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@KindOfWitch19 сағат бұрын
adCURSION as in recursion inception means creation referring to the creation of the idea that the movie is about
@KindOfWitch19 сағат бұрын
or goo goo gaga zygotery
@crimzin563715 сағат бұрын
You should make it is an enemy dashes into a obstical the obstical flys that way
@evanmarcus597521 сағат бұрын
Please don't copy all of the movement code into every new enemy. Look up polymorphism, it'll save you so much heartache later.
@classicmax79419 сағат бұрын
don't listen to this person, please keep copying the movement code, gamedev youtubers being bad at coding makes me feel better about my own code
@morganbloczy17 сағат бұрын
Wait don't to that! just have... I don't know eat lunch, it's tasty.
@Dailyfiver17 сағат бұрын
You just taught me something, thank you 😂
@Scwakey16 сағат бұрын
@@classicmax794lol
@tomekk.188916 сағат бұрын
Yeah that huuurt
@2nouli20 сағат бұрын
The useful thing about using the squares to make the enemies is that by the time you realize your idea is bad you wasted less time because you didn't spend a lot of time working on art, and you don't have a lot of art go to waste
@zekenebel17 сағат бұрын
While I do agree with this point and its a fairly common perspective. I do feel everyone tends to just forget we all have the ability to repurpose things. The art being bad and the enemy being bad are not related at all, thats defo a great takeaway from a video like this. So chances are the art you made doesn't have to go to waste because u can just keep trying new ideas with that same art until something sticks. A lot of the time, a bad mechanic is just 1 step away from being a great mechanic. The difficultly is in realizing what that step is. For certain game genres, working without art can actually harm your perspective on the design.
@nintySW16 сағат бұрын
@@zekenebel The issue with trying new ideas with the same art is that the art itself will affect what kind of things you'll try. In most games, especially a game like death inc, you should really be designing for fun gameplay first over visuals.
@snibo102416 сағат бұрын
I think a good middle ground is developer art it won't look good but you at least have an idea of what you're working with, anthropomorphizing is a main parameter that let's an enemy feel alive
@zekenebel15 сағат бұрын
@@nintySW Yeah i do see your point completely, I could see how an animation or something could indeed affect how u might design the character the second time around. I guess by repurpose I meant more salvage. But I could never agree with the waste of time mindset. A good example would be developing the art style of the game. When you really think about it. No amount of art u did is a waste as it still helped develop your decision making process with the art for the next character. I guess my argument is just that its more nuanced and there is no real 1 size fits all approach.
@lolosharacarrot550720 сағат бұрын
There is a thing called BoxCast, that allows you to check if enemy has a direct line of sight to the player with all of the hitbox, so you can use that instead of a lot of lines
@Deynum20 сағат бұрын
Really? That's way better indeed. I tried finding something like that, but I apparently missed it
@orangRB17 сағат бұрын
??? what does this have to do with the music video
@8-Lapis-816 сағат бұрын
It's not a music video? @orangRB
@unnamedguy5616 сағат бұрын
@orangRB you probably had a bug where the comment section from the last video you watched got put onto the next video.
@lucasgaperez16 сағат бұрын
?? @orangRB
@sadtwolvesfan22 сағат бұрын
I think the dash enemy was more interesting when it was colliding, it's more unique and gives the other enemies more interesting movement depending on what others are around them. Alot of games have enemies that drag you towards them (ie pudge from Dota) but I cant think of any that pull the hoard towards you.
@assadguy20 сағат бұрын
I think this is very similar to an interaction in clash royale with the skeleton barrel and the balloon where if you quickly place a balloon then a skeleton barrel afterwards, the skeleton barrel speeds up the balloon.
@Mice-stro22 сағат бұрын
Revenge of the post-it notes
@marctnt628822 сағат бұрын
<a href="#" class="seekto" data-time="88">1:28</a> I always saw these enemies as if they were carrying a desk behind their back and slamming it into the ground. Just a tip for when you will make animations in the futute, that feels like a fun concept.
