The reason instant death works in something like Hotline Miami, is because you have all the information around you, so you can just about always see where the thing that killed you came from. In first person you lose that. So instant deaths are going to feel really bad if you don't know where they came from. Something to help give information on where an attack might be coming from before it kills you would probably reduce frustration down the line. The first thought that comes to mind would be a map screen before each level showing the location of all the enemies. So even if you don't directly see the thing that killed you, you can look at the map and make a good guess and plan your next run more carefully. Maybe an X on the map showing where you died, and highlight the enemy on the map that killed you in the last run.
I love Hotline Miami as well. I'm seeing tons of "Devlog #0" videos from tons of indies without much follow-up, and many ultimately quit. But I hope to see more from this project. Looks very promising. Keep up the good work!
Appreciate all the shout outs to the other tutorials, its cool to see others share the knowledge. Also like the idea of quick/fast level design puzzles with bows and arrows, I guess if one hit kill gets to be much for players, you could have single use +1 HP items that they can pick up for certain routes? I'm sure you'll find whatever balances it out, wish you all the luck to finish your project
True. Players will always try to find the cheesiest way to deal with any situation. If a parry was added, it would have to at least in certain scenarios (possibly against certain enemies / attacks) be not just an option, but an essential mechanic. Kind of like how Sekiro forces you to learn enemy patterns to properly deflect, instead of giving you an easy way out by letting you attack spam or block indefinitely.
@@VikingLord2000 Players will use either the easiest or most efficient option, which are not necessarily the same. The trick for the dev is to make sure features that make things easier also make it more exciting; so for example in a game where the player has a health meter, health pickups are more fun than healing over time, or worse, a healing ability with a cooldown period. But I think it's also important to make a simpler easing feature not feel arbitrarily excluded, because that's frustrating for players who haven't and maybe won't reach the skill level to use the more fun and dangerous option. On that note, parrying _can_ be more exciting than static blocking, but that doesn't mean you should completely do away with blocking, just make the parry feature better than regular blocking if the player can pull it off. Breath of the Wild and Skyward Sword are both good at that - while I think BotW is by far the better game, SkSw has a more elegant approach to blocking with incentivized timed blocks. *TLDR: Parrying is good, but blocking isn't bad. Make concessions for low-skill and cautious players but encourage riskier behavior for those who can and dare to do it.*
I love both the game and art style, Hotline Miami is one of my favorites too. I don't know if you have any plans for this but please, PLEASE add b-hopping. I was waiting for that bunny hop at 08:00 after that nasty bow kill. Being able to carry out momentum would be awesome! Great job!!!
I follow a lot of Devlogs and yours is definitely one of my favorites. I like your pacing and the general script. I’m dipping my toes in learning programming and making games with Godot so I’m really looking forward to more videos from you!
Medieval Ultrakill! I honestly fell in love with Ultrakill and seeing games that followed Quake’s fast paced feel like it is just awesome. This is 100% on my wishlist lol I love this
Add traps such as pressure plates into ejecting spikes So you can learn to avoid them in your run! Also slide kicking enemies into spike walls sounds like such a cool feature. Enemy archers would also be cool. These could one hit kill or maybe need two shots setting you into a bleeding screen effect state when you get hit by the first one? Anyway love the project! Good luck :D
I feel like this had great presentation a brand new devlog. Watching all those other devlogs paid off! I'm looking forward to seeing how this game progresses.
Hi there, if you want them, here are some enimy ideas: 1. Tower shield enimy: he can only be killed from the back, so you have to either strafe arount or jump over him to kill him. 2. spear and shield enimy: Attacks when in mid range but the spear cant hit you if your right in his face. But he starts blocking if you get close so you cant hit him. The way to defeat him is to bait his attack in mid range, to then quickly move inside the safe range, killing him while the attack animation still needs to finish. 3. Berserker: jumps into the are to perform a slam attack telegraphed by a circle on the ground. He tries to lead the attack based on your current momentum so you have to change directions in time. 4. Suicide enimy: has a bomb he lights when he sees you. It has a set timer till it explodes and he runs after you. Know you have a couple of options. First you can just run away, but because the attacker himself is really fast this can be tricky. Secondly you can kill him. The bomb will still explode after the timer runs out, but will no longer run after you. Last but not least you can push him with the slide possibly into enimies but friendly fire works with all methods. 5. Ranged enimy: Year… I dont think i need to elaborate. 6. officer (dont have a great name) has a flintlock pistol he fires once before drawing a sword. You deside how the projectiles work but i imagine him having a fairly long aming time before firering but fith a fast projektile you cant dodge at the range he starts the attack. Your options when he starts aming are 1 moving futher away so you have enoutb time to dedge 2 move into cover since he cant cancel the aming or 3 charge him. This should be the toughest one with very tight timing, so high risk high reward. Ps: sorry for the errors in the the errors im not a native english speaker. Pps: I want to become a game designer one day so feedback is welcome lol
I'm glad youtube recommended this to me ! I'm also making a retro FPS (in UE5 but still), it's always a pleasure to take a look at another indie dev's workflow. I'll be looking forward to your next devlogs !
