Doors, Keys and Powerful Beams // DEVLOG #9

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FireDragon04

FireDragon04

Күн бұрын

Пікірлер: 125
@firedragon04
@firedragon04 Жыл бұрын
"Fourth Floor: Tools, Guns, Keys To Super Weapons" Enjoy this week's Devlog everyone. ▶ New Devlogs every Friday! Join the Discord Server: discord.gg/c4nXf2FRtg
@branden844
@branden844 Жыл бұрын
Could be interesting to add smaller pillars like the one around the dungeon around the map that also activate when you get a beacon, kinda giving the land's technology is turning back on.
@morgan0
@morgan0 Жыл бұрын
28:48 i think it would look better to have each beam reconstruct a different thing, like one lifts up and repairs one of the gates in front, another puts some pillars upright, another moves a rock that had fallen on it, another closes a crack on the raised area, maybe some clear some vegetation that’s taken over the area, etc
@firedragon04
@firedragon04 Жыл бұрын
I do want to slowly make the foliage and such disappear so that was on the cards already. But I do like the idea of more than just the pillars are being 'rebuilt'.
@Sockpoppet
@Sockpoppet Жыл бұрын
You know you're doing something right, when you're having fun doing it♥
@dansanga
@dansanga Жыл бұрын
The devlogs keep getting better and better. The dungeon entrance redesign is an an amazing improvement. Also loving the doors and the key mechanism. Really cool to see how much progress there is between devlogs. Great effort, keep it up!
@arglebarglee
@arglebarglee Жыл бұрын
I think a cook text effect when interacting with the foreign ruins and such would be to have the text box start as the language on the ruins, and then sort of translate into the native language of the player. This could help the player understand what they were interacting with, and maybe at the start to tech the player how to interact with things you have them retrieve the device in order to open the first door?
@firedragon04
@firedragon04 Жыл бұрын
I've had a similar idea, like it's almost gibberish but then it gets translated.
@envionavalkirye5418
@envionavalkirye5418 Жыл бұрын
I think using the beacons to open the dungeon is such a better idea than collecting the shards. Especially since you're using beams on pedestals to open doors. It's all cohesive. Keep up the great work, amazing how far you've got in 9 devlogs. I cannot wait to play this game!!
@nexxai
@nexxai Жыл бұрын
Good lord, that key-opening-the-door animation is sick! So excited for this game!
@firedragon04
@firedragon04 Жыл бұрын
Thanks so much. It's still super early but I'm having a blast making it.
@CozyFlowz
@CozyFlowz Жыл бұрын
OOOO I LOVE THE NEW DUNGEON CHANGEEEE!! That's definitely grand
@firedragon04
@firedragon04 Жыл бұрын
Thanks. I want to add even more elements to it when I build and design the actual zone more but for now I think this is a much more unique looking structure than it was before.
@mmmmmmmmmmm10
@mmmmmmmmmmm10 Жыл бұрын
15:00 the modelled key, beam and red to green colour change looks so slick, well done
@sactecnos2708
@sactecnos2708 Жыл бұрын
29:51 that looks very satisfying
@firedragon04
@firedragon04 Жыл бұрын
It is a ton of fun
@MythicMoai
@MythicMoai Жыл бұрын
I love the aesthetic you've managed to perfect. Great job!
@reubs9730
@reubs9730 Жыл бұрын
Maybe as you activate the beacons the runes around the dungeon door could light up green one by one to show progress
@robinHobin
@robinHobin Жыл бұрын
Cool idea
@BlazeHeartPanther
@BlazeHeartPanther Жыл бұрын
15:03 I'm loving this. Got a sense of wonder seeing that door open for the first time in its finished state.
@locksquid749
@locksquid749 Жыл бұрын
Babe wake up new Space 64 devlog is out
@danielpenrose9764
@danielpenrose9764 Жыл бұрын
When you walk to the foot of the dungeon, it might be cool if the camera locked into a more ariel view, showing off more of the structure, as well as highlighting its size and how small you are compared to it! Love these devlogs, thanks for making them!
@MerrillGreene
@MerrillGreene Жыл бұрын
Honestly, these devlogs are the highlight of my day every time. You are absolutely nailing everything and I can’t wait to play a finished product!❤
@Jess_stpierre
@Jess_stpierre Жыл бұрын
The look of this game is 🔥🔥
@danielpenrose9764
@danielpenrose9764 Жыл бұрын
Love the visual element of the door/key/pedestal system!