@MrMayhem01020 сағат бұрын
That would be a cool idea
@gmlegende328219 сағат бұрын
hey i'm the game design student from last video, and I have a bit mor e advices, 'cause tbh this is worse than what I thought. I reccommend reading my first comment before this one Alright so first, the reason you struggle finding ideas for mechanic is beacause you have no game, and I mean that litterally. You don't have any direction, any intend, any 'feelings' that you want to convey to your player, like let's do an exercice : Decribe me your game without mentionning any characters or mechanics, what do you have ? A rogue-like with the theme of office ? That's weak. i'll be fully honest with you in my school, any of my first year junior would make a better concept in a few hours. I mean you do have an unique theme, but anyone can have that and it's not that unique too. The problem that I'm getting at is that you didn't structure anything at all, you just went with it and though it would be fine, but now you have a game that isn't unique in any way and because of that you can't think of any mechanics for your enemies outside of extremely basic ones. My advice is : Go back to the moodbord, hell don't even think about opening unity again before you made an actual concept, and to do that just imagine yourself playing your game years into the future when its completed and ask yourself "What do I want to play" and it's not about themes, story or such, it's about feelings, what feeling do you want us, players, to feel when we play your game. if you manage to anwser this question then the next one should be "What do I need to do in order to FEEL that" that's your dynamics, in order to feel the feeling you want your player to feel, what do they have to do ? Second : I aldreya mentionned it but always start with the gameplay, I see that you made effort to avoid art this time, which is good, but instead of actually devlopping gameplay you just focused on programming instead, look you litterally just said you didn't care about visuals anymore then you spend days making a whole new code for your enemies movement, and then you make a mechanic but instead of just making more and seeing if it's fun you bother resolving a pointless bug. STOP IT, make sloppy design, make sloppy codes, and just try stuff and don't try to make everything "smooth" until you actually have a fun game. I feel like you're still trying to impress, but by doing so you're litterally going nowhere. Again I know I sound mean hear, but know that it's purely to help
@Faroshkas16 сағат бұрын
Upvote
@farciarzfunny532615 сағат бұрын
this is a very good tip, even if i thought I'm a very good game designer, the "What do I need to do in order to FEEL that" line made me feel otherwise
@BryanLu015 сағат бұрын
Just to add, the concept can be as simple as "powerful" it just has to inform gameplay decisions
@soninhodev785114 сағат бұрын
i was about to comment how in my game it was much easier to design enemies, and, yeah, now that i think about it, it is probably because my own game has a much more defined set of mechanics.
@ravenanne173414 сағат бұрын
I don't think this is going to be a useful tip at all. Clearly he already knows what he wants, and has done thinking and can't find inspiration. If you're stuck like that, just sitting there trying to think harder isn't going to work. For a game design student that is a sign to throw it out because you're being trained to work on a commercial product for a company. For someone who wants to make this, it's going to take making so much that one thing just *clicks* and everything else gets reworked to fit the new inspo
@PizzaWithPepperoniAndOlives19 сағат бұрын
Imagine if there was an enemy that had an arch/ricochet attack that specifically bounced off other enemies. The more enemies you have, the more dangerous it is.
@BiLLzDevs20 сағат бұрын
The way you show your debugging is golden! I always try to show how to debug in my tutorial videos because it is so important yet no one really talks about it
@Woolly43521 сағат бұрын
I think on the "evoker" enemy it could be more fun if the cabinets stay a bit longer and allowed multiple rows of cabinets to coexist, splitting up the room a bit and making the enemy harder
@Deynum21 сағат бұрын
There could definitely be a version of the enemy (or maybe a boss) that could do that
@demolisherman176321 сағат бұрын
In Enter The Gungeon most enemies are pretty simple. It’s the emergent properties of them interacting together that makes for more interesting gameplay.
@vlliage640921 сағат бұрын
So the geomancer from Minecraft dungeons lol Gotta add the exploding cabinet too
@Phoolish12320 сағат бұрын
@@Deynum You could have 2 different types, one that is fast but has lower health and the cabinets disapate faster and another one that could have high health but be slow and has the cabinets stay a bit longer, maybe having 2-3 rows at once.
