I sure did take a beating in this video, huh? Those skellies are merciless. I should probably reduce their speed and tweak their AI a bit, haha. Thanks for watching everyone! I'm really happy with how this game is starting to look. What do you think about the aesthetic?
@lanzjypol4 жыл бұрын
Is there a mobile version for this ?
@GameEndeavor4 жыл бұрын
@@lanzjypol There's not even a PC version yet. :) This is only a little over a month into development. But no, I don't expect to develop this for mobile, sorry.
@lanzjypol4 жыл бұрын
Haha ok then
@ishechinyoka38583 жыл бұрын
The combat looks so satisfying
@ytivarg53713 жыл бұрын
i'd say keep the brutal ai for hard mode and a simpler slower ai for normal
@brandonmack1114 жыл бұрын
"and yes, you can pet the skeletons" I'm so glad! I was worried I wouldn't get to pet the homicidal skeletons.
@PleepusPlopus4 жыл бұрын
I'm definitely gonna be petting skeletons a lot
@GameEndeavor4 жыл бұрын
They're just so cute and cuddly.
@erzr61414 жыл бұрын
What if you could tame them?
@GameEndeavor4 жыл бұрын
@er zr I don't intend for that. I won't say it's out of the questions though. However I do intend to let the player specialize in necromancy and summon their own skellies/spirits.
@akulakulmartine1004 жыл бұрын
@@GameEndeavor Uuuu that sounds sooo cool, I will definitely play as a necromancer then
@andrewmurray97013 жыл бұрын
@@GameEndeavor Ooooooo what about a charm effect that makes a skeleton passive for a short time and pettable while still passive. It could even combo off of stunning then. Like you stun them then charm them.
@ariharris92213 жыл бұрын
You caught the algorithm, and I’m glad I found you
@GameEndeavor3 жыл бұрын
Thanks, it has been wild to watch, lol.
@hakonmarcus3 жыл бұрын
For warriot: How about a disarming parry that will send those swords flying, and make the skeletons run to pick up their swords again? With that mechanic you could make tougher enemies down the line that are almost invulnerable until you disarm them.
@GameEndeavor3 жыл бұрын
I like that. I'll add it to the list, thank you. :)
@romulusnuma1163 жыл бұрын
Ok petting the Skeleton has won me over
@Artindi4 жыл бұрын
My mom was always telling me to not run backwards while holding my sword, like, at least once a day. So this game is going to be awesome! I'll finally be able to do that! :D
@GameEndeavor4 жыл бұрын
Indeed, I worry this game will be a bad influence on the upcoming childrens though. Perhaps I should have a "do not try this at home" disclaimer every time the character runs backwards with a sword.
@theblackrockwolf35433 жыл бұрын
You could use the fire magic to explore dark areas by making it so you can hold a flame in your hand or float near you.
@ruzco48734 жыл бұрын
I know this is old but you could use a system for learning habilities like the one in final fantasy tactis advance, the hability is binded to a special weapon at first, and you have to use it in order to master it, once you master it the hability is yours and you don't need to use the specific weapon anymore, maybe there you could bind it to a button on the controller, and even add a system that boost the hability if you're holding the item that grants it. Hope you see this, I'm loving the game so far
@GameEndeavor4 жыл бұрын
Thanks for the suggestion. :) It's not really the kind of system that I want to go with. I'm pretty happy with just a "get skill point on level up, use it to unlock ability" system. I'm not as concerned with how the player acquires the ability, just that they have fun using it. :)
@cesarsandelis63793 жыл бұрын
You could add a rage skill which increases damage dealt and taken while increasing speed and crit rate but prevents the player from using magic or certain ranged weapons. High risk for high reward that some people just love.
@somesamesane53214 жыл бұрын
This game looks awesome i can't wait to play it! By the way i think adding a purpose to peting the skeletons would be great, like trigerring an easter egg or turning them into an ally (with a limited maximum amount)
@GameEndeavor4 жыл бұрын
lol, I really need to watch my jokes. I didn't intend for that to be taken seriously. :) I will probably have a petting interaction meant to be used on pets, but petting skeletons will be an easter egg. :) I don't expect to add tameable enemies, with the exception of raised / summoned enemies from the mage class.
@penguindood83153 жыл бұрын
You should add a colour filter or maybe some effects to enemies who’re stunned, it’ll make the enemies sudden stop telegraphed much more naturally.
@Xendra4 жыл бұрын
Adrenaline system is a very good idea. Kingdom Hearts 1 uses a system like this for its MP, and i thought it was a shame that the rest of the series replaced it with a more passive system.