@treysonsearle8441
@treysonsearle8441 Жыл бұрын
Another banger! Space64 needs more support!
@morgan0
@morgan0 Жыл бұрын
the bit about the dungeon changing gave me an idea for maybe this world, maybe another world later on in the game, where the dungeon goes on forever into the horizon, like a ridge around the entire planet, and where you are is a hole in that megastructure with one end of that being the dungeon entrance. could have really pretty views at some places where you can see out into the rest of the world, with you above the clouds and so high up you can barely make out what’s below. and you could have bits and pieces of what used to be in that space there in the ruins, bridged by eroded and overgrown areas.
@morgan0
@morgan0 Жыл бұрын
maybe some subareas descend down into it, maybe some are in the wall opposite to the dungeon, and some in a chunk of the megastructure which was ripped up by whatever event made that hole, with it standing above all but the walls on either end and with a deep chasm between it and the rest of the area, maybe the way in is a bridge that’s gated off instead of a door in a wall.
@morgan0
@morgan0 Жыл бұрын
with the megastructure being like a triangle extruded out into the horizon on each side, and the area you play in would be like a bite out of the top of it, maybe made by a meteor impact, maybe by futuristic weapons from some long ago war, etc
@betnobodythoughtofthis6397
@betnobodythoughtofthis6397 Жыл бұрын
I really like the rebuilding aspect of the blocks, what if the blocks were floating up and rebuilding the dungeon over time. Also that part you didn't like in front of the dungeon could just drop from the sky if it is only used later.
@niuage
@niuage Жыл бұрын
`This is gonna be a good game for sure! Thanks for taking the time to make these devlogs, they're awesome.
@johnnydaugherty11
@johnnydaugherty11 Жыл бұрын
This is bumpin! Keep it up!
@BunkoFlakes
@BunkoFlakes Жыл бұрын
You are smashing this game out bro! Loving the updates and can't wait to see it change more and more over time. Keep it up! 😁
@SlowMoneyCliff
@SlowMoneyCliff Жыл бұрын
Beacon activation through completing challenges may be an interesting idea. Something like a jet boot time trial in the main area or defeating a swarm of enemies.
@RafaMartinelli
@RafaMartinelli Жыл бұрын
Love the beacons idea. Maybe they each deactivate a force field closer and closer around the dungeon? 😊
@RafaMartinelli
@RafaMartinelli Жыл бұрын
Oh and Im just now seeing the new design! That’s awesome!
@Paul_Ward
@Paul_Ward Жыл бұрын
I think it's unanimously agreed that the new iteration of the dungeon entrance is a great improvement on the first. I second another user's thoughts that having some different animations/actions play out with different activations would be really interesting if you choose to add a third iteration, but obviously I appreciate that's a fair amount of extra work to think about putting together
@Black-ts3oh
@Black-ts3oh Жыл бұрын
A FireDragon devlog on my birthday? Thanks for the present 😊
@firedragon04
@firedragon04 Жыл бұрын
Happy belated Birthday, hope you had a good one!
@StiffAftermath
@StiffAftermath Жыл бұрын
Great job on the key-door system. Looks really good! And, yes! It does feel good because your world is becoming more and more functional and feeling like a real world with every implimented mechanic, as rudimentary or fundamentally mundane as some will seem to be. Jealous, sir!
@Pichuscute
@Pichuscute Жыл бұрын
Two notes that I'd say after seeing all your fantastic work. 1. I think changing collectables to larger structures has the downside of limiting both where you can place them and how easy it will be for the player to recognize them (atleast currently, since they look like ruins). It also may slow down pacing and increase location sizes (which could be good or bad, depending on what you're looking for). If it we were me, I'd focus on some way to marry the idea of a unique collectable that retains the lore and beam ideas of the structures with the satisfying and usable nature of collectables. I think there's definitely ways this can be done. Then, you can focus on hiding collectables in entire unique locations, rather than ones that all house the same structures. It's also worth noting that the beams the way they wotk right now also limit you to have collectables exclusivelyboutdoors, while ruins seem to be the focus of your game overall. If it were me, I'd want to design them in a way that keeps both options open (maybe the beam is a bit more abstract and then seperately shoots from the sky or something). But it all depends on what you want. 2. I really love the new direction for the dungeon and completely agree with the philosophy. If anything, I'd lean even more heavily into having the entire temple structure come alive. This is a great starting point, though! Keep up the great work! Edit: Also, just wanted to say, those doors look fantastic!