LESSSSS GOOOOOOOOOOOOOOOO FOUND ANOTHER HOTLINE MAIMI ENJOYER WOOOOOOOOOOO. On a more serious note the idea of this game is sooo good, you might wanna look into a game called shady kinght which is kinda like this but more emphasis on style (like devil may cry), also an idea I have for the game is to not include the sword at the start of a level but rather using the enviorment to get the first kill and steal the sword from the guard, it wouldnt be violent thief if you didnt steal anything :)
Your work speaks for itself and I think even at this stage you should be happy with what you've developed. Great job dude, seriously! I have subscribed and can't wait to see what you have going on in the future! P.S. Godot is freaking awesome! I'm glad to see another dev utilize this still underrated/under-utilized engine.
It already looks really cool, can't wait to see how it evolves!!! I want to get into game development and this kind of devlog really inspire me to do it, also love the idea of you making tutorials, Gadot looks like a great engine to get into game development
Dude the art style for the game is soooo good and I always get inspired when I see others making a PSX style game! I'm super inspired now and I'm going to work on my own game thanks lol! Keep up the amazing work!!!
Developing a game has been an idea I've been playing around with for a bit, really helpful seeing your workflow. Looking forward to future devlogs, and I appreciate the tutorial mentions. Only thing that feels off to me is the bow placement. Pretty sure if a person is right-handed, they hold the bow in the left hand and pull the string with the right hand.
Love the vibe of this and how you talked about your influences, goals, and workflow. I've been thinking about tinkering with Godot and your video has eased some anxiety about "throwing away" previous experience with Unity. It looks like a cool tool. Looking forward to keeping tabs on your development, best of luck seeing it through!
wow, that looks fantastic! Also, TIL about import scripts, I'll have to keep that in my back pocket I think making this kind of game in first person 3D offers some really interesting opportunities for scouting; maybe you can peek through a sewer grate, or down a machicolation, or look over a balcony to see what enemies are there before going downstairs and exiting the house. Or maybe you could use 3D audio to listen for enemies, or see an enemy's patrolling pattern from footsteps left in the dirt. Disguises that break upon attacking someone could also be cool; you could walk into the midst of an overwhelming group of enemies to fully understand their patrol paths, etc. so you know how to pick them off. As for health, I do like the high risk, as it encourages thoughtful engagement in the world. Maybe special bosses could require multiple hits to kill. And maybe the player could have an extra "wounded" state after taking 1 hit, where the next hit will kill but there is an opportunity to find a potion and heal somehow; I think that would create fun gameplay systems. Maybe it also slows down the player or tilts the fov a bit to further disincentivize getting hit at all. If the bow is meant to be really strong, maybe you could make it so you can retrieve missed arrows, add a UI to help you aim, or make them very slightly homing; it would suck if you wasted your powerup because of difficulty lining up a shot in first person.
I'm really glad to see more 3d devs getting into godot. It's the little-engine-that-could and I believe it continues to show promise as a competitor against unity and unreal. As far as one-hit-kill stuff goes, I'd suggest some kind of armor system kind of like quake/doom powerups, where you pick up an armor type that gives you a few more hits until it's useless/you die. It could end up being a useful tool for getting through different enemy types in later levels. I also want to suggest an arrow recovery system, where if you manage to take someone down with an arrow in a certain part of their body (like where their armor would be less effective) the arrow would be recoverable, such as a neck or armpit. It might be a bit more complex than what you're going for but it could make for a fun reward for the more skilled players.
Regarding 1-hit kills, in Hotline Miami, the player has a lot of awareness due to the bird's-eye perspective. This lends greatly to the player's ability to reason about the situation, create a plan, and execute. This allows the room for mistakes to be quite low and also allows for extreme punishment. In this game, the perspective is first person, so the awareness is much more limited. A player may be flanked or surrounded without even realizing it at first. This is somewhat similar to games like Overwatch where an ambush can occur. For this reason, I advocate to have the player character to endure about 3 hits before dying, to give a bit of lee-way regarding their survivability and plan-making in emergent scenarios.