@GameEndeavor4 жыл бұрын
I agree. It made an immediate impact on the feel of my game. I'm surprised more don't use it.
@JuhoSprite3 жыл бұрын
1:14 my god this is so smart, I love this idea
@colinross5713 жыл бұрын
Love the wand of sparking addition haha keep it up man
@norvintolsk1590 Жыл бұрын
Great point about the adrenaline system. Yoink!
@NahuelPavano4 жыл бұрын
it looks really cool!!! the screenshake was giving me a headache but everything else was amazing! keep it up! i wanna play that game.
@GameEndeavor4 жыл бұрын
Thank you! Yeah, I realized after recording all of my footage that I took a lot of hits, thus a lot of screenshake. But I should also tone it down some I think. There will be an option to adjust it or even disable it in the game, because I know it can be rough on some people. :)
@ResoluteGryphon3 жыл бұрын
This looks so beautiful already. I can't wait to play this. It's the lightweight action RPG I have dreamed about.
@GameEndeavor3 жыл бұрын
Thank you! For me, it's a dream come true to be making this. :D
@GaminFaith3 жыл бұрын
Adding in different types of swords would be useful for warriors since you could make fast attack but weak dmg or slow but strong dmg swords. Its also an easy way to diversify the warrior class
@GameEndeavor3 жыл бұрын
Indeed, there will also be different types of weapons such as spears, hammers, and axes. :)
@falxie_4 жыл бұрын
This is my first time watching your channel. I absolutely love seeing more Godot devs at work
@GameEndeavor4 жыл бұрын
I know the feeling. I always love to see Godot games out in the wild. :)
@skiesquiggles73194 жыл бұрын
I can't believe I'm only just now discovering your channel! So much personality and humor, as well as excellent timing and topic organization.
@GameEndeavor4 жыл бұрын
Thank you! I mean, KZbin doesn't really promote tutorial makers for a small engine all that much, so I'm less surprised than you are. :) Glad you enjoy the content.
@LuckyClover-yp7iy4 жыл бұрын
sword abilities ideas: piercing lightning: shocks with lightning, does little damage but stuns all enemy’s in a group. charge attack: hold the attack button, the more it is held the more adrenaline is used, depending on how long it was held we’ll depend on the damage dealt. sword slashes: repeatedly mash the attack button, the more it is mashed to more adrenaline is used, this will determine how many slashes the enemy will get and how much damage it will do. speedy dash: dash forward and slice an enemy, does moderate damage but you are invulnerable in this state. bloodbath: damages all enemy’s in a group, damages scales with how much health you spend.
@GrashalmTuts3 жыл бұрын
This is so entertaining, thank you! Also, I just learned about minimum spanning trees a few weeks ago at uni, so I was quite surprised to see them pop up here^^
@GameEndeavor3 жыл бұрын
lol, I know little about them. I seen them in a KidsCanCode's video on procedural dungeon generation and thought it'd work well here.
@blueapollo_4 жыл бұрын
Booping a skeleton's nose is the best thing about this game no doubt
@slackergeek20074 жыл бұрын
the stunning shot needs a few swirling stars above monsters head. unless it's a try pinning shot, then maybe you need to have the arrow sticking in the monster feet/ground for visual feedback :)
@GameEndeavor4 жыл бұрын
I plan too, just didn't have time before the video dropped. :) I drew those right before editing everything together.
@kilura94593 жыл бұрын
Shield skills for the warrior!! Btw loving this, will buy when released ! the kind of game the makes me smile
@GameEndeavor3 жыл бұрын
Potentially, with this combat though, one of the main things I try to encourage is you considering your position, and shields kind of go against that. Not out of the question, but idk yet.
@VGLetsPlay4 жыл бұрын
Game is looking great, just from these 2 videos I am going to buy this when you finish for sure :D
@GameEndeavor4 жыл бұрын
That's very kind of you, thank you! :D
@jack55903 жыл бұрын
Just came across your channel. Love your presentation.