@kenneydude14
@kenneydude14 Жыл бұрын
this is a compliment: a lot of the mechanics of progression and general level layout and enemy behaviour reminds me a lot of jak and daxter: the precursor legacy for ps2. you gather power cells to either power a machine that allows you to progress to the next area through explorations, puzzles or missions for locals. one of the missions is activating beams like you explained. if you havent seen it, you should check some gameplay out or even play some for yourself for inspiration. it's a great game and has a lot of similarities to this project progression wise!
@MajatekYT
@MajatekYT Жыл бұрын
I'm definitely liking the beacons unlocking the doors more than relying on the shards as it makes it feel like you're having more of an impact on the game world, but if you've already made the 3D assets for the shards then I highly recommend that you treat them as a minor collectible to "bread crumb trail" the player in the right direction. Just a little completionist thing, not for any unlocks or such. Also, with what I said before about making the player character getting knocked back when taking damage, I think that should happen whenever a physical interaction with an enemy happens so that it looks like your sword is actually hitting a solid object and slightly pushing you away - rather than just swinging through thin air.
@rio425ee
@rio425ee Жыл бұрын
I think the pillars should form a straight promenade to the door not a triangle angled out to the door. They should guide the player to the door. My suggestion is to make the platform bigger and place them directly onto the platform instead of the ground to give you more placement freedom.
@jacobcharleszimmerman7934
@jacobcharleszimmerman7934 Жыл бұрын
Here's an idea that you can take or leave. Maybe you can have both shards and beacons. You could make it so the player still needs to collect shards, but instead of bringing them to the dungeon, they have to bring a shard to each beacon throughout the map. That way it mimics the key mechanic even more. But maybe that's more complexity than you want. But the idea is there if you want it.
@pelicano1987
@pelicano1987 Жыл бұрын
Such an inspiring devlog. It makes my mind run wild with ideas and concepts. The small key/door, though, as much as I like the "activate anywhere near", maybe take care to not have the avatar in the way of the beam to the door, maybe a slightly move aside. The idea of reconstructing the main temple is awesome and it really brings it to life, pun intended. But I have to agree with @Pichuscute that the change from shards to buttons may make their location a little less erratic. At 01:02 you placed two shards on the coral tree. One in front of it and the other hidden behind it, like classic N64 collect puzzles. It may look strange why have two beacons so close to each other, while for shards it would be easier to explain, since they were scattered, not intentionally placed. But I'm confident you can find a good way to synergize lore and gameplay. Wonderful work.
@jonaspriebeofficial
@jonaspriebeofficial Жыл бұрын
When you get farther in development and maybe get farther in the story you should make it where you have to find and pick up your sword by the crash site or your first enemy. A cinematic could play as it ignites like a lightsaber then a prompt shows up saying how to fight
@LadAussie
@LadAussie Жыл бұрын
Maybe a thin vertical beam into space could be cool, there could also be a quick cut scene that shows the small beacon activating with beam going up into the sky, and then cuts to the temple showing the thing indicator light up or things activating. beam could stay or be a one off and the cutscene could be each time or a one off. If its cool enough I think watching the short scene would be a nice reward for finding and activating the beacon (with fanfare or fun sound? thinking Metroid vibes). this gives that instant feedback of what it achieves and makes it apparent that there are still more to find. there could be two rows of 15 indicators too, so you know there is a goal of 15 but as well as 30 but not what reaching either will do (although it should be obvious that it will open the temple). As an aside I always liked at the start of a Turok 2 level the short scenes showing each objective. Keep up the good work 🔥
@firedragon04
@firedragon04 Жыл бұрын
Check the new Devlog tonight, I implement the Beacon's system and it sounds similar to what you're talking about in basic fashion anyway but with polish could get there.
@MartianBlobfish
@MartianBlobfish Жыл бұрын
For the beacons, I think it'd be cool if the first one plays a cutscene, maybe a beacon is forced early on as a way to introduce them, and the others just play the animation without it being a cutscene. So players can look at the beacon activating and laser firing or do something else instead.