@IsaacMyers116 сағат бұрын
@@DeynumI vote for a variant able to curve the line towards you. not only is it trying to predict where you’ll be, but also able to home. This could make it so you need to dodge twice.
@Mesa0316 сағат бұрын
dawg the dude with the red tie is joe hawley
@Guywithaname19921 сағат бұрын
This is a great. I'm glad that you can take your time, see the problem and take a new approach. This game will be great.
@pomlop1221 сағат бұрын
a tip i think is that enemy's need weaknesses, like a enemy wich dashes very fast but gets stunned for a second after hitting something? when you find these things, and hit them it feels really good and fun. also whats that post it website?
@AirheartArts18 сағат бұрын
Milanote, I think
@gabgaming891319 сағат бұрын
2 months for 1 actually good enemy. Worth it in my eyes
@oatie75122 сағат бұрын
Do the walls have collision yet? (I love all your devlogs, and I hope you take your time making this game well)
@Deynum22 сағат бұрын
Uh... well, no, but in my defense there aren't walls yet
@oatie75122 сағат бұрын
@@Deynum LMAO
@eatpotaro20 сағат бұрын
dont copy the movement code, use inheritance. its very important for making future enemies as it means you can refer to a generic enemy in a much easier way in the future (polymorphism) this is one of the important OOP constructs
@Deynum20 сағат бұрын
The movement code was not coppied, just the "behaviour" code. But that was mostly so I could get the enemies working asap, and not intended to be the final implementation.
@eatpotaro19 сағат бұрын
@Deynum ah, good to see. looking forward to what this game comes to be
@DemonGlacier21 сағат бұрын
Watching that final enemy at the end genuinely gave me a dopamine hit I think you might be cooking with this one
@LeoRobJon22 сағат бұрын
the editing in this video was really good! the audio too.
@Deynum22 сағат бұрын
You don't know how much I appreciate that! *cries about 2 weeks spend editing*
@qwfp22 сағат бұрын
@@Deynum don't cry because it's over smile because it happened :)
@ExpiredBurrito18 сағат бұрын
@@Deynum two weeks well spent
@orrinbarabor138719 сағат бұрын
You recreated the Goomba pathing bug mario 64, lol. Gotta love it.
17 сағат бұрын
Enemies bumping into and hurting each other would lead to emergent dynamics! Especially if there's a way for the player to combine mechanics from multiple types of enemies (e.g. a dash into an exploding enemy, starting a chain reaction).
@Differntpersont20 сағат бұрын
I clicked this video to figure out how to get people to hate me, and thus how to get people to not hate me, but this works too, arguably better
@ethanbuttazzi260217 сағат бұрын
<a href="#" class="seekto" data-time="751">12:31</a> please do not create a new instance of the bulled every time it needs to shoot, its a EXTREMELY expensive operation, that will chug performance like santa on chirsmas morning, insted instanciate the bullets when the enemy is created and have them be disabled until the enemy shoots, upon which you enable the bullets and apply the desired transformation and movement, and inted of destroying after a while, make then return to their disabled state until the enmy shoots again, that qway you are not creating objects just to destroy them seconds later.
@BryanLu015 сағат бұрын
You shouldn't optimize early. First figure out the gameplay, and everything else comes later
@candybluebird17 сағат бұрын
Take this with a grain of salt because I am not a game designer, just a player, but perhaps consider how enemies and their attacks would impact the environment, other enemies, and the player. And vice versa. I personally think inter-connectivity is a key part of engagement
@NatalieDaye19 сағат бұрын
Imo it would have been nice to see the dash enemy get stunned for a few seconds if it dashes into a solid object that’s not the player. That way the player can do some matador type stuff
@everettewebber568015 сағат бұрын
The dashing enemies dashing into walls could give them a crazed personality. It also means the player could exploit it if you add environmental hazards. That could be fun.