Sound cool! Looks great! Can't wait to see where you go with it. Some thoughts... You should change the double foot slide to a single foot out and the other bent beneath the player to help explain how they jump back up so quickly. It might be fun to expand the movement set to include wall running, flips, etc. Maybe even expanding the items and level design to reflect this - launching yourself with a spear like a pole vaulter, using a whip or grappling hook to traverse gaps that allow you to complete a level faster, having a large hammer that can smash into walls to make new routes or a large axe that you can use to chop locked doors or cut into wooden walls to climb up. If you make these items unlockable, then you can greatly increase the replayability of your game. If you introduce interactions between different weapons and items in the level (like, having a sword and shield allows you to defend and maybe slide on your shield to go further or faster, but a bow and shield allow you to spin to defend yourself while firing your bow at enemies far away. OR different armour types make you faster or slower or more able to take certain types of hits without slowing down... OR using certain weapons and hitting them into fire on the level allows you to set them on fire and burning enemies makes them run at other enemies and away from you, meaning they might set others on fire... go crazy with it). Maybe reward-style points, like getting a bow kill while upside-down in the air give you a higher score or make the enemy drop better items or something better than just standing and killing them. Maybe look at games like SUPERHOT, Mirrors Edge and the crazy movements people learned to do in Team Fortress Classic with the conc jump. I think making it fast-paced and very easy for players to create new strategies/routes for completing a level in interesting ways will make it a stronger game (I'd design levels with simple routes on the ground floor, that are long and slower, maybe you have to go through lots of doors. But, then have routes over the top that are quicker, but require the player to be skilled enough to get access to while also getting the kills required.). Reward inventive and crazy kills. Reward fast-paced level completion. Accept that you can't possibly know what the player will do and lean into that by giving players plenty of opportunities to do new things. Do all that and you'll have a speed-running classic on your hands. I'll be interested to see how you will give the information about enemy locations you get in Hotline Miami to a player who can't see through walls. I imagine you'll have to make enemy movement very easy to predict and let the randomness come from how the player tries to complete the level. Great stuff!
Looks like an interesting project! I feel like this concept can definitely work but you do have some challenges ahead of you when it comes to design. For example: The reason why Hotline Miami works so well with the puzzle-like approach is because it's top-down, and you can see to adjacent rooms, and see enemy patrols clearly. In first-person perspective this becomes more challenging. If you plan to make the game more puzzle-like instead of just run-and-gun (run-and-stab? :D), this I feel like will be your number one most challenging thing to get right. I wish you all the best in this endeavor however, and remember: If it doesn't work, sometimes it's better to just kill your darlings and adapt. Focus on what actually makes your game fun, rather than holding onto an idea you had on day zero. Nevertheless, good work! Excited to see where this is going!
thanks for linking all the nice tutorials and pages. I really hope you do make the tutorials you talked about, especially the one about the doors, that sounds crazy. also the game looks very fun and loving it so far, can't wait to see what this develops into.
Hahaha, I am your 500th subscriber, really nice video, I really enjoyed it because you showcased some features that I haven't used yet. Keep up the good work, this looks super cool!
Amazing job, will be following this closely! I also just started a solo dev project with a planned similar art style, and your devlog gives me such a boost of motivation. I'm also working as a more 'general' software engineer, but I used to work in the games industry for a couple of years before then. It was another random devlog that sparked my motiviation enough to get back to doing some game dev on the side, it's so much fun. I wish you the best of luck and you got yourself a sub.
Looks awesome! Seems like a sound proof of concept with a unique take on visual style. I do see one thing that could hurt the player experience in the core game loop is picking up the sword at the beginning of each run. The core loop wants to be fast paced but having to pick up the weapon each time you start breaks that loop. Looking forward to release!
I would love to see a tutorial to create something similar to your blood decal effect! Overall, this was great to see. I've been starting out with game development myself, but I've been shying away from dev logs for the time being. Maybe I'll give it a try eventually.
omg this is so cool. i love this type of games, with the low poly ,pixelated graphics. i dont know man, i've some kind of love for this particular style. Must be that i grew with these graphics xD definitely gonna follow the progress on this project. im starting to get into game developing too.
Please don't stop the outpuit on these videos. I've learned so much from you! Love the videos and I also like the games that have influenced you. Looking forward to the release of your game.
Very cool, I love the idea and visuals, it's definitely similar to ideas I've had before. The headsway or tilting of the camera as the character looks super cool I've always wanted to implement that into a game ever since playing Dusk and Ultrakill.
I'd recommend keeping the low time to kill, 1 or 2 hits, but add in some kind of parry or blocking (preferably timing based, to keep up the frenetic gameplay aesthetic). Also, let me know if you want me to make some animations for you, I've been working on a first person melee game for a while now (with a player body and all the challenges that comes with it), and I think I could help.
The first portion of this lands well. My first thought was "This looks fun to play" so you are nailing this! My feedback for the instant death, that really will depend on player skill. Maybe have a parry stun or have a 2 hit system of the player. Hot line works well because I can always see the enemy but in POV I can't see if there is a guy behind me so you could do a "red screen heart beat" timer to get the hell out of there before the next hit puts you down. With the rapid verticality and fast traversal, traps for instant kills should be solid enough to go "Well I stepped on a trap so that's my bad" Player deaths need to always be the players fault. Looking forward to more progress!
as an fps bow nerd i'll make 2 suggestions:- 1. position the bow horizontally under the crosshair, you'll be able to see more of the stage 2. make the arc of the arrow flatter. it really should fly fast and low, but right now it's looking like a lob. that's all. cool video, subscribed.