@TheBeanMan2124
@TheBeanMan2124 Жыл бұрын
I think the beacons are a great improvement. I think it also gives a lot of creative options where u can have some puzzles to unlock or restore power to the beacons. Will make each one feel unique and grounded in the world rather than just another pickup. Another thought is since your world is so big and also tall. You could add something like vantage points in assassin’s creed where u can loosely ping where the beacons/shards are (since there are a lot and the map is very big). Good for navigation and to show the detail in the verticality of the map.
@AlexLusth
@AlexLusth Жыл бұрын
New gate looks great! The activation Pillars feel a bit in the way though :(
@JarrodT
@JarrodT Жыл бұрын
20:00 I am so glad you had the same thought of how to implement the beams into the door opening. I wanted to see lights coming alive on the structure as you activate more and more beacons, or something like that.
@firedragon04
@firedragon04 Жыл бұрын
Definitely the plan, I want the dungeon to look 'asleep' and 'broken'. And as you activate more beacons it slowly comes to life with lights, motion and things rebuilding.
@JarrodT
@JarrodT Жыл бұрын
Now I do feel like that even the structure could be further expanded. Perhaps instead of centralizing each beacon, they could aim at specific points of the receivers poking out of the rocks that will glow and activate towards the door, with each beacon where rubble and rocks would break apart revealing a now living structure.
@MiguelMartinez-vb4ps
@MiguelMartinez-vb4ps Жыл бұрын
looks amazing
@Automatik234
@Automatik234 Жыл бұрын
Looking at the dungeon entrance structure, it looks a bot like a giant face of maye a diety or something. Maybe a pair of glowing eyes, also activated by beacons, could look rather epic.
@StiffAftermath
@StiffAftermath Жыл бұрын
Yes, having fewer, bigger events gives a better sense of accomplishments than a lot of smaller goals that are very similar. Think getting Moons in Mario Odyssey versus getting Stars in Mario 64. Both are collectibles in their ludonarrative goal, but feel very different due to their scarcity. Pacing will be a key to balancing their value if you have 13 of these beacons to activate. I usually make them feel like a quest to get said goal accomplished with a few little rewards along the way, and make them feel eventful with a cool jingle and short but meaningful cinematic sequence accompanied by a bit of lore/flavor text.
@thatsagoodone8283
@thatsagoodone8283 Жыл бұрын
Keep the door that you want to get rid off as an entrance for an optional hidden area with a hp upgrade or such. Or even an alternate outfit of the spacesuit
@longdongsilver3267
@longdongsilver3267 Жыл бұрын
The new door does look cool
@thelordz33
@thelordz33 Жыл бұрын
I like the idea of the beacons, but what if instead of them just shooting a lazer into the sky and then back at the dungeon, there is some sort of floating monolith in the center of the map that the beacons point at with the lazers and then once you have found enough beacons, a lazer will the come from the monolith and point towards the dungeon, thus opening it. Another idea is you could use the beacons to open the dungeon and keep the shards to be used soley for the cosmetics.
@firedragon04
@firedragon04 Жыл бұрын
Later in the Devlog I talk about how you'll be "rebuilding" the entrance to the dungeon to gain access to it and each "rebuild" is triggered by sending the signal from each of the beacons - a laser is probably still the best way to represent this... unless I just have a beacon burst with energy and then we cut to the dungeon and you see one tenth of it rebuilt everytime?
@kontrakrist
@kontrakrist Жыл бұрын
Just found the series yesterday. Great stuff. My two cents about the keys: I think they should be colored like the door, so red, as it is in the level now. While I certainly get that red shows that it's locked and green that it's unlocked, you can't tell them apart later when there are more keys for different doors. Having special colored doors and keys worked well in DOOM and I think it works here too. Also the coloration compared to doors that don't need a key, should give it away immediately. Of course you should still have a text for not having the required key. Keep it up, it's fun watching you progress!
@firedragon04
@firedragon04 Жыл бұрын
Unfortunately that wouldn’t work because the alien ruins on each planet are a specific “lit colour” and all things that are locked/deactivated are red. If every door is a different colour it wouldn’t really work. The only way around this currently is either locking players into areas or having it so any key can open any door. I’m leaning more to the latter but I haven’t explored that yet.