@ludosgd4 жыл бұрын
Great job! I love the solution you found for the stamina problem. In my experience players that would enjoy being a Warrior would expect to deal lots of damage and be an unstoppable force during combat! Here's some ideas off the top of my head that you could find interesting: - Your adrenaline system is perfect for Warriors, since you could make it easier for them to gather adrenaline than Rogues and Wizards. The promise for lots of adrenaline is the promise for lots of big damage and satisfying hits, it also works with the fact that Fighters are the most "adrenalinic" (if it makes any sense) - Dual Wielding? I dunno if it's something you're considering and I don't even know how it would work but it sounds cool. - An ability that let Warriors deal damage automatically when they get hit. This should encourage Warriors to go in close combat! The game is coming together nicely, can't wait to see more! Keep up the good work bud! :)
@GameEndeavor4 жыл бұрын
Thank you! Those are some fantastic ideas. I'm not sure how dual wielding would work either, tbh, given my inventory system. The player doesn't equip their weapon, they use it from the hotbar. I could have an off-hand slot and have them automatically use the offhand weapon if attacking with their main weapon. I'll consider that. I'm thinking the mage should have the most adrenalin generation though, since their whole being a mage relies on it. The more adrenaline they generate, the more spells they can cast. But a warrior will probably generate it pretty quickly too. And their base damage hit harder than the others. When I play rogues I'm not concerned with base damage, but rather stacking up dps through effects and controlling the flow of combat. Thanks a lot for the suggestions!
@ludosgd4 жыл бұрын
@@GameEndeavor Yeah dual wielding seems really difficult to implement. Oh, you have a really good point on wizards and adrenaline, I didn't think of that. Glad to be helpful! You're doing a great job! :D
@Skeffles4 жыл бұрын
Wow. Sounds like your combat system is going to be pretty solid. Can't wait to see more!
@GameEndeavor4 жыл бұрын
Thank you. :) That's one of the main focuses. Combat was one of the things I wished RPGs did more with as I was growing up. So I want to make an RPG with fun combat. Nothing overwhelming, but something to keep you engaged as you navigate the world.
@xezzee3 жыл бұрын
Necromancer and Druid abilities would be also possibilities . . . Druid shapes your character to animal and gives you new attacks, another route is natural based attacks like leaf cutter and Necromancer could curse enemies and raise tiny summons that ran to the closest enemy blowing up. Addition to curse you could have grounded effect. Like having ability that summons minions that blow up enemies having secondary ability upgrade to add aoe dmg or slow area on death for more dmg or CC
@GameEndeavor3 жыл бұрын
I just demonstrated a "Summon Skelly" spell in my livestream yesterday. :D I intend for there to be a necromancer class. I was considering a shapeshifter at the time of this video, though recently I've been thinking of character customization and that might be tricky with all the bits and pieces. But I'm still considering it.
@xezzee3 жыл бұрын
@@GameEndeavor Yeah, one work around is to make the ability to chance your current weapon to two claws that you can slash like wolverine. Other class abilities Illusionist or Guild Wars 2 Mesmer where you can great copies of your self that attack with you and enemies target taking 1 hit for you. Warlock could be curses and hexes to debuff and harm your enemies. Priest with shield and healing abilities but I don't think you are going to add healing abilities... But I don't know how you will do the class system. I mean if you can openly select you could make more skills instead of locking them behind a class giving players options to cast spells and use stealth or make Paladin like
@realdonutking1232 жыл бұрын
6:31 bro that skeleton looked so done with that shit lmao
@GameEndeavor2 жыл бұрын
Haha, indeed.
@Temzy4 жыл бұрын
I can't wait to play this! Keep it up!
@GameEndeavor4 жыл бұрын
Me too! Lil Endeavor is so excited to finally play this game! I will. :) Still going strong as the day I started, stronger even. All this support has motivated me something fierce.
@cole13 жыл бұрын
6:10 Don't punish the players for clever strategies! Based on your more recent video about combat, you got it to where the enemies won't stack together and will keep some distance. Sound like it'll be a challenge to line up a good pierce :)
@StarkRaveness3 жыл бұрын
Nice ideas man. Love your artwork, thanks for sharing.
@GameEndeavor3 жыл бұрын
Thanks for watching!
@chaoticglitched Жыл бұрын
This looks like the combat system in the game I'm making but twenty times better
@kharekelas4259 Жыл бұрын
give your warrior a shield, and there will be a lot of fun mechanics to be implemented
@GameEndeavor Жыл бұрын
I have very little interest in adding a blocking mechanic. imo it makes gameplay dull and adds a "complexity" that I'm not interested in. I intend to keep combat as simple as possible without being boring, as it's not the focus. Even a lot of what's in this video has been changed for this reason.
@Sarnahanfi3 жыл бұрын
rootin for ya! your passion is remarkable. :)
@GameEndeavor3 жыл бұрын
Thank you! Yeah, game programming is my favorite passtime, moreso than playing games. And I've been wanting to make this since I was quite young. So finally seeing this project realized is a dream come true. :)
@Sarnahanfi3 жыл бұрын
@@GameEndeavor your content is great and simple understable, I really love it. :) will follow your journey!