@impireon16 сағат бұрын
Just make all of the enemies dash sometimes to make them more unpredictable, and make them fast
@ibluebee283219 сағат бұрын
when i was watching the first square ennemies, i was loosing my mind behind the screen because of how much the ennemies sucked. but this final ennemy looks good ! and btw, i think you should chose multiple actions for ennemy. for example, make a dash ennemy, and when that ennemy is near the player it explodes. or make an ennemy that "blindly rushes" (saw that in your notes) and he teleports right before doing it. make an ennemy throw coffee on the ground (which hurts you if you get hit by it) and then he uses it to slide towards you really fast ! so you get it : give your ennemies multiple actions. (great video btw)
@TylerRhoads-c7b22 сағат бұрын
These videos are always so sweet, it’s really fun watching you self-critique in a way that brings out the best in your game
@PhantomThiefXI16 сағат бұрын
have you watched the belko experiment? one thing I thought at the end, there's things you can consider for the underground attack enemy: There's three-four types of them you can find in a level, one that sends the row where you're going, one that spawns it right below where you are, one that that hits the floor multiple times, sending a few rows after you and one that sends them in a ^V or *, and rather than aim at you, it just wants to be disruptive when theres a lot on the screen you make the player used to these types, and then at the end of the level the boss uses all these styles in its moveset, with varying speeds and ranges
@Radio_ink11416 сағат бұрын
For 'Shoot Bullet' idea, the enemy could throw papers at the player or shout curse word symbols (&^%$@!)
@trevoreyre277520 сағат бұрын
As someone who has tried to make games and quit on them, it is good to see you keep going.
@BoogerDad21 сағат бұрын
also might be cool if the office we are in was a "Deynum Studios" office. Just a cheap and sneaky/easy way to put your branding front and center, while also giving some life to your game without coming off as too needy. Being able to poke fun at yourself, or sarcastically grandize yourself is always fun in a cheeky way is kind of secret entrance to the public's heart, which I think fits the theme of this adventure.
@VintageBlackboard22 сағат бұрын
use more than one ability idea! (for example: an enemy that dashes and shoots multiple bullets)
@Deynum22 сағат бұрын
Oh yeah, for sure! I just didn't want to get too complicated with them in this video
@gneu152720 сағат бұрын
I like enemies that have similliar abilities to you
@shelmet522 сағат бұрын
hope this game comes out in my lifespan, i'll defo pay for it 🙃
@Deynum22 сағат бұрын
I hope it'll come out in your lifespan as well (I also hope you're not like 90 years old...)
@shelmet522 сағат бұрын
@@Deynum you never know 👴
@Wishbone_Games20 сағат бұрын
I guess I've been making enemies the wrong way this whole time.. I've got so many enemies now 😅
@Deynum20 сағат бұрын
Oh shoot, the person I stole the title from found the video!
@Wishbone_Games20 сағат бұрын
@Deynum lmaoooo no way 🤣🤣🤣🤣
@Wishbone_Games20 сағат бұрын
@Deynum I demand a 60% cut of your sponsor
@JeremiahNickerson-p6v19 сағат бұрын
…Where previously there was always some sort of gameplay and now there’s just a table😂😂😂
@MrdDoge120 сағат бұрын
cant wait to play this game in 10 years loll btw you should make a boss made off different office appliances
@ultimatedsoup596517 сағат бұрын
Ive just started studying Game Design at a university after working on my own stuff for about 5 years. The most important part I've learned is to ALWAYS let others test your stuff cuz you will always be blinded by the thing you make. It's like cooking, if you made something, it will always taste better to you. We playtest our games with eachother every single Monday no matter how little progress we've made and it makes everything so much easier.
@feritye76714 сағат бұрын
btw, remember that using a story as reference for enemy behaviour can lead to more creative ideas. building a story around a more basic behavour like dashing or throwing an object obviously leads to more basic enemy behaviour. however a creative story like an office worker who has viruses on his phone can lead to a creative behaviour like spawning viruses that attack the player.