@kontrakrist
@kontrakrist Жыл бұрын
@@firedragon04 I understand. That would open up some nice possibilities for the player, given that there won't be just one door to open with a key in the given area, and it would have a more open world/player choice feel which is nice. Side note: If you have other planets, how about wearing a helmet on them, as they might be more dangerous maybe because of a sandstorm on a desert planet or just a non-breathable atmosphere.
@firedragon04
@firedragon04 Жыл бұрын
@@kontrakrist yeah exactly that. And I’ve actually designed a helmet for the main character but I haven’t decided how or when they’ll use it but that sounds like a good reason to!
@sinksinkswim
@sinksinkswim Жыл бұрын
Brilliant update as always! It's very hard not to jump straight into ideas for changes but don't take that as a criticism of your work, it's definitely not. More an indicator that the effort you put into each devlog/update captures everyone's imaginations. The game is really coming to life and it looks gorgeous. With that out of the way, one critique I have is that the current imagining of the dungeon-awakening idea wouldn't personally compel me to revisit the entrance to see what had changed. The ten pillars telegraph what you can expect each time once you've witnessed the first one activate. One potential tweak, still staying mostly true to your initial idea, is that the monolithic structure itself slowly morphs into shape as if a colossal ancient machine has been reawoken. I envisage big parts of the dungeon slowly sliding into place or erupting from the ground and interlocking with one another. It might not be what you're looking for as it doesn't incentivise the player to traverse their way back to the entrance but it would have an impact on how silhouette of the building appears, giving the player a more striking visual indication of progress as it is viewable both near and far.
@AviusL
@AviusL Жыл бұрын
I think it would be nice if the pillars had different sizes and each one looned a bit more unique. So they don't look as copy pasted size wise :) Amazing devlog as always dude!
@javierdurini
@javierdurini Жыл бұрын
18:43 maybe you could repurpose it ? Maybe just a treasure room locked behind a puzzle, or a smaller dungeon like experience similar to shrines in BOTW on top of there being dungeons too , IDK but great video I really enjoy these
@NotPayton
@NotPayton Жыл бұрын
my life has gotten a little more hectic than it was when I first found these devlogs, but these weekly uploads really give me something to look forward to. I'm loving the progress and overall direction of Space 64 (it's a working title). extremely excited for #10
@firedragon04
@firedragon04 Жыл бұрын
The real name of the game will be "Space 64 (it's a working title)" 🤣 Glad you've been enjoying the Devlogs!
@AlynneTheFlorifant
@AlynneTheFlorifant Жыл бұрын
The pillars look out of place being straight up against all those diagonals
@cheesecake8423
@cheesecake8423 Жыл бұрын
maybe instead of the beam shooting to just a point to the sky, it will shoot into a satelite? or something that is part of the planet or the temple, could be something the player can/has positioned up there, something that redirects the beams to the dungeon entrance
@mercyplease8561
@mercyplease8561 Жыл бұрын
What if you platform on the pillars as they're assembled and climb higher, using movement abilities, for rewards. The unique cosmetic or whatever could be on the top
@meiden7620
@meiden7620 Жыл бұрын
The new dungeon looks absolutely phenomenal, but I do feel like it's missing moss and foliage to give it a proper abandoned and lonely forgotten structure
@firedragon04
@firedragon04 Жыл бұрын
100% will be added! And maybe it will burn away/disappear as you awaken it again. But I very much want it to be overgrown to begin with.
@Xeridae
@Xeridae Жыл бұрын
You could probably just do a line trace to keep the flying AI a certain height above the ground. That will also help in various elevation changes.
@firedragon04
@firedragon04 Жыл бұрын
Yeah good idea actually, I'm having more issues with it detecting the player at the moment so I need to revisit its pawn sensing component.
@yaldabaoth7603
@yaldabaoth7603 Жыл бұрын
I love the doors all polished up, looks amazing! My only wonder is how you will tell the difference between all the different coloured doors and keys as they look really similar. It's not entirely obvious which keys work on what doors.
@yaldabaoth7603
@yaldabaoth7603 Жыл бұрын
Also, the new dungeon entrance looks kinda like an angry squid. Hint towards the dungeon boss?
@firedragon04
@firedragon04 Жыл бұрын
They'll actually all end up being the same colour and local keys will only work with local doors. I'm not planning on anything being a different colour on the same planet as the tech changes colour per planet.
@azordom5449
@azordom5449 Жыл бұрын
Awesome video! You're making a lot of progress in so little time. About combat, maybe the animations could show some knowledge in Fencing?