@TexFNYT4 жыл бұрын
can not wait for this game to be complete however long that could be
@GameEndeavor4 жыл бұрын
Me either. It's still early in development, so might be a little bit.
@AlexGorskov2 жыл бұрын
Good luck, buddy!
@VodShod Жыл бұрын
for warriors you could parry stunning the opponent if you parry right when they attack.
@FabulousJejmaze3 жыл бұрын
this game looks so nice!
@GameEndeavor3 жыл бұрын
Thank you! I recently released a demo if you would like to play it. The game has come quite a long ways since this video. :) game-endeavor.itch.io/zatcd-demo
@FabulousJejmaze3 жыл бұрын
@@GameEndeavor i am going to subscribe just because you replied to my commment :D
@AlexPBenton3 жыл бұрын
I think this would be a good time to start thinking about progression
@elijahclaude34133 жыл бұрын
This devlog is really inspiring and motivational!!! I am looking forward to playing this game. And seeing you make a game that is so complex yet simple really gets me thinking about my own game ideas that I didnt think I'd be able to make. Quick feedback/question: How do you know what skills you can use? Will you show the skills available through the UI? Or are they gonna stay invisible? Excited to see where this goes! Thanks for sharing!!
@GameEndeavor3 жыл бұрын
Thank you! It really stirs this ol' heart when people talk about being motivated and inspired. That was an unexpected side effect of making these devlogs and I love it. :) I've been lamenting over how to go about that and I'm not sure. UI isn't one of my strong suits and I have to learn it quick, lol. However I have been talking to my community about phasing out skills as mentioned in this devlog and instead implementing them through a weapon enchanting system to try and streamline combat and reduce my animation workload (game is gaining popularity, so I expect it'll be worth adding multiplayer, thus customizable characters whic hI wasn't expecting to do). I want to keep it simple yet engaging, and I think this is a better option for it. Perhaps using skills to unlock world actions or roleplaying options. That said, I will still probably need a UI for that, and one of my goals with this is to reduce the need to spend a long time reading every skill, doing research on what you should take, choice paralysis, etc. So I'm still working on that. I'm not going to bother with it for the demo. It's expected late March and I don't have time to give the thought and planning it needs. Perhaps I'll be able to answer that after. xD
@elijahclaude34133 жыл бұрын
@@GameEndeavor Awww, I'm years for being able to do anything like this, but I really love that you going for building your dream game, and that it looks to be so cool!! I'm really looking forward to seeing what you come up with!!
@CircusBamse3 жыл бұрын
Warrior ability idea: more damage at low health, potentially with some invul time. Lore-wise this is usually some kind of rage mechanic
@adriaanboshoff44923 жыл бұрын
Your game looks amazing. Sounds like your dream game is very close to mine. I always enjoyed weapon crafting as another component of an RPG . You could implement different abilities for different weapons to make melee interesting. Double the range with piercing for spears and pike. Stun for hammers and higher attack speed for blades. This would allow characters to switch weapons during combat to make use of the best tactic for the specific enemy.
@GameEndeavor3 жыл бұрын
Indeed, lots of weapons planned. Even mentioned on stream about phasing out abilities in favor of a sort of enchanting system where you can put a desired secondary attack on a weapon. Each type having different possibilities.
@operator80143 жыл бұрын
Aww man, maybe you could have an arrow ability where it does like 2/3 damage but deflects off an enemy into other enemies. Like chain-lightning but with arrows.
@Naavs104 жыл бұрын
like the art style if 👍🏼👍🏼
@jay-tbl3 жыл бұрын
The Adrenaline bar reminds me of Soul from Hollow Knight a lot
@GameEndeavor3 жыл бұрын
Makes sense. It's essentially the same thing except mine gradually depletes when it's not being used. Though I'm not fond of this tbh, it incentivizes rushing from battle to battle quickly.
@Greywander873 жыл бұрын
Adrenaline should generate faster the lower your health is. This helps you recover from a bad situation and also makes the game more exciting. There's a few games that do sneaky tricks like this to give you an edge when it _seems_ like you're about to be defeated. I know, for example, in Doom 2016, you take less damage while your health is low, allowing you to have a tense fight where you're low on health the whole time. If the game was "fair", you'd either have a lot more frustrating deaths, or your health wouldn't appear as low, making it less tense. In general, a close fight is going to be more fun than an easy win or a defeat, though it's good to have variety in difficulty.
