, maybe, or to have weaknesses for something, like fire enemies weak for water and etc. It doesn't have to be an elemental thing, but it does add some character to an enemy, I think. Btw I'm happy that you're developing the game on unreal, what do you think of the unity situation?
Yep I also want to have enemy varieties so that you have to confront them in different ways to beat them. A system with weaknesses from enemies like you mentiend is also on my mind but, to figure that out i will have to test it in gameplay, and for that I need some more enemies first xD (I'm a bit slow on that front ^^) but will test that out.
Ufff the Unity Situation is a heavy one.
I'm also very VERY happy that I use Unreal.
I used to work with Unity, but over the past years they always made some questionable decisions, like shutting down their inhouse game dev team etc. And I always disliked that they hired John Riccitiello who was always a very very shady person (I really dislike John Riccitiello but try to be civil here for the sake of argument).
I personally don't trust Unity in any way anymore (my trust was corroded in the first place as mentioned above) and I would not make a game in Unity anymore (as long as the executives and investors stay the same, I think even if they changed I wouldn't touch it)
But thats super easy for me to say because I already don't use Unity anymore.
For small companies, who build their games with Unity and also created their own systems within Unity this is absolutely horrible. If you build a specific system in the engine like lets say a simulating system for your npc's or absolutely trees normally if you build a game in the genre again you can reuse these systems or at least parts of them and spend more time making the game and adding stuff. But if you have to change engines you have to redo all of these systems and that can be devastating, especially for small indie companies. :/
@@thatFain take your time on making your game, I'm pretty sure it's gonna be a good one👍
@@vasyavasilich7659 thanks so much 🖤
oh also again to the unity situation, i found this video from Upper Echelon super intresting because he goes over who are some of the key executives and what they have to gain from that decicion.
ruclips.net/video/ZOCTSp_U-KI/видео.html
I always felt difficulty in games like Calamity/Dark Souls were on the combat as in the player knows what will happen and when that makes the difficulty more organic than in ARPGs. This happens on things like player slowly gettin accustomed to attack frames, weapon speed and recovery frames from attacks from both sides their own attacks and movement as well as the enemies attacks and movements. That being said the new difficulty doesn't sound bad and of course I don't have the full exposure to the project to know what would feel the best.
Yes I want to try to kind of combine the looting and leveling progression with the "git gud" ^^ dark souls like progression.
For example in Elden Ring if you come back to areas in the beginning you can clearly feel that you are stronger and higher level as the enmies that are there, but you also can get swarmed and killed if you are not carefull. so i hope i can make a good combination of both of these. Nioh and Nioh2 did a very good job of that in my opinion.
I hate that there is a renaissance with level scaling with big titles like Diablo IV. The problem with level scaling is that your build is in a race with level scaling, and if you're doing a less powerful build you're gonna fall behind. If you do the same damage to the same skeleton at level 1 as level 52, you don't feel like you've become more powerful. I feel like the human race found out that level scaling didn't work in 2006 with Oblivion. It's like we're just making the same mistakes all over again.
Haha I know what you mean ^^.
I think that games with level scaling have their place and its totally fine (of course some do it better then others). Different players have different tastes, and I can also understand that some players like that, but it also showed me that I personally love games without level scaling
LOUDER, for the people at the back!
World of warcraft incorporates a mix and it's doen well, but that doesn't necessarily mean that its a good system to begin with, I enjoy nuking things at max level, the struggle to get there is even more fun, but having the opportunity to go back to an old zone and fighting scaled mobs is also fun. I don't know what my point is here, but yeah I agree, but also maybe not?
@@loremaster63 Oh yeah I know what you mean. Its not that easy to find a balance, between nuking things and keep them scaled in a way that it also makes sens to farm there.
Uh good tip with WoW have to look into that.
I never played WoW because i couldn't justify a monthly payment for myself. But I'll read up on how they do it.
(also to be honest the hardcore WoW servers seem like a ton of fun, I would love to play that but I can't justify the monthly fees for myself )
I think the loot particle effects just need to be Blockier. Match the PS1 look rather than smooth gradient and perfect circles.
Draw out some pixelated particles and use the flip book system to animate them.
