When I'm very very old, I want to impress my friends at the weekend by streaming No damage runs of Mushido AND Pagodamonium!
@ViridianMaridian2 жыл бұрын
"Sakurai now has the exact same job as me" omg that killed me
@globalistgamer64182 жыл бұрын
*A new foe has appeared!*
@abcdentminded2 жыл бұрын
I can't tell you how wide I grinned when the character's wings came out during the crouch jump
@abcdentminded2 жыл бұрын
They don't ever have to see the light of day but I hope the eventual animation conveyance solution involves cellphone footage of Matthew pretending to be a bug
@subi7o2 жыл бұрын
Context Sensitivity fwiw was the most interesting discussion I've ever seen in gaming, I say that as someone who reads and writes on a lot of game design theory and heady concepts. Such a genuinely deep concept, which now I can't unsee when playing games now. Just wanted to say thanks for taking so much time and care making that video; imo your best piece yet.
@ThePsuedo2 жыл бұрын
The first time I remember someone mentioning context sensitivity was Mark Brown(GMTK) when he was critiquing Red Dead Redemption 2
@gusonian86372 жыл бұрын
It was amazing, do you have any other game design stuff that you consider amazing that you could link? Always interested in more stuff
@wari652 жыл бұрын
For the too many frames of animation on the Flea, it might be worth looking at the GDC talk "Making Fluid and Powerful Animations For 'Skullgirls'". It goes over this exact same problem, and how they try to get the most out of as few frames as possible
@zacharybrown30102 жыл бұрын
When you mentioned a slow grizzled samurai who moves with some heft, I immediately thought of the walking animations of Nagoriyuki, a character in Guilty Gear Strive. He's unique in that game in that he's the only character who can't run, double jump or air dash, and his ready stance with his weapon drawn looks really cool too.
@zacharybrown30102 жыл бұрын
In fightan games, a "link" is when you wait for an attack animation to end entirely before starting another attack. And a "cancel" is when you 'cancel' the animation of your first attack by immediately starting a follow-up attack. They're easy enough to keep straight if you think of them that way, "link" isn't a very illustrative term but fortunately for us "cancel" is, at least in the context of "links vs cancels"
@karpopper2 жыл бұрын
that's why its way harder to do combos in street fighter which has more links compared to guilty gear which has more cancels.
@andresgomez88062 жыл бұрын
@@karpopper Well technically, in Guilty Gear those are chains. They're pre-written to chain into each other. A cancel would be more like canceling a punch into a special move.
@utuberz1234567892 жыл бұрын
links are really easy to remember when you try doing combos in street fighter and a 3 frame link is a generous amount of time.
@Nofixdahdress2 жыл бұрын
@@andresgomez8806 No, we refer to them as cancels or gatlings. You are canceling the recovery of one move into the startup of another. What you're calling a "chain" would describe a target combo (such as being able to cancel Light Punch into Medium Punch in Street Fighter, despite those moves typically not being able to cancel their recovery) or strings, such as how Tekken or Mortal Kombat have a preset series of moves that pushing buttons in a particular order will give you, despite those moves not typically being accessible from that button (or at all.) The three basic types of button combo systems in fighting games are Links (Street Fighter,) Cancels/Gatlings (Guilty Gear, though Strive in particular uses a combination of Cancels and Links and has much stricter Cancel rules than most anime fighters,) and Strings (Tekken and MK.)
@zacharybrown30102 жыл бұрын
@@andresgomez8806 idk if that's true about guilty
@username4492 жыл бұрын
On the Picross stream the artist said she wasn't happy with the look of the fleas at the time. Please let her know if the whole game looks as good as those fleas it will be a gorgeous looking game.
@matthewmatosisextra2 жыл бұрын
She says thanks.
@awesomefacts1012 жыл бұрын
The enemy ai is probably the most exciting thing I saw in this. It would be so cool to play mind games with your enemies and baiting them into certain attacks so you can kill them, or make them kill each other or something like that based on your stance
@frankkubrick8652 жыл бұрын
Love seeing your progress, you have come so far in such a short amount of time!