@The_shady_puffer22 сағат бұрын
I think the drawers on the underground attack guy should disapear a bit earlier to make it more satisfing but I of course don't know how it feels in-game
@gneu152720 сағат бұрын
balancing both gameplay, visuals and story makes a peak game
@SPANDtheGreat19 сағат бұрын
Hey! this is just my opinion, but it would help alot if you changed the walking animation to feel more reactive because players usually dont look at the feet of the player so it wont feel good - no hate or anything :D love the content
@coffeekit219920 сағат бұрын
Really happy you're getting progress on this Makes me want to get progress on all the stuff ive been procrastinating on as well As a fellow person with too much perfectionism that it stops me from doing projects Thank you 🎉
@Beets_Creations19 сағат бұрын
You did a great job illustating everything you discussed making it very understandable. Great video!
@hyrulean_cow19 сағат бұрын
I have a suggestion for your paper desk gun, I feel like it would would look better if it had a longer trail
@platonvin102214 сағат бұрын
for big engines best technique i found is "manually draw a thing on paper and use it as a texture". Don’t polish molten metal-cast it first. Focus on making it fun. Same applies to board games development i guess
@MinkleCrow21 сағат бұрын
I LOVE THIS SERIES i think it’s AWESOME that you’re figuring out ways to fix the problems that you had with your game and it’s SUPER fun to watch!!!!!!! Great video it’s awesome i love devlogs
@VeryOriginalUsername2000020 сағат бұрын
tbh having it just RAM into stuff makes sense, and maybe have the walls do the not dashing thing instead
@jaidenshah460220 сағат бұрын
What if you combine the underground enemy with environmental hazards
@sulefur21 сағат бұрын
Love how you remove fun from the game the second you accidentally add it. Like dashing enemies slamming into desks and each other, keep it up
@RedFalcon20318 сағат бұрын
I like your way of Ad-ing 👍
@tciddados14 сағат бұрын
<a href="#" class="seekto" data-time="455">7:35</a> FWIW, if you're doing multiple raycasts like this, you should do it from the square's vertices, not the edge centers. Doing it from the edge center doesn't cover the whole shape, and will cause cases where it will hit corners when dashing diagonally. But you should just be doing actual primitive raycasts (boxcast, capsulecast, etc) which will also cover edge cases like small obstacles.
@uahnbu16 сағат бұрын
One technique I've been fascinated about years ago back when I was a game dev is for the enemy to not shoot directly at the player but targeting the player's position + player's velocity * distance between the two, i.e. where the player is going. I'm not sure how it'd be applicable to your game, as it's more suitable for long-distance battles, but would love to see it if it does make it to your game. Personally, your game style is charming. Can't wait to play it when it release!
@andrewcavallo187715 сағат бұрын
One thing I would mention is try to make the enemy actions different from what other games have. Every game has a guy that shoots, a guy that grabs or punches, and often even the guy that has their attack come out of the ground like that last one. They seem like things that would be fun, but in practice you’ve seen them too many times to enjoy it. Try to make some sort of environment or character interaction that makes even dodging the enemy have extra ramifications, like for the guy that slams the ground, make the filing cabinets stay there and block your movement until you attack them to make a hole through the wall of cabinets. Or, for the punching guy, if they accidentally hit another punching guy, they start fighting each other in a big cartoon cloud of smoke and onomatopoeias that moves around the area towards you, which would be larger and harder to escape than just the normal dashing guy. For the shooting guy, make them try to dodge you when you get close, leaving behind a sort of grenade thing (maybe an exploding copier) that you have to avoid if you didn’t predict their movement. Have all the attacks of the enemies damage each other just a little bit, so some strategy can be developed on using the enemies’ attacks in your favor to help rack up damage. It’s a very different game, but see the game Into The Breach as a sort of example of how simple attack patterns can weave in and out from each other to make a very complex game.