At 8:55 it will be nice if you put a detailed analysis of how you solved that third-vector-arrow problem in maybe a seperate video or in this series...❤
Would love to see a parry mechanic when you go further into the combat. Seems perfect for a system that can benefit the reaction and skill half of your game.
This looks like a fun project! I thought of a fix for the arrow speed if you want a less janky one, so here's a quick physics lesson: Speed is relative. The arrow isn't moving slower, you're just moving WITH the arrow, making it SEEM slower. A quick and realistic fix for this is to make the projectile start out by inheriting the player's velocity before applying other forces to it. I know this is unsolicited advice, but I hope it helps!
This looks dope! If all enemies being 1-hit starts feeling trivial, you could make stronger enemies where they need a couple hits, where before the final blow it lops off an arm or knocks off a piece of their armour, exposing their weak point
Really fun idea for a game tbh. I think it would be a good idea to make some queues from immersive sim games and give the players multiple options to complete levels. Stuff like being able to activate traps, using physics interactions to drop stuff on people, idk stuff like that is really cool and would probably fit pretty well I think
Its been awhile so you may not see this, and this really doesn’t affect gameplay, so it probably doesn’t matter, but I know people who use archery in real life will recognize it, so it’s worth mentioning: When using a sword, you hold it with your dominant hand (obviously), so we can see this character is right-handed. However, you hold a bow with your other hand, and draw the bow back and fire it with your dominant hand.
This seems really cool so far, I'm exited to see where this goes. Maybe instead of one-hit you could experiment with some sort of two hitpoint system like you can tank one hit but a second one will knock you. I think something like that would maintain the quick ttk and still leave some room for complexity as far as a health system goes.
Hell yeah, I love devlogs too but I struggle to find ones that interests me, this seems really cool, good luck with the game and the series! EDIT: I'm aware I'm a month late so sorry if 100 other people have said this, but the arrow shooting feeling "slow" when you move forward is because the arrow should inherit the players velocity right? If I run forwards and throw something irl that thing is moving how fast I threw it + how fast I was running. Same with any other direction.
The reason instant death works in something like Hotline Miami, is because you have all the information around you, so you can just about always see where the thing that killed you came from. In first person you lose that. So instant deaths are going to feel really bad if you don't know where they came from. Something to help give information on where an attack might be coming from before it kills you would probably reduce frustration down the line. The first thought that comes to mind would be a map screen before each level showing the location of all the enemies. So even if you don't directly see the thing that killed you, you can look at the map and make a good guess and plan your next run more carefully. Maybe an X on the map showing where you died, and highlight the enemy on the map that killed you in the last run.
Or effective sound effects, a sound each enemy makes a second or two before an attack. With highly spacialized audio
@@hugofergusson I though of audio cues too.
give him a fairy or amulet that warns the player like a rhythm/arkham alert.
@@tormxnta Hello! Look! Hey! Listen!
Could just pan the camera to look at the enemy that killed you
Love to see the workflow as somebody looking to start a godot project of their own
I love Hotline Miami as well. I'm seeing tons of "Devlog #0" videos from tons of indies without much follow-up, and many ultimately quit. But I hope to see more from this project. Looks very promising. Keep up the good work!
Super enjoyable devlog, Jake! Awesome to see the project made in Godot. Looking forward to the future of it.
Appreciate all the shout outs to the other tutorials, its cool to see others share the knowledge. Also like the idea of quick/fast level design puzzles with bows and arrows, I guess if one hit kill gets to be much for players, you could have single use +1 HP items that they can pick up for certain routes? I'm sure you'll find whatever balances it out, wish you all the luck to finish your project
legit awesome, glad to hear you're adding bhopping! so hyped!
Looks great, awesome work, add a parry mechanic but not a block mechanic for the combat if you're still on the one hit kill approach
I love that idea! Parry would be a great way to add a defensive element without slowing things down
@@Blargis3dplayers will always use the easiest+boring option
True. Players will always try to find the cheesiest way to deal with any situation. If a parry was added, it would have to at least in certain scenarios (possibly against certain enemies / attacks) be not just an option, but an essential mechanic. Kind of like how Sekiro forces you to learn enemy patterns to properly deflect, instead of giving you an easy way out by letting you attack spam or block indefinitely.
@@VikingLord2000 Players will use either the easiest or most efficient option, which are not necessarily the same. The trick for the dev is to make sure features that make things easier also make it more exciting; so for example in a game where the player has a health meter, health pickups are more fun than healing over time, or worse, a healing ability with a cooldown period.