@GameEndeavor3 жыл бұрын
I'm aware of these trick that developers use and agree with you. I will most certainly be implementing it for adrenaline as well, it'll need to be tested for confusion because say the player gets used to 3 attacks being enough to give them an ability, but because they have more health it's 4. That causes a disconnect that in my experience players don't like at all.
@johncedricbautista81494 жыл бұрын
i like this a lot its very entertaining!!
@kinheartferry35794 жыл бұрын
1:37 about controls, A mobile game called Soul knight has a solution in where its similar to your idea, The only thing different is that when you're holding the right joystick to attack it automatically does the attacking action wherever your aiming, This solves the problem of having seperate inputs for aim and action, it just needs to implement some sort of timer so the swing of a sword is constant and fair while holding and such, And for items like bows, Releasing the joystick will release the arrow, And aiming will result in charging another one, Hope that helps!
@GameEndeavor4 жыл бұрын
Oh that is a very interesting implementation. I will certainly take consider that. Though it seems more suited for much more actiony combat than I have in mind.
@dorkyface4 жыл бұрын
Maybe the warrior path will unlock the ability to wield obnoxiously large weapons? There's a lot of games where bosses will have these massive and awesome looking weapons, but then they get shrunk down when equipped on the player. In Dark Souls 2, there's this boss called "The Flame Knight" that has a massive stone sword that's like 3 meters long, but when you unlock it, the sword is a quarter the size :(
@GameEndeavor4 жыл бұрын
As fun as that sounds, I can understand the design decisions behind something like that. :) I do plan to have large weapons, like a broadsword. But probably nothing obnoxiously large.
@dorkyface4 жыл бұрын
@@GameEndeavor Oh well :)
@Ger.bogado4 жыл бұрын
Hello! love this game and the pixel style,l any chande that yo can do a tutorial on how the melee attack works for the player? I like so much how it's done
@GameEndeavor4 жыл бұрын
Thank you. :) I'm not really doing tutorials at the moment so that I can put all of my focus on this game. That said, it's pretty easy. I just do some rotations with the sword so it's offset from the player, when the player attacks I instantly invert these rotations but play a 2 frame animation of the sword swipe. This makes the attack feel responsive and snappy. At the same time I spawn in an Area2D for detecting hitboxes. Then that is followed by a 0.4 second recovery where the player overshoots their swing and brings it back to a resting state.
@sandydeodores74393 жыл бұрын
I just realized your voice reminds me of Dell Conagher (Props if you get the name)
@jxone18153 жыл бұрын
I think you should make the lightning have more impact and just look strongly right now it just looks like a weak spark and not a strong bolt of lightning.
@sir_slimestone37973 жыл бұрын
nice Adrenaline system, reminds me of soul in Hollowknight where you have to hit enemies to gain soul which is used to cast spells and heal
@lautaros.f78384 жыл бұрын
Buenisimooooo me encanto, te ganaste un nuevo sub
@nataliekidd21353 жыл бұрын
It would be super cute if your pet picked up dropped items.
@ItsKwamzilla3 жыл бұрын
Could you not combine Stamina AND Adrenaline? Adrenaline for abilities + buffing damage ? Stamina for basic skills + buffing defence? Also, a counter ability for the warrior would be great! Looks fantastic!
@GameEndeavor3 жыл бұрын
That adds complexity that I don't want. :) I want to keep combat element simple and easy to understand. I'm considering countering, but that doesn't align with the kind of combat that I want, hard to explain that one. :) Basically I'm looking for a simple zelda style combat but with 360 degree aiming and simple abilities. I'm not leaning that heavily into combat. Countering might make combat seem more timing based, and isn't how I want my combat to feel.
@ItsKwamzilla3 жыл бұрын
@@GameEndeavor makes sense! The Dark Souls fan in me was coming out!
@JFran. Жыл бұрын
Hello, how did u make that animation drop? (I'm not talking about the animation sprites) was it made in godot?
@concernedcommenter82584 жыл бұрын
Is this music in the game? Its epic, like the art, love, and mechanics of this game.
@GameEndeavor4 жыл бұрын
Thank you! It's not, however. Music is my weakest skill as a developer, which I need to improve. So I'm using this as placeholder in the meantime. There's a link to it in the description. :)
@publicalias81724 жыл бұрын
that comment on whirlwind maybe not being noticeable, I would have to agree what do you think about tinting the swoosh color (wow very technical speak) to a light blue? it would distinguish it a bit from the regular attack, enough to feel like you've just done something powerful
@GameEndeavor4 жыл бұрын
That's a really good idea. I'll have to play around with it, thank you. :)
@RyanScottForReal3 жыл бұрын
Great work! Where can I see the livestream how you made the lightning?