@Mr_Pringle59317 сағат бұрын
You should make the enemies smarter than his walking towards player and shoot. It’s not about how cool and unique their attack is, but how smart the enemy is making it feel like a challenge
@codemanthe2nd34321 сағат бұрын
Love that final enemy. Does look fun
@plushloler19 сағат бұрын
Yes, oh my god yes. It feels very natural to make the theming first, and make all the mechanics based on what theming represents them, but it at the very least limits you (you have to explain everything thematically, and some things might make no sense with your theming, so you're locked out of using them even if they would be very good), and in the worst cases can just lead to bad design choices simply because they make sense with the theming. Think of how many potential things things we haven't made because they didn't have analogues in reality. Like, if we didn't have platformers, we probably wouldn't make platformers, and miss out on some really fun games. Though, imagining abstract concepts that don't exist in reality or fiction, is really hard, I often think in terms of theming and real world or story logic myself.
@haable22 сағат бұрын
Tables, colored squares? Ooh. WAIT NEW DEVLOG?
@adadadadadadadadadadadadadadad14 сағат бұрын
a few thoughts: 1 i think making the enemies try to run to the side of the player to mildly flank them instead of straight at them would make more interesting situations and look a little more natural 2 randomizing projectile paths slightly would turn the danger area from a line to a cone, and would require more reacting from the player 3 disabling enemy to enemy collisions during a dash could be a more interesting solution than disallowing dashes if collisions would occur 4 enemy move speed should be faster, maybe even faster than player move speed, maybe instead adding a wandering function to allow for distance to increase
@prcervi15 сағат бұрын
the enemies are getting better, and the shift of focus from looks to mechanics is helping i think you may be being a bit too harsh on the mechanics you're trying to implement, yeah they're pretty basic but you assumedly aren't only going to be fighting one enemy type at a time (outside tutorial zones), and once you're dealing with shooty and dashy enemies together the mechanics become a lot less easy and simple to dodge and if you want to bring back phone tossing enemy maybe make it a flung explosive, it'll pair up so fun with the wall block!
@eloqi20 сағат бұрын
Wow, Deynum is even more square than those enemies!
@JujuProdGames16 сағат бұрын
Loving these chill devlogs, keep it up! Btw, how do you create the animations for your devlogs?
@IndigoWraithe14 сағат бұрын
Sorry for the essay, but I had a lot of thoughts watching this. Glad to see you're still plugging away and making progress on your dev journey. Starting with mechanics 1st is the right route, whether you use simple shapes or placeholder art. But you also need to iterate. This video frames it like you made the Dash and Shoot enemies, they sucked, and you moved on. I don't think your ideas are bad, but you have to keep delving deeper to figure out why they don't feel good currently. Just looking at your Dash enemy, their pattern isn't threatening. I kept seeing them dash at the limit of their range and not even reach the player. Some simple things you can do are to increase their move speed and dash length and make them wait to start the dash until they're closer, so they have a better chance to hit. Also, you have to consider how your Enemy Actions play against your Player Actions. The Dash enemy has to get close to attack, but the player can shoot from a practically infinite range. You have to consider ways of countering that. One idea might be that the enemy is invulnerable until they dash, which would force the player to bait it out by putting themselves in harm's way. Don't be afraid to try lots of different permutations to see which one fits your game vision best. Also keep in mind, while each individual enemy may be simple and boring alone, enemy group composition can make a big difference. Doom famously has a bunch of enemies who all do only 1 thing, but when combined, they are challenging to fight. Also, you're testing them in a big open room with a single desk in it. It will feel so much different in more complex level designs. The Dash enemy in a big open room feels bad, but in a smaller L-shaped hallway, they might be brutally difficult.
@maaalte811114 сағат бұрын
The enemies could also be changing the environment. For example, the ground-attack-enemy could create boxes that stay on the ground and block the way for the player and other enemies. Or the charge-enemy could have the ability to destroy stuff with the charge.
@itsametomtom358917 сағат бұрын
If anything, to spice up the cabinet enemy further you can have the cabinets stick around after the attack needing you to destroy them to attack the main body. Plus it could make dodging other enemies more challenging!