@kydeas49812 жыл бұрын
I know these are programmer assets and you don't really post these videos to fish for compliments but that looping impulses / "stancing" system (gaining the ability to walk backwards while holding the attack button) already looks fucking great. Looks very satisfying.
@huge_letters2 жыл бұрын
unrelated topic but just wanted to thank you for your videos - I've watched you for some time but recently I've rewatched a lot of your videos and my opinion on them has improved drastically and I appreciate your insight into gaming much much more. I really wanted to express my gratitude, I love the way you make me feel and think about gaming
@utuberz1234567892 жыл бұрын
"Temper your expect-" HOLY SHIT WE'VE GOT A CHARACTER SPRITE
@barryherbers60902 жыл бұрын
"The movement speed is quite slow, and that's deliberate." I'm fucking sold. Kinda sad every action game feels like it has to be snappy. I loved the methodical pace in Demon's Souls, and I wish more games would experiment with that
@matthewmatosisextra2 жыл бұрын
If that part's appealing to you, you should definitely try the new Ghosts 'n Goblins. I know I've recommended it a lot already but it's worth saying.
@m.z66102 жыл бұрын
I can't keep myself from laughing every time Matt says "goblike"
@henri31702 жыл бұрын
That complex enemy behaviour is super interesting
@BynineStudio2 жыл бұрын
i'm loving how the enemy reacts to the state the player is in! i know you mentioned not wanting to have too many animations per enemy but, in order to convey to the player why the flea isn't jumping, maybe it could look apprehensive (rear back and shudder?) while you have your sword drawn
@matthewmatosisextra2 жыл бұрын
Yeah I forgot to mention this in the video but I'd like if the flea had the ability to shuffle backwards or forwards very slowly. This would be useful if they're waiting for the player to make a move but it would have another use too, when they land on the edge of a platform with their feet hanging in the air it looks pretty weird when they jump so it would be nice if they shuffled around until they had proper footing. I still don't know how much work each enemy will take to make though so we're using a priority system to determine which actions get made first. The shuffle would be nice but seems like a lower priority thing.
@adamkahmann29372 жыл бұрын
I know the sprite work is far from finished, but I want to say what you have now is a really good start! I'm really excited to see the final version.
@gamesalot2 жыл бұрын
Always happy to see more of your game making journey
@manny26842 жыл бұрын
Man I love your channel, take all the time you need, your videos are worth it.
@RoboGuy2K2 жыл бұрын
I think designing a game where even the creator who knows all the ins and outs of it, can be surprised and pulled in, is very impressive.
@serpentingestor32 жыл бұрын
thanks for the update!
@itsgeal2 жыл бұрын
The fact that you had fun with the very early version is good! It means there's some nugget of fun gameplay you've created, so now you just need to be able to polish that nugget to make it shine. There's a saying passed around in game development, which is "if you can make 30 seconds of fun, you can stretch those 30 seconds out into a whole game"
@gusonian86372 жыл бұрын
I wouldn’t say stretch, rather grow and iterate. A seed may grow into a flower, but the flower is only interesting if every leaf isn’t a carbon copy of the next and former.
@DATskorge2 жыл бұрын
@@gusonian8637 yeah stretch has a bad connotation but I think the correct spirit was there, just not the phrasing.
@WillBoy1822 жыл бұрын
If you want there to be a delay on every attack maybe you could have the sword in the sheathe and holding the sword button makes the character get ready to draw it, iaijutsu style? And for every attack he re-sheathes it to give it that delay. Thanks for the update!
@feuroux2 жыл бұрын
I'm wondering if the screen transitions are entirely necessary. For a slow, action type game where you want the player to interact with the enemies, a screen transition acts sort of as a "closable door" of sorts, where if they see an enemy that they don't want to deal with on one side of the transition, they can just go back to the other side of the screen transition and the enemy won't follow them (unless enemies can follow the player across screens). I think if it were structured to have objects load in dynamically around the player, it might be better at forcing that interaction between the player and enemies. This would come with its own set of challenges like level design and might be difficult to implement, but it might be worth considering. Love your videos, hope to see more from you!