Will try that out, need to look into the flip book system though.
The problem with level scaling can be fix by scaling the enemies to character lvl+equipment level. But I would have equipment lvl hidden to the player. Plus if you stagger the scaling (for example it happens when you rest instead of instantaneously) you can have that RPG moment of killing a boss just because you are OP. Pair this with lvl ranges for enemies (like Skyrim). This basically isn't level scaling but it allows you to reuse enemy patters and slow down progression while giving the sense of progression.
I'd rather have this than slow leveling
Oh yeah I know what you mean.
And I defiantly don't want to have a very slow or tedious leveling process, leveling, looting, getting better gear should always be fun.
If I'm getting it right, I think that how I want to make the level scaling is kind of similar to what you mean, with the exception that I will have some high level areas that the players can't reach if he is too weak. The low level mobs will be scaled up in a specific range depending on the boss level that the player defeated.
But a good input is to maybe scale the low level mobs dynamically to the players level in a certain range after you defeted the boss.
originally after you defeated the first boss the plan was to rescale all mobs after you defeated the second boss and so on.
thanks for the input
Do i see Soul Arts in the background? :D
Maybe ^^
It's from Anato Finnstark.
Can highly recommand:
anto-finnstark.artstation.com/
i think you should do that rare items glow more than normal item
thats the plan :), in the devlog it was just to show of the effects
@@thatFain okay nice
Grüße, ich schaue sehr gerne deine Devlogs.
Großartige Struktur und schöne Insights, die man selber so vielleicht noch nicht betrachtet hat, weiter so! :)
Darf ich fragen, wieso du dich für das ARPG Asset Pack entschieden hast?
Ich habe nun diverse Systeme vom Marketplace ausprobiert und bin durch dich auf ARPG gestoßen.
Wo siehst du die Vorteile gegenüber einem der gängigen wie ACF, FCS, Combat Fury, DCS und wie sie alle heißen?
Mit den ersten drei genannten habe ich einige einfache Prototypen gebaut und bin nicht so recht zufrieden, was Limitierungen angeht - bzw. wäre der Aufwand enorm etwas anzupassen, wie ich es mir vorstelle.
Wie sind deine Erfahrungen hiermit?
Danke! :)
Hey there hope its okay if I answer in english, so other people scrolling through the commands can also understand my answer. If you want a german explanation also let me know, then I'll post one as well.
Why did I decide to use the ARPG.
One big point for me was the pricing, I picked it up very early (there wasn't as much content as now and because of that it was cheaper) and with a discount (also maybe it was in free marketplace assets at some point, I can't remember anymore). So I don't know exactly what I payed but it was under 50€, but I think its also worth the 100€ today.
The second thing was it is all blueprint! I usually work with blueprints and with that I can get into the systems and change stuff without using c++
The next thing is the Discord is super activ, very kind and helpful. If you have questions or need help to change stuff someone there will try to help you. Of course you need to put some effort in yourself and you should know how blueprints work or be willing to learn about it.
Lastly it was multiplayer rdy, I wanted to have the option to implement coop if I want to and not have to rewrite everything. But be aware, if you want to add new stuff that is also replicated you have to learn about replication.
So this Plugin fit most of the cretaria I needed, i knew that i will have to change stuff and add stuff. But that would have been the case for every plugin.
Also I think regardless of what plugin you will end up using you should always keep in mind that you will have to understand the underlying systems of the plugin and you should try to be able to change them if you need to.
I would also argue that you will have to change stuff in a plugin everytime so it really fits to your game. So you should use a plugin where you know that you will be able to do so.
For example --> i dont know how to code in c++ so the Ascent Combat Framework is not an option for me.
Oh and another thing just came to my mind, using a plugin does not mean, that you will be able to make a game very fast. it will still take a shit ton of time, the plugin just provides you with a framework to start off of.
Hope that helps you on your game dev journey
@@thatFain Thanks for the great answer!
I totally get all the points you made.
Interestingly, my journey was similar in that sense, that if i dont understand a system (yet), i should not use it until i get the needed knowledge - since there will always come a point in development, where you will need to implement something of your own to seperate your game from the massive options out there :p
I felt like you put world/level design very high on your todo list. Which you explained by "i just love it". Which i get and yes, please share more of that topic on your devlogs. Be it artistic, gameplay choices or the technical side of things.