@mushup832515 сағат бұрын
At <a href="#" class="seekto" data-time="470">7:50</a>, you can get away with using only 2 raycasts placed on the corners of the sprite. These said corners can be easily found by taking the X and Y speed, and then offsetting each raycasts points by the sprite dimension multiplied by the [abs(speed)/speed]. To correctly find the axis however, inverse either axis [0-…] on SEPARATE RAYCASTS. Example for one of the raycasts: [0-width*(abs(X speed)/speed)] [height*(abs(Y speed/speed)] [Repeat with inverse, issuming you also need the third raycast for precision, just compute with a ++ movement axis]
@iamsushi105616 сағат бұрын
My favorite solution to this is to directly set the velocity, and then use a second order system to smooth out the changes and occasionally add a little “jiggle” when it overcorrects on sudden sharp turns or quick turnarounds.
@iamsushi105616 сағат бұрын
You can also set it up to delay actions until the smoother has stabilized again, addressing some of the delay issues
@catfoodbob115 сағат бұрын
yeah, cheapshots where a enemy suddenly just "Does Something without warning" can make people not like them. But how to mix up the dash enemys a bit is when dash is on cooldown, make them want to move "Horazontally" in a relatively wide circle around the player. as in they try to surround you
@MrYaroph14 сағат бұрын
I find it super interesting to see that just pathfinding can create personality between two mobs for example, with the dash mob. with a corporate theme we can imagine them on a segway, and therefore give them the old pathfinding (which slides) or the pathfinding with the table, you can make an enemy that must be hit only in the back (for example for your example of a mob that throws its phone, it could be as if it is so busy that it does not see you)
@loopit_322 сағат бұрын
Your videos get better every time! I like these post-it thing you did.
@Deynum22 сағат бұрын
Thanks! and I really like it as well :)
@BoredSai9522 сағат бұрын
Oh someone in my subscriptions just posted a new vi- dEATH INC DEVLOGGG!!!!!
@Wh4I319 сағат бұрын
you should probably add some telegraphing lines
@mbg5_20 сағат бұрын
Which will come first? Gta VI or death Inc?
@eloqi20 сағат бұрын
We sadly won't be alive to find out.
@mbg5_20 сағат бұрын
@eloqi As we know, Deynum is old now, so I'm wondering if he will pass down this game to his descendants for it to be finished. Something like a family curse that's never going to end?
@JustinJordan-zb9os20 сағат бұрын
Dodge over the desk 👌
@Hotshot720920 сағат бұрын
he is very good at making glitches that are litterly impossible lol
@childtaker31815 сағат бұрын
Hay dont know if you read the comments or not but i picked up on you leaping through enemy's and it looked like you wend over them. i think it would be neat if maby you did make it so instead of going throght the enemy's you go over them this could more or less just be a visual thing but you could also add an enemy that slams you to the ground when you try to jump over them or nearby ones, i think this would look great with how smooth the animations are.
@BoogerDad21 сағат бұрын
if it doesn't look good on youtube, that will be a major issue trying to get it to be shared with others. Which sucks, because that basically means you need a whole new tile format and to test by uploading it through the compression machine. honestly, it could do with a bit more variation, maybe some "imprints" of where old desks used to sit, some "worn out" areas where people would walk the most throughout the office, and maybe a basic full-tile design if you are desperate to show the denomination of each tile, which honestly doesn't seem that important, as you can get a good feel about your surrounding dimensions through the visuals of the surrounding furniture/obstacles. this doesn't necessarily need tiles for it to be a fun game.
@charlesgillespiev15 сағат бұрын
You should turn the friction way down on the dashing enemy after their charge. I think it would help with their feel and make them more interesting to the player, because now you can bait them to crash into obstacles or even other enemies. Maybe they could be a swivel chair enemy in the end.
@snxethan16 сағат бұрын
I would add some variations in each enemy, for example, the shooting speed or amount of bullets that are shot, giving some variation to what an enemy type can do makes it feel a lot more unpredictable and fun
@koalaleast22 сағат бұрын
I was just starting to work on enemies in my game, and KZbin just recommended this video to me! I don't know if I should feel scared or lucky.