@baaaldur2 жыл бұрын
This feels like it's coming together nicely. Always cool to see more progress. Good job 👍
@thelovebelow33782 жыл бұрын
thank u for keeping us informed
@inakilukac2 жыл бұрын
as others have said, seeing the little jumper stay still while you hold the sword up is so stunningly impressive that i will now make sure to add something like that to the enemies in my very own goblike i'm developing (mine leans a lot more towards ghosts n goblins than castlevania though)
@tyler-xo3rb2 жыл бұрын
Just what I needed to end the night with, thanks Matt!
@dead_yellow2 жыл бұрын
So hyped for pagodamonium to come out I wanna play on my knees in the middle of the floor at my wife’s house
@morganlak43372 жыл бұрын
Another thing to consider about semi solid platforms is dropping through adds a ton more in terms of level and encounter design possibilities. Sure it removes the possibility of a crouch jump, but it adds a ton of nuance to navigating a level and the types of strategies you might force a player to consider with a layout. I'm not sure a crouch jump adds nearly as much depth tbh, but it certainly adds things as well
@ppp1p12 жыл бұрын
Always nice to have an upload from matt
@MAYOFORCE2 жыл бұрын
Funnily enough, the platformer I made doesn't let you pass through semi-solid platforms and also lets you do a higher jump by crouching first then jumping, but every person who tested the game complained why you couldn't pass through the platforms because that was just the expected interaction people have out of those things.
@ViridianMaridian2 жыл бұрын
haha, kind of reminds me of the "take a penny, leave a penny" concept
@MAYOFORCE2 жыл бұрын
@@ViridianMaridian Gonna be honest I still don't think I 100% understand the metaphor lol
@ViridianMaridian2 жыл бұрын
@@MAYOFORCE I read it as, some successful game introduces a mechanic or concept that many others replicate, and over time it becomes the norm. Becomes expected. This expectation means that its absence is felt more than it would've been otherwise. In this example the first game to introduce passing through platforms left a penny and all subsequent games that do the same thing take a penny (concept) instead of leaving one.
@LochNessHamster2 жыл бұрын
The way he holds his sword reminds me of how I used to misinterpret Link's sprite in Zelda 2 thinking that his shield was his sword, and his sword was his arm.
@the-mush2 жыл бұрын
maybe a good idea to save on complexity for the shooting scenarios is to just keep the shoots at "hip level". I don't know, it seems like a good fit since it looks more "western", the protagonist already seems to be handling them with the lower arms and might reduce context sensitivity (depending on how you look at it). Might introduce some sort of cover mechanics even, since the animation would convey that he raises his arms to shot over his shoulder, and that can be another source of back and forth like with the raised sword. I guess it depends on how much of a gunslinger vs. swordmaster he is, or if he's just cool in general.
@reahslademhA2 жыл бұрын
We love you and miss you. Please come back.
@Gordypow2 жыл бұрын
Love seeing the progress!
@karpopper2 жыл бұрын
since mushido is about bugs one convenience is you have an excuse for having lots of flying enemies and avoiding having to animate as many walk cycles.
@AkhileshShankar92 жыл бұрын
You might want to implement a limit for the projectile weapon to get players to risk getting close an enemy for an attack , and for the purple platforms having a drop down from the platform option as well
@seacat13422 жыл бұрын
great video matthew
@joe_mama__2 жыл бұрын
You should turn the crouch slash into an anti-air attack that has a lower hurtbox so you wouldn't trade hits when attacking aerial enemies
@Kriss_ch.2 жыл бұрын
Maybe this doesn't make a ton of sense for something "grounded", but I think it would be cool with some sorta move for a lunge forward, the kinda thing where you dash forward and slash. I guess that could look pretty anime but it's also something people just did in those old Kurosawa movies to a certain extent, like for scenes where two samurai lunge at each other, end up past one another, and one guy falls down bleeding. Holding the sword at the ready to smack it downward is already a cool move, anyway.