@firedragon04
@firedragon04 Жыл бұрын
That's a good idea actually. 99% of all the animations in the game currently are very basic and temporary so when I go in and add some proper animations with personality - fencing is a good idea to look at.
@error17_
@error17_ Жыл бұрын
I love your style
@vicarofleng23
@vicarofleng23 Жыл бұрын
The door animation combined with the portal effect is brilliant! What if the starter area wasn't actually connected to the overworld, and the other side of the door was just a standlone portal structure that you could walk around - non euclidean style? It mightbe a nice way to 'cheat' a grander scale for each level and ramp up the otherworldly feel.
@chrisbarber2436
@chrisbarber2436 Жыл бұрын
Re: Beacons vs. Shards, why not both? The beacons make the most sense to me to open the door and you could have a smaller number that are trickier to get to. Then you could have a separate area you unlock with the shards to collect the cosmetic. For that I think of Assassin's Creed II, where you could collect the six seals and unlock the best armor - but the key is you could always see the armor locked away (so you knew it was a cosmetic/optional goal) and could see empty spots for the seals so you knew how many you needed. You could do similar here (maybe even give the player a shard for free and have a cutscene of putting it into an empty space, teaching the player what the shards are for).
@ketoes
@ketoes Жыл бұрын
Even though it's in early development, it would be great to see some animation for collecting the keys similar to how Mario Oddesy does when moon shards
@silverwulf8640
@silverwulf8640 Жыл бұрын
A cool neutral creature could be a flying fish type creature that would fly away when you approached them. It could also be a good detail for the ecosystem that they are probably the weakest creature around because they are basically fish with wings. And maybe they don't fly but glide and have legs that make them fast so they run and jump into a glide which allows them to escape from predators. I imagine them to be cute and comedic looking but super awkward with their movement because they are fish with legs.
@gamongames
@gamongames Жыл бұрын
cool! just one thing: the beacon doing a 90º ricochet midair seems strange. it would be nicer to go directly from the key to the door, even if it curves.
@MrClockworkable
@MrClockworkable Жыл бұрын
I'll start off by saying I think the overall design of the dungeon is much better than before, it feels a lot more alien in terms of the surrounding environment, and a little forerunner if I had to be honest, my only slight concern is that with the main character being a high-tech sci-fi does it come off as strange unknown? Because they share a similar colour scheme white/grey. There needs to be a clear distinction between his technology and ancient technology. So it reads differently. As for the beacons, I was thinking maybe don't have them projected onto the temple? Maybe above and over it, thinning out at the end to imply they are reaching somewhere you can't see from the overworld, but still point at the temple, that way it creates less visual clutter, with several beams of light all projecting into one structure. Not to mention, you could bring this element later during a dungeon, where you find a room, where the beams of light are projecting into. Giving a sense of scale and scope to the dungeon. Sort of like a visual narrative reward to the players, showing their achievement in world building context, like how in the Souls Series, you can see locations where you have been, telling you how far you have come. Additionally, I was thinking about the spears you mentioned before and how you were wondering how they could be implemented, well, what if you worked it like OOT swords? Where the Spears effectively worked like the Giant's knife, having longer reach and dealing increased damage, but either, prevents you from using your shields or perhaps maybe it's slower? Additionally, you could implement similar things, such as getting a second sword, like seen in an early render being a weapon upgrade, but one you actively choose between, maybe with the logic of like, increased attack speed, but weaker if they share the same power source? I think additionally, it might help to create some more environment, I love the beacon idea, but having so many on the map might make things feel a little clustered, especially given their size. I personally prefer them to the keys. But given that they are structures, they should feel a bit more grand placed with purpose and additionally, I think more of the alien structures scattered about the world, would help imply this ancient civilization that has long since departed from this world. To point a lot of their old structure is now buried and overgrown, peeking through moss and sea slime. I do understand you want to give the player a reward for going out of their way, but maybe there is another way to do so? Perhaps you could put mini achievements in? And perhaps an NPC could reward you with cosmetics for completing these achievements? Or if you want to go for an isolated feel, perhaps you find one of your drop pods/escape pods, which is like an uplink satellite, that requires an 'activation key' for it to call down supplies and once you complete an achievement, it plays an animation of a pod crashing down, you reach and unlock the new cosmetic. As for an example of an achievement maybe, if you kill X amount of enemies, you get something like an animal bone armour outfit. Or maybe there are secret lore tablets that tell you about the ancient alien race and if you find them all, you can an armour design similar to their structures. etc? I'm sorry to waffle on like this, I just had a lot to think about with this video, please keep up the amazing work. The last thing I'll say is, Alien Hermit Crabs inside Ancient Alient structures for shells?