But I think it's also important to make a simpler easing feature not feel arbitrarily excluded, because that's frustrating for players who haven't and maybe won't reach the skill level to use the more fun and dangerous option. On that note, parrying _can_ be more exciting than static blocking, but that doesn't mean you should completely do away with blocking, just make the parry feature better than regular blocking if the player can pull it off. Breath of the Wild and Skyward Sword are both good at that - while I think BotW is by far the better game, SkSw has a more elegant approach to blocking with incentivized timed blocks.
*TLDR: Parrying is good, but blocking isn't bad. Make concessions for low-skill and cautious players but encourage riskier behavior for those who can and dare to do it.*
@@VikingLord2000 Unless you dish out style points for not-boring ways to play (tm).
I love both the game and art style, Hotline Miami is one of my favorites too. I don't know if you have any plans for this but please, PLEASE add b-hopping. I was waiting for that bunny hop at 08:00 after that nasty bow kill. Being able to carry out momentum would be awesome! Great job!!!
100% plan on adding b-hopping, acceleration / momentum. Glad to hear there are folks that care about this!
seconding this, having in depth movement mechanics really extends the longevity of a game and makes them so fun. Speedrunning etc
I follow a lot of Devlogs and yours is definitely one of my favorites. I like your pacing and the general script. I’m dipping my toes in learning programming and making games with Godot so I’m really looking forward to more videos from you!
As a devlog fan myself, this means a lot to me. Thank you!!
Really awesome devlog! I look forward to seeing how this project comes out!
never really see melee focused games now, this was nice. game looks great keep it up !
I know, it makes me sad...
Medieval Ultrakill! I honestly fell in love with Ultrakill and seeing games that followed Quake’s fast paced feel like it is just awesome. This is 100% on my wishlist lol I love this
Add traps such as pressure plates into ejecting spikes So you can learn to avoid them in your run! Also slide kicking enemies into spike walls sounds like such a cool feature. Enemy archers would also be cool. These could one hit kill or maybe need two shots setting you into a bleeding screen effect state when you get hit by the first one?
Anyway love the project! Good luck :D
I feel like this had great presentation a brand new devlog. Watching all those other devlogs paid off! I'm looking forward to seeing how this game progresses.
oh how far you've come
Sweet!!! Love the concept and art! Deff will be following along your dev logs
A game like this definitely supports a one hit kill style. Big fan of this and the progress made, excellent work!
Hi there, if you want them, here are some enimy ideas:
1. Tower shield enimy: he can only be killed from the back, so you have to either strafe arount or jump over him to kill him.
2. spear and shield enimy: Attacks when in mid range but the spear cant hit you if your right in his face. But he starts blocking if you get close so you cant hit him. The way to defeat him is to bait his attack in mid range, to then quickly move inside the safe range, killing him while the attack animation still needs to finish.
3. Berserker: jumps into the are to perform a slam attack telegraphed by a circle on the ground. He tries to lead the attack based on your current momentum so you have to change directions in time.
4. Suicide enimy: has a bomb he lights when he sees you. It has a set timer till it explodes and he runs after you. Know you have a couple of options. First you can just run away, but because the attacker himself is really fast this can be tricky. Secondly you can kill him. The bomb will still explode after the timer runs out, but will no longer run after you. Last but not least you can push him with the slide possibly into enimies but friendly fire works with all methods.
5. Ranged enimy: Year… I dont think i need to elaborate.
6. officer (dont have a great name) has a flintlock pistol he fires once before drawing a sword. You deside how the projectiles work but i imagine him having a fairly long aming time before firering but fith a fast projektile you cant dodge at the range he starts the attack. Your options when he starts aming are 1 moving futher away so you have enoutb time to dedge 2 move into cover since he cant cancel the aming or 3 charge him. This should be the toughest one with very tight timing, so high risk high reward.
Ps: sorry for the errors in the the errors im not a native english speaker.
Pps: I want to become a game designer one day so feedback is welcome lol
You are the first Gdev YT whome which I'll follow full journey...
Keep the good work going...
Love from India 🇮🇳💗☺️
I always wanted to have a Quake look on the game a developing with a friend, and you did it 🤯
Looks great. The world needs more of this exact type of game. I'm gonna subscribe. I like the art and graphics just as they are. I find it comforting.
Sir, you win a new suscriber! the wall jumping and the slide was a really interesting concept to see in this kind of game.
I grew up on Doom, Quake, and Thief, and I'm a Godot guy so everything about this game looks right up my alley.
I'm glad youtube recommended this to me ! I'm also making a retro FPS (in UE5 but still), it's always a pleasure to take a look at another indie dev's workflow. I'll be looking forward to your next devlogs !
Cannot wait to see this come to fruition, this seems right up my alley.
Your early polish is seriously impressive, I love the sliding
Happy to see it being made with Godot! Good luck on the Journey ahead friend.
Finally a Godot devlog! Subscribed. Game looks great too.
It's like if Thief and Hotline Miami had a baby! Great stuff.