But my question here is: is a vibrant world which invites to explore more "worth" than player character mechanics / the combat system? (Hard to answer, i know)
I'm playing Lies of P right now and felt like i love the world building by the devs, so much, that i can almost ignore the "mostly copy paste mechanics" from their Inspiration sources.
Cheers!
@@Splitt91 No problems :)
yeah I also think thats a good way to go about it :)
true, i really value world and level design. yeah i'll try to get some more of that into the devlogs, thats also why i began streaming a bit of level design but in the end these are more like chill hangout streams i guess.
I'll also want to make an "educational" video on Level Flow at some time, I already held a talk about that on a local games event and its a super interesting topic. but i need to find the time to do that video xD
With Calamity I'll try to find a sweet spot between exploration and combat. in the way that its possible to find better gear through exploring the game world and through killing enemies.
So for example if you think you're equipment is too weak to face off with certain enemies, you can explor the world and try to avoid them to finde some better gear and then finally take a stand against them.
It's a long way ahead until I can properly test that and balance it, but thats the plan for now :)
OOhh dang yes Lies of P looked very good but I'havent played it yet.
Also Lords of the Fallen seems to also look very nice.
I also never played WoW (I absolutley despise monthly fees for playing) but these hardcore servers are looking super interesting and it could be pretty inspiring world building.
There is sooo much to play and sooo little time xD
So enough of my rambling ^^
Yo man, sick devlog, I really like your difficulty scaling method, but I'm a bit biased since I love the soulsborne series :p, could you maybe go over/make a tutorial going over how you make your assets (0:49), maybe a tutorial or a short? I really like the art style and i'm a beginner 3d artist looking to learn, cheers!
Thanks
lets go new devlog! love how the games going :) will you ever make a discord for Calamity?
Thanks
@@thatFain yeh that makes sense, i hope your doing okay with it! A diary would be super cool!! good idea, yeh i think discord would be good.
Gute arbeit : )
Thaanks 🖤🖤
I have an idea in mind for some particular levelling system. I don't know if its good or good for your game, but its weird so maybe it can interest you. When you go in a new zone (ex. a lv 30 zone), all the creatures are from that new level usually. The basic wolf, the basic boar, all the mobs of the area are stronger. But you are not forced to do that, you can have a lv 30 zone where all the basic wildlife is lv 10, but you can find corrupted bears or special ghost or whatever that are lv 20 or lv 25 or lv 30. So the player can visit the area even at lv 10, but he will need to sneak around and dont aggro the true lv 30 mobs. I think it adds realism, replayability of a zone (you can put a lv 50 mob in a lv 5 area and the player ideally will come back to it when he is lv 50), more freedom to roam around when low level, more need to be carefull and to know the areas before you go in it (so maybe you will have to check a map or warning signs or ask to some local guards for the local threats of the area). Dunno if its good or if its good for what you wanna do, it has of course drawbacks, but here it is for you
Thanks for sharing :) I always appreciate it when people take the time to share their ideas, its keeps me thinking about the systems and often adds a new perspective.
As for the idea I like it and also have something similiar planed already, I also want to have "mini bosses" roam the map, and also have some random events at specific times (for example high lvl blood wolves spawn at some nights etc).
But also I like the idea of adding some "normal" higher lvl mobs in the areas.
It will take a bit of time until I can truly test this out because I need some more enemies first ^^ but I definitely will test it out.
@@MrHocotateFreight its not the same because if you go to a lv 30 area, most of the mobs will not be lv 30 and then you will have a tribe of lv 30 trolls, in their own troll camps, a lot of them. So I dont think you can consider them just elite mobs, maybe you can consider them little open world dungeons but it is still a little different
Hype! :))))
🖤
ok
ok
the game looks incredible, but i would love to see some godrays (im no sure if it would work, but it souns cool)
Thanks 🖤
Yes I also want to add some more, there are some godrays in the game already, but they are very subtle at the moment, will need to test a bit around with that, because the lighting is not fix yet.
Game👍
Thanks :)