@firedragon04
@firedragon04 Жыл бұрын
Actually, the tech our main character uses IS the same as this ancient tech - one of this structures was found on his homeworld... I don't want to go into too much detail here because spoilers but the connections are very much not coincidental. Also no NPCs... not friendly ones anyway at all in the game, it is a very lonely game. You will have a companion character but they act more like a digital interface. I'm wondering if I take my original dungeon shard idea, and turn that into the things that will give you access to the "completionist chest" which has a planetary cosmetic in - rather than having 20 beacons but you only need to activate 10 to proceed. The only thing that might be annoying there is if you have activated 9 of the beacons but can't seem to find the 10th, it could get frustrating just aimlessly walking around, which is why I originally wanted double the number so players have more choice of where they go and what they do. And I love the Hermit Crabs idea!
@MrClockworkable
@MrClockworkable Жыл бұрын
@@firedragon04 You could take a cue from something like Shadow of the Colossus if you want a more independent discovery system, where players can perhaps 'detect' an energy source a specific direction. How that would form, I dunno, maybe it's a set of binoculars, that switch you to scoped first-person mode, and when you scan a direction, it will ping an energy source? Giving a general idea of which direction you are meant to go in, but not explaining how you are meant to go there. Or, maybe if the players discover one of the towers, it unlocks the region map, but doesn't reveal everything, only things in a certain proximity to it, so possible other towers? And you can make the information that is displayed as detailed or vague as you like. An issue I can see is that if the method of opening the dungeon is not the same across every region, to spice up the gameplay. So it doesn't make it repetitive. But it might mean the method of locating may or may not be different each time.
@edward3190
@edward3190 Жыл бұрын
The Gate looks high quality, while the wall surrounding it has low res texture.
@firedragon04
@firedragon04 Жыл бұрын
It's low poly actually, very. But I'm limiting texture sizes to 32x32 or 64x64 pixels along with fairly low poly counts on the environment and characters. This will be tweaked and changed as the game develops but a low poly aesthetic is definitely the goal.
@Any_key404
@Any_key404 Жыл бұрын
You make Unreal seem much easier than I’ve been lead to believe it is.
@Automatik234
@Automatik234 Жыл бұрын
Have you though of making slightly higher poly (some of the details shown in texturing, actually modelled) of the character or even enemies for promotional renders, similar to what many N64 games, back then did?
@firedragon04
@firedragon04 Жыл бұрын
It has crossed my mind, but it would take a fairly big chunk of time away from actual development.
@lennysmileyface
@lennysmileyface Жыл бұрын
You should add some energy projectile that can stun enemies. It seems a bit annoying that you can't get an attack in without being hit yourself.
@firedragon04
@firedragon04 Жыл бұрын
Right now that's just because the enemy AI attack you straight away. Additional delays and tweaks to the AI will change that. You gain a ranged weapon in the first dungeon too but that does mean the whole first planet you have to go through without that. I want more docile enemies and less hostile ones too on this first planet, so it's your choice if you attack them first or not.
@lennysmileyface
@lennysmileyface Жыл бұрын
@@firedragon04 Nice! Love the videos.
@Sunburst_No
@Sunburst_No Жыл бұрын
@FireDragon04 have you considered having an unlockable skin or something for fully completing a planet? Dunno but sounds cool
@firedragon04
@firedragon04 Жыл бұрын
That's the plan, it would be some cosmetic for going out of your way to 100% a planet
@Sunburst_No
@Sunburst_No Жыл бұрын
@@firedragon04 kinda sick, I got a feeling the dripping coral-esque look would suit the first planet or something. It just has that lost at see sorta vibe to me lol
@Sarimaximus
@Sarimaximus Жыл бұрын
maybe there can be a combination? like the crystals are the batteries for the beacons?
@KyleEvans09
@KyleEvans09 Жыл бұрын
It would be cool if you had four main puzzles, that activated larger beacons that open the door. And then, after that, the other shards are for changing the planet cosmetically maybe each shard changes the scenery in the area that you collected it.