LESSSSS GOOOOOOOOOOOOOOOO FOUND ANOTHER HOTLINE MAIMI ENJOYER WOOOOOOOOOOO. On a more serious note the idea of this game is sooo good, you might wanna look into a game called shady kinght which is kinda like this but more emphasis on style (like devil may cry), also an idea I have for the game is to not include the sword at the start of a level but rather using the enviorment to get the first kill and steal the sword from the guard, it wouldnt be violent thief if you didnt steal anything :)
Whoah, I had never heard of the Shady Knight game, looks awesome! I also really like the idea of starting without a sword :)
This idea is fantastic. Really inspiring stuff! I'm excited to start my first steps in godot and see where your project ends up as well! Best of luck
i don't know anything about programming but this looks really cool, excited too see what's coming next
Your work speaks for itself and I think even at this stage you should be happy with what you've developed. Great job dude, seriously!
I have subscribed and can't wait to see what you have going on in the future!
P.S. Godot is freaking awesome! I'm glad to see another dev utilize this still underrated/under-utilized engine.
It already looks really cool, can't wait to see how it evolves!!! I want to get into game development and this kind of devlog really inspire me to do it, also love the idea of you making tutorials, Gadot looks like a great engine to get into game development
POV: Garret got crazy and started to kill every guard on the mission
Good game, perfect devlog - keep it up
Amazing. Excited to follow along.
Love and blessings!
Great start. Started as well with Godot a while back and watching tons of dev logs to gain more knowledge
first good devlog ive seen in months
Dude, this is awesome. Might have to start making my own GameDevs, definitely gonna follow the journey!
Dude the art style for the game is soooo good and I always get inspired when I see others making a PSX style game! I'm super inspired now and I'm going to work on my own game thanks lol! Keep up the amazing work!!!
Woohoo! So glad you liked the art style and found the video inspiring!! Good luck with your game!
exited for this, i love fps games that are more like a puzzle than a power trip.
It also gives me that super hot vibe for some reason, even though it's not that kind of a game. Great video. Keep em coming😮
Developing a game has been an idea I've been playing around with for a bit, really helpful seeing your workflow. Looking forward to future devlogs, and I appreciate the tutorial mentions. Only thing that feels off to me is the bow placement. Pretty sure if a person is right-handed, they hold the bow in the left hand and pull the string with the right hand.
cant wait to see the next devlog
This is such an amazing Idea, I wish you the best of luck! I'm interested in this project.
can't wait to watch this... been dying for a melee FPS for a long time, especially if it's a coop RPG.
The movement mechanics look awesome man!! Can't wait to see more :D
This looks like an excellent start to your game. Good luck with it!
Super cool, love the design choices, stick with your gut.
Looks great bro
Well this looks cool as all hell. Excited to see where this progresses!
Love the vibe of this and how you talked about your influences, goals, and workflow. I've been thinking about tinkering with Godot and your video has eased some anxiety about "throwing away" previous experience with Unity. It looks like a cool tool. Looking forward to keeping tabs on your development, best of luck seeing it through!
wow, that looks fantastic! Also, TIL about import scripts, I'll have to keep that in my back pocket
I think making this kind of game in first person 3D offers some really interesting opportunities for scouting; maybe you can peek through a sewer grate, or down a machicolation, or look over a balcony to see what enemies are there before going downstairs and exiting the house. Or maybe you could use 3D audio to listen for enemies, or see an enemy's patrolling pattern from footsteps left in the dirt. Disguises that break upon attacking someone could also be cool; you could walk into the midst of an overwhelming group of enemies to fully understand their patrol paths, etc. so you know how to pick them off.
As for health, I do like the high risk, as it encourages thoughtful engagement in the world. Maybe special bosses could require multiple hits to kill. And maybe the player could have an extra "wounded" state after taking 1 hit, where the next hit will kill but there is an opportunity to find a potion and heal somehow; I think that would create fun gameplay systems. Maybe it also slows down the player or tilts the fov a bit to further disincentivize getting hit at all.
If the bow is meant to be really strong, maybe you could make it so you can retrieve missed arrows, add a UI to help you aim, or make them very slightly homing; it would suck if you wasted your powerup because of difficulty lining up a shot in first person.
Love these ideas. Appreciate it!
It's inspiring to see how far the game went in almost a year
This is so cool, can't wait to play it one day!
Great quality for such a small channel, good luck on your journey from another blender and game dev fanatic!
I'm really glad to see more 3d devs getting into godot. It's the little-engine-that-could and I believe it continues to show promise as a competitor against unity and unreal. As far as one-hit-kill stuff goes, I'd suggest some kind of armor system kind of like quake/doom powerups, where you pick up an armor type that gives you a few more hits until it's useless/you die. It could end up being a useful tool for getting through different enemy types in later levels. I also want to suggest an arrow recovery system, where if you manage to take someone down with an arrow in a certain part of their body (like where their armor would be less effective) the arrow would be recoverable, such as a neck or armpit. It might be a bit more complex than what you're going for but it could make for a fun reward for the more skilled players.