@atsurokihara55252 жыл бұрын
Didn’t know you were making a game man - looking forward to when it comes out
@joebailey82942 жыл бұрын
The flea looks great
@MAYOFORCE2 жыл бұрын
It would be really cool if you can reflect enemy bullets depending on how your orient your sword. When you had the samurai hold the sword upward to hold a strike and fired your gun at the same time, I immediately thought of a screen where enemies are on the ceiling dropping things downward so you're forced to hold your sword upward to shield yourself from the projectiles.
@matthewmatosisextra2 жыл бұрын
Yeah I always forget to cover things in the video but this was another reason for the reflectors/deflectors, I'd like for the sword to be able to interact with projectiles in that way. It's not shown in this video but hitboxes and reflectors/deflectors can overlap with each other so the plan is to have those on the sword as well. This might also be used for enemies, like the spear wielder I talked about. As always this is subject to change though, it might be too powerful.
@MAYOFORCE2 жыл бұрын
@@matthewmatosisextra Looking forward to seeing clever applications of it, from both player and enemy perspectives.
@kie22 жыл бұрын
You know what I think would be cool if you have the time or desire to do it? Other playable characters sorta like Maria in Rondo. I feel like they add a lot of replayability relative to the difficulty of making them.
@thelawgameplaywithcommenta26542 жыл бұрын
Action flags just sound like tags for unreal. Just that in unreal you would activate the enemy awareness on the specific state change not a check by the enemy on every odd frame.
@Kriss_ch.2 жыл бұрын
"KZbinr Masahiro Sakurai" is the funniest shit lol
@tritonmame12822 жыл бұрын
Yes, indeed. Sakurai now has a youtube channel and Kojima - a podcast. No work left for you, sorry.
@LilArquebus2 жыл бұрын
Big daddy game dev. Love to see such a thorough and cogent update.
@kydeas49812 жыл бұрын
You're right that if you could fall through floors by pressing crouch + jump, you would cause problems due to context sensitivity... but don't a lot of games duck around that by using a double tap down input on the D-pad to fall through semisolids?
@GlowingOrangeOoze2 жыл бұрын
I've seen plenty of down+jump games but can't think of any down down games. Doubletap inputs come with their own set of problems, though. I usually try to avoid them. The most egregious is accidentally triggering them while trying to invoke the single-press function twice in a row. I did a lot of accidental running while trying to peek over ledges in Receiver - exactly what you DON'T want in that situation.
@guitaridiot90002 жыл бұрын
One thing about the flea, shouldn’t the cloth on it start drifting upwards as soon as it starts descending from the apex of the jump? Right now it stays static until hitting the ground and then suddenly reacts
@GizouGitai2 жыл бұрын
Regarding your "impulse loop" at around 43:40 This movement with the primed sword overhead has a speed curve. !1. brief acceleration !2. a continuned movement !3. a brief deceleration !4. a brief stop !5. loop to !1 From what I'm seeing, you can cancel this progression of states seemingly with a bullet shot, and with a crouch. Theoretically: The player can prime the sword overhead, then press forward to go through !1 and !2, then crouching/shooting to interrupt/cancel !3!4. From there, standing and pressing forward again to !1 and !2. In doing this, one could exceed the attempted limitations you've placed on the game. More than reporting this, I'm curious what you think about this kind of exploit. Is it more of a feature than a bug for mastery? Or is it inelegant design?
@matthewmatosisextra2 жыл бұрын
This is why the stance walk actually starts its impulse curve on the stopped part of the curve. (!4 in your description) In other words, when I had the sword and press left or right, I don't start moving immediately, there's a delay before the movement happens to combat the kind of tech you're describing. I actually wasn't sure this solution to the problem would feel ok but it doesn't bother me at all when I'm playing. My only real concern right now is that players might not discover they can walk while holding the sword because they have to hold the direction for a moment before it begins. Maybe an animation can signal it somehow. Anyway, as you probably guessed from my answer, I do think that kind of cancelling just for slightly faster movement would be inelegant but I'd like to build in as much nuance as possible so players aren't left wanting for things to master. It's just that the balance is very important for a game like this.