@ritsuart78
@ritsuart78 Жыл бұрын
i thnk the dungeons beacons are better for this type of game, "dungeon shards" are more for 2d plataform game
@wallnut5312
@wallnut5312 Жыл бұрын
you do such a great job of expressing what direction and ideas you have, it’s relaxing being able to watch your creative process (*´︶`*) inspired me to reopen some of my own projects and try to get through roadblocks i was stuck on (ˋ▽ˊ) i really look forward to these, they are wonderful :))
@LastNight0
@LastNight0 Жыл бұрын
okay, so heres what im thinking, and this one is for free, since you didnt respond to my offer to help work on the game XD split your area into zones, each zone holds X shards, collect those shards to open the (original) dungeon inside it you solve a puzzle or something to light the beacon, the beacon then turns on your large new dungeons pillar. complete x of those to finish the level and gain access to the new dungeon. also cause i like you, add race/time trials for your boost system, make an npc that triggers them ( this could be a way to earn shards) build the game on 3 pillars puzzles, movement, and combat.
@Simi2681
@Simi2681 Жыл бұрын
Will you enable some sort of antialiasing, I love the style, but feel like antialiasing would do the effects a lot more service.
@actepukc
@actepukc Жыл бұрын
Haven't commented till now, but there is something that bothers me, you keep using blueprints which later might be an issue, not sure if this is true for 5.2 UE, of course, there is a way to convert them to Cpp. Also, you might think to add a second camera? or a way to be changed as when you've been next to the gate you couldn't see the glory :) IDK just a suggestion.
@wkmr
@wkmr Жыл бұрын
How long would you say it'll take to go from "I want that shard" to "I got the shard"? If 5 minutes or less, I'd say stick with shard -- if more like 10 or 15 minutes, I'd go with beacon.
@DylonDylonDylon
@DylonDylonDylon Жыл бұрын
The FOV when boosting was increased too much I think.
@physicalreleasesalert
@physicalreleasesalert Жыл бұрын
this is for run on N64 hardware?
@firedragon04
@firedragon04 Жыл бұрын
No, this will be released on PC.
@Tbjbu2
@Tbjbu2 Жыл бұрын
I like ur devlogs but if you don't promise me right now that there will be a setting to disable the low resolution post process I'm unsubbing
@firedragon04
@firedragon04 Жыл бұрын
100% it will be toggle-able in the settings, along with other features, like hiding the HUD. And some things you can toggle on if you want as well.
@thatpigboss
@thatpigboss Жыл бұрын
Day 3 of add a alien pig boss
@jakobo88
@jakobo88 Жыл бұрын
This project is looking closer to early Dreamcast levels by the day... I think you are failing on the n64 feel. Those effects throw you off from that era so hard. Other than that it's looking great, you have a lot of talent.
@firedragon04
@firedragon04 Жыл бұрын
It's inspired by the N64/PS1 era not directly trying to replicate it.
@mobiusdick6225
@mobiusdick6225 Жыл бұрын
You keep talking about having the dungeon visible from across the map. What if you make it so each beacon collected has a more visible effect to the overall structure instead of the pillars? That way the player can see their progress from across the map by glancing at it. I think that would take that "rebuilding" satisfaction to the next level, while emphasizing the dungeon.
@firedragon04
@firedragon04 Жыл бұрын
Right now the idea with that is the lights on the dungeon start off/dull and then as you activate more they slowly get brighter and brighter. But I do like the idea of more happening to the structure too.
@mobiusdick6225
@mobiusdick6225 Жыл бұрын
@@firedragon04 Maybe you could have 10-15 lights on the structure light up one by one? I'm sure you'll come up with something cool though.
@chrysos-nexus
@chrysos-nexus Жыл бұрын
if you wanna do some weird/different block puzzles, i suggest looking at how legacy of kain for the ps1 does it's block puzzles and other puzzles. also i really like how this game your making is shaping up, very well done!!
@firedragon04
@firedragon04 Жыл бұрын
Oh do you mean Soul Reaver? I've played it! But I don't remember the block puzzles much, I should replay it!
@chrysos-nexus
@chrysos-nexus Жыл бұрын
@@firedragon04 ​ yeah. (side note: i typed in another responds here but it seems deleted it's or something else.
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