Regarding 1-hit kills, in Hotline Miami, the player has a lot of awareness due to the bird's-eye perspective. This lends greatly to the player's ability to reason about the situation, create a plan, and execute. This allows the room for mistakes to be quite low and also allows for extreme punishment.
In this game, the perspective is first person, so the awareness is much more limited. A player may be flanked or surrounded without even realizing it at first. This is somewhat similar to games like Overwatch where an ambush can occur. For this reason, I advocate to have the player character to endure about 3 hits before dying, to give a bit of lee-way regarding their survivability and plan-making in emergent scenarios.
Sound cool! Looks great! Can't wait to see where you go with it.
Some thoughts...
You should change the double foot slide to a single foot out and the other bent beneath the player to help explain how they jump back up so quickly.
It might be fun to expand the movement set to include wall running, flips, etc. Maybe even expanding the items and level design to reflect this - launching yourself with a spear like a pole vaulter, using a whip or grappling hook to traverse gaps that allow you to complete a level faster, having a large hammer that can smash into walls to make new routes or a large axe that you can use to chop locked doors or cut into wooden walls to climb up. If you make these items unlockable, then you can greatly increase the replayability of your game. If you introduce interactions between different weapons and items in the level (like, having a sword and shield allows you to defend and maybe slide on your shield to go further or faster, but a bow and shield allow you to spin to defend yourself while firing your bow at enemies far away. OR different armour types make you faster or slower or more able to take certain types of hits without slowing down... OR using certain weapons and hitting them into fire on the level allows you to set them on fire and burning enemies makes them run at other enemies and away from you, meaning they might set others on fire... go crazy with it). Maybe reward-style points, like getting a bow kill while upside-down in the air give you a higher score or make the enemy drop better items or something better than just standing and killing them.
Maybe look at games like SUPERHOT, Mirrors Edge and the crazy movements people learned to do in Team Fortress Classic with the conc jump. I think making it fast-paced and very easy for players to create new strategies/routes for completing a level in interesting ways will make it a stronger game (I'd design levels with simple routes on the ground floor, that are long and slower, maybe you have to go through lots of doors. But, then have routes over the top that are quicker, but require the player to be skilled enough to get access to while also getting the kills required.). Reward inventive and crazy kills. Reward fast-paced level completion. Accept that you can't possibly know what the player will do and lean into that by giving players plenty of opportunities to do new things. Do all that and you'll have a speed-running classic on your hands.
I'll be interested to see how you will give the information about enemy locations you get in Hotline Miami to a player who can't see through walls. I imagine you'll have to make enemy movement very easy to predict and let the randomness come from how the player tries to complete the level.
Great stuff!
that dungeon generator geonode setup is really cool
it looks so cool brah, good luck!
This is awesome man, best of luck on this project 🔥
Looks like an interesting project! I feel like this concept can definitely work but you do have some challenges ahead of you when it comes to design.
For example: The reason why Hotline Miami works so well with the puzzle-like approach is because it's top-down, and you can see to adjacent rooms, and see enemy patrols clearly. In first-person perspective this becomes more challenging. If you plan to make the game more puzzle-like instead of just run-and-gun (run-and-stab? :D), this I feel like will be your number one most challenging thing to get right. I wish you all the best in this endeavor however, and remember: If it doesn't work, sometimes it's better to just kill your darlings and adapt. Focus on what actually makes your game fun, rather than holding onto an idea you had on day zero. Nevertheless, good work! Excited to see where this is going!
thanks for linking all the nice tutorials and pages. I really hope you do make the tutorials you talked about, especially the one about the doors, that sounds crazy.
also the game looks very fun and loving it so far, can't wait to see what this develops into.
not sure why this got recommended to me, but I look forward to seeing the progress :)
Hahaha, I am your 500th subscriber, really nice video, I really enjoyed it because you showcased some features that I haven't used yet. Keep up the good work, this looks super cool!
I am usually more an RPG-Guy, but I love this art style!
Amazing job, will be following this closely!
I also just started a solo dev project with a planned similar art style, and your devlog gives me such a boost of motivation.
I'm also working as a more 'general' software engineer, but I used to work in the games industry for a couple of years before then. It was another random devlog that sparked my motiviation enough to get back to doing some game dev on the side, it's so much fun.
I wish you the best of luck and you got yourself a sub.
Looks awesome! Seems like a sound proof of concept with a unique take on visual style. I do see one thing that could hurt the player experience in the core game loop is picking up the sword at the beginning of each run. The core loop wants to be fast paced but having to pick up the weapon each time you start breaks that loop. Looking forward to release!
Damn, that looks great! Fortune to your hobby
Look good, man! Keep it up! Inspiring.
You, my friend, have been gifted with a calming narrator voice! Cool stuff, you've going on there. Excited to see more progress! Keep it up :)
Loving the look of the game!