@kermitblyat413816 сағат бұрын
You could also change the dashing Enemy collision, so that he can dash, even when an Enemy is in front of him, but he cant collide with other Enemy's while dashing. In 99% of Games where you can see a dash Ability, its known for its quick invisibility during the dash, so it would make sense to have it on the Enemy as well.
@jura_parcival752419 сағат бұрын
Hey I've been working on a board game for the last five month fulltime and I see two things wrong :3 when your game design philosophy. in board games i see one The Holy Grail of game design playtesting and emergent behavior and I see Zero of both sor :( ps add randomness to everything :movement speed, Ai, enemy-aim...
@SicoSiber16 сағат бұрын
i love the cabinates!!!
@toadthegod19 сағат бұрын
I think the game lacks some new mechanics that will distinguish it from other projects. There are so many similar games, like ETG and etc, so for now it seems like just a fun coding project, not a serious game. And it's okay, it's an interesting content, but if you really want to make game fun, please add something non-generic.
@shannessz22 сағат бұрын
These enemies are so good I hope you continue making the game
@JC64-wl5dj16 сағат бұрын
when i saw that finished underground attack i thought "🤩" it's beautiful yet simple enough to not take all your time, my utmost respect earned.
@FelgoTheMighty14 сағат бұрын
Idk if anyone said this, but maybe you could have "rookie" enemies, and "veteran" versions of these enemies in later levels? Like a rookie dash enemy who will dash into obstacles and teammates so that the player gets familiarized with them, and then a veteran version later in game that won't commit these mistakes? Maybe even dashing onto other enemies on purpose to give them a boost to their dash
@func_e15 сағат бұрын
more content like this should exist. entertaining, yet very educational, and personal. good job, mate :D
@SamualN15 сағат бұрын
is that Joe Hawley?
@demolisherman176321 сағат бұрын
I think this new strategy of focusing on gameplay over visuals is working great!
@RedBloxStudios16 сағат бұрын
If you are putting the enemy's velocity and the enemy's desired velocity in a lerp function, remember to add an exponential based on Time.deltaTime instead of a constant, or put it in the fixed update loop If you're not sure, add System.Threading.Thread.Sleep(200); in the update loop somewhere to fake low FPS and compare it without the effect to ensure that frame rate does not affect gameplay
@AppzyCat21 сағат бұрын
You could make the underground attack enemy more of a supporting enemy if you made the cabinets act as temporary walls that last a couple seconds
@realMaggyMage17 сағат бұрын
When i first saw the title, i did not realize this was about game dev, and thought it would be a VERY different type of video
@Goblinboyo16215 сағат бұрын
I have an idea for the dodging animation Instead of putting the weapon in some pocket dimension, the character throws the weapon in the air, and then catches it after completing the dodge
@UnpopularLobotomy18 сағат бұрын
You could also try giving each enemy more than one similar attack, to make it less repetitive
@iloem391720 сағат бұрын
all points in your video are important for game devs, you made me rethink about alot of choices i did for my game, thanks
@oluwer216514 сағат бұрын
In my opinion the excelent way if making enemies is to make them interact and synergize with other enemies, just like gameplay mechanics they should work good together most of the time rather than being their own seperate thing
@soninhodev785114 сағат бұрын
in my game, i have one dashing enemy... but it *only* moves by dashing, using short and snappy dashes with a small cooldown, and if it gets stuck in a wall without being able to turn a corner, with the player easily cheesing the fight, then so be it, its more fun that way anyway.
@Someones12315 сағат бұрын
I think the enemies should have more movement options. Instead of making the only movement option for enemies pathfinding, maybe make an enemy that can dash to the side or circle strafe the player. They could also do a roll or dash to get closer to the player. Projectile enemies can try to get closer to the player but try to go away when too close. You could also mix in some sideways movement so groups of projectile enemies can scatter and spread out. Also, more advanced enemies can have more than one method of attack.