@kydeas49812 жыл бұрын
The "press vs hold" system you're talking about is pretty similar to charging a smash attack in smash bros
@f1nneganswake2892 жыл бұрын
Forgive the unrelated comment but just a friendly notification that Hyper Demon was released, a spiritual successor to Devil Daggers. Devil Daggers was a top 3 game for me but Hyper Demon surpassed it hard.
@coffeedude2 жыл бұрын
This is exciting!
@rudolf.h12592 жыл бұрын
release 2023?
@MiguelMarques14022 жыл бұрын
Hey Mathew, i know this is mostly off the topic of the video, but i dont know how i can contact you so i'll write it here. I really want to thank you for everything. I got into game development because of your channel, your videos have awaken in me a passion for game design, analysis and critiques of games and made me look at them in brand new ways. Just after having watched a few of your videos back in the day you instantly became my favourite channel and i've always saved your new videos for special ocasions because i liked them that much. Your videos helped me discover what i really want to do in life, and i cannot thank you enough for it. Thank you for all the incredible work you put out. Dont think i'm begging for more videos! I'm fine with you quitting making them, i hope everything goes well with your game development adventure and i can't wait to see what that brain of yours will come up with! That said, i think i got a understanding on what type of games you like, and that's why i REALLY want to recommend you to try out the Megaman Zero series. They are some of the best 2D Action platformers out there, and for me, no other 2D game that i know of has better combat and bosses than these games, melee combat no less. These games are quite difficult and your first run will be mostly you doing your best to survive through the encounters, but you can achieve a level of mastery and style not unlike games such as Devil May Cry and Bayonetta, in a way Megaman Zero is the closest translation to 2D of that type of game we can probably get, which i know you enjoy very much. On top of that the games are short, very replayable, with great music and a engaging story with some thought provoking moments. Maybe it would even give you new ideas for your game on the gameplay side! I recommend you to just buy the game and refund it if you dont like it, the games are short and the introduction to the first game is so good it will hook you for the entire franchise, you can get a good taste of the game in about 30 minutes, trust me, the steam trailer does not do the games justice, it's better if you try it yourself. I'm doing this recommendation because i'm 99% sure you'll really like it, but thats up to you, either way once again, thank you for everything and good luck! :)
@kageakiminato85362 жыл бұрын
when is the Atari 2600 port?
@zacharybrown30102 жыл бұрын
fastest click of my fucking LIFE
@foowoo12252 жыл бұрын
🔥🔥🔥
@AndrewChumKaser2 жыл бұрын
I was far more concerned by your ominously worded pinned comment on the context sensitivity video. I didn't want to jump to conclusions but to me it sounded far more likely that you'd contracted a terminal illness rather than set time for focusing on your game development. Seedless to nay I'm very pleased that you are not only not in any serious health risk (I hope anyway) but that you're making a game yourself! I wish you luck and I'm curious and excited to see what happens.
@matthewmatosisextra2 жыл бұрын
Didn't mean to cause alarm, I just wanted people to take the context sensitivity video for what it was rather than thinking of it as some big return with more to follow.
@joebailey82942 жыл бұрын
The Hyper Demon video is really going to slow down development
@ToastieMcMuffin2 жыл бұрын
cute pet flea
@cokeMONSTERps32 жыл бұрын
55:00 hmm.
@xBINARYGODx2 жыл бұрын
Hey, it's the biased guy who claims he is not, but it's easy to show he is. 'I don't don't care about that one franchise from that one dev but care about every single one from before, and the PS game this is very much like that franchise is totally work talking about and playing' uh huh - sure, this example and the rest are just happenstance and you are magically the only non-biased person the planet.