Really cool video. I look forward to seeing more!
I would love to see a tutorial to create something similar to your blood decal effect!
Overall, this was great to see. I've been starting out with game development myself, but I've been shying away from dev logs for the time being. Maybe I'll give it a try eventually.
The game looks really fun! Keep it up, i would totally buy the it :)
Looks great, I love games with these art styles. Deserved sub))
This is the biggest vouch for godot I've come across.. I'm gonna put the time in to learn it
Amazing. I love the aesthetic of it :) I'm feeling inspired.
This makes me think of some beautiful crisscross between the Elder Scrolls Oblivion and Quake, looks so awesome. Good luck on your GameDev journey!
omg this is so cool. i love this type of games, with the low poly ,pixelated graphics. i dont know man, i've some kind of love for this particular style. Must be that i grew with these graphics xD
definitely gonna follow the progress on this project. im starting to get into game developing too.
Please don't stop the outpuit on these videos. I've learned so much from you! Love the videos and I also like the games that have influenced you. Looking forward to the release of your game.
Very cool, I love the idea and visuals, it's definitely similar to ideas I've had before. The headsway or tilting of the camera as the character looks super cool I've always wanted to implement that into a game ever since playing Dusk and Ultrakill.
I'd recommend keeping the low time to kill, 1 or 2 hits, but add in some kind of parry or blocking (preferably timing based, to keep up the frenetic gameplay aesthetic). Also, let me know if you want me to make some animations for you, I've been working on a first person melee game for a while now (with a player body and all the challenges that comes with it), and I think I could help.
I'm interested! Please send me an email: blargis3d@gmail.com
@@Blargis3d oh wow I didn't see this, I'll send you an email hopefully you're still interested lol
The first portion of this lands well. My first thought was "This looks fun to play" so you are nailing this! My feedback for the instant death, that really will depend on player skill. Maybe have a parry stun or have a 2 hit system of the player. Hot line works well because I can always see the enemy but in POV I can't see if there is a guy behind me so you could do a "red screen heart beat" timer to get the hell out of there before the next hit puts you down. With the rapid verticality and fast traversal, traps for instant kills should be solid enough to go "Well I stepped on a trap so that's my bad" Player deaths need to always be the players fault. Looking forward to more progress!
Great points and great ideas. Appreciate it!
definitely some interesting stuff going on
as an fps bow nerd i'll make 2 suggestions:-
1. position the bow horizontally under the crosshair, you'll be able to see more of the stage
2. make the arc of the arrow flatter. it really should fly fast and low, but right now it's looking like a lob.
that's all. cool video, subscribed.
At 8:55 it will be nice if you put a detailed analysis of how you solved that third-vector-arrow problem in maybe a seperate video or in this series...❤
That's a good idea!
Would love to see a parry mechanic when you go further into the combat. Seems perfect for a system that can benefit the reaction and skill half of your game.
This looks like a fun project! I thought of a fix for the arrow speed if you want a less janky one, so here's a quick physics lesson: Speed is relative. The arrow isn't moving slower, you're just moving WITH the arrow, making it SEEM slower. A quick and realistic fix for this is to make the projectile start out by inheriting the player's velocity before applying other forces to it. I know this is unsolicited advice, but I hope it helps!
looks dope
i like the in-engine footage
Very good 👍
This looks dope! If all enemies being 1-hit starts feeling trivial, you could make stronger enemies where they need a couple hits, where before the final blow it lops off an arm or knocks off a piece of their armour, exposing their weak point
Really fun idea for a game tbh. I think it would be a good idea to make some queues from immersive sim games and give the players multiple options to complete levels. Stuff like being able to activate traps, using physics interactions to drop stuff on people, idk stuff like that is really cool and would probably fit pretty well I think
dude I love stuff like this
This looks so lovely!
Its been awhile so you may not see this, and this really doesn’t affect gameplay, so it probably doesn’t matter, but I know people who use archery in real life will recognize it, so it’s worth mentioning:
When using a sword, you hold it with your dominant hand (obviously), so we can see this character is right-handed. However, you hold a bow with your other hand, and draw the bow back and fire it with your dominant hand.
It's like pre-alpha medieval ultrakill lol. I'll be following this.
This seems really cool so far, I'm exited to see where this goes. Maybe instead of one-hit you could experiment with some sort of two hitpoint system like you can tank one hit but a second one will knock you. I think something like that would maintain the quick ttk and still leave some room for complexity as far as a health system goes.
Hell yeah, I love devlogs too but I struggle to find ones that interests me, this seems really cool, good luck with the game and the series!
EDIT: I'm aware I'm a month late so sorry if 100 other people have said this, but the arrow shooting feeling "slow" when you move forward is because the arrow should inherit the players velocity right? If I run forwards and throw something irl that thing is moving how fast I threw it + how fast I was running. Same with any other direction.