@xcryptgames44104 жыл бұрын
really nice
@GameEndeavor4 жыл бұрын
Thank you. :)
@yousef_beta3a4 жыл бұрын
Co-op will make this game ........... amazing
@GameEndeavor4 жыл бұрын
I agree. :) Ideally I would like to get it implemented early, because online multiplayer is very difficult to add the longer you wait, but at the same time I'm not very familiar with network code and I don't want development to get bogged down because of it. So it's tricky. As of now I'm going to implement it later on if this project gets enough support for it to be feasible. If not then I will at least add local co-op and see about getting Steam's integration in it to make it playable online, but there will be some restrictions due to it being simulated co-op.
@yousef_beta3a4 жыл бұрын
I think that u should consider local multilayer
@GameEndeavor4 жыл бұрын
@@yousef_beta3a As I said, I will at least add local co-op. :)
@Spydr3313 жыл бұрын
added a like for skeleton boops
@theecloudforge4 жыл бұрын
I like were this is heading
@GameEndeavor4 жыл бұрын
Thanks! Me too. I feel like this project has far more potential than anything I've ever worked on before.
@theecloudforge4 жыл бұрын
@@GameEndeavor you should add an experience system to the game
@GameEndeavor4 жыл бұрын
@@theecloudforge There will be soon. :) It's not high priority, since I don't think it's part of the core gameplay, but I imagine I'll get started on it in a couple months or so.
@NeatGames4 жыл бұрын
I think you have more abilities to make more abilities more! :D
@hlsls56344 жыл бұрын
The. Fox. Is. So. Cute.
@GameEndeavor4 жыл бұрын
Thank you. :D
@hlsls56344 жыл бұрын
It’s distracting
@hlsls56344 жыл бұрын
Instead of paying attention to the video I’m transfixed by the fox 😂
@mrfrog09132 жыл бұрын
I feel like yoh should add wand levels so without a wand you will only be able to cast basic spells the better wand the better spells you can use
@mrfrog09132 жыл бұрын
I feel like this will make the player think more about their desisions
@thagnogs3 жыл бұрын
W A N D O F S P A R K I N G
@paliing3 жыл бұрын
Hey buddy, you should check out vagante for some inspo. The cpmbat looks simple but when you realise how you can cheat the system the world opens up
@GameEndeavor3 жыл бұрын
Oh wow. That game looks amazing. The art is really nice, the music in the trailer is very good, and the gameplay looks fun. I will for sure add it to my list of games to look at.
@rl_ledge92844 жыл бұрын
looking very nice so far how did you do the weapon mechanics (the rotation of your weapon) though?
@GameEndeavor4 жыл бұрын
Thank you. :) The weapon sprite is rotated on some pivots. When the player attacks, these rotations are immediately inverted, but a two frame sword swipe is played to convey motion and area. The sword is then tweened for an overshoot and recovery animation. This gets asked a lot, I plan to cover it in more detail in my next combat oriented devlog. :)
@Tinkerer_Red3 жыл бұрын
I would really appreciate a link to how to go about programming the chain lightning. I understand the theory of how it works although putting the code together is much harder. Doesnt seem to be enough example out their. and the wiki page loves to talk about what's the most optimal version although searching for the algorithm appears to give no results of any real use.
@hm42664 жыл бұрын
I just subscribed because I’m interested
@GameEndeavor4 жыл бұрын
Thank you! I'd subscribe too but KZbin won't allow it.
@hm42664 жыл бұрын
Game Endeavor lmaooooo
@skelonz26124 жыл бұрын
I really like what you have so far, the only thing I would say is that the thunder ability feels a little underwhelming upon casting. Maybe add an effect or something to it? Idk just trying to give ideas lol
@GameEndeavor4 жыл бұрын
Thank you very much for the suggestion! Someone else suggested the same thing earlier, so I will be working on that asap. I think it should feel more powerful, will help with player feedback and all that. :)
@skelonz26124 жыл бұрын
@@GameEndeavor Yup no problem! Keep up the great work
@nightowl5483 жыл бұрын
Love this. This is everything I have ever dreamed of, and stuffed into one package. Also can I only pet the skeletons when using bows or having the skill neccessary ?
@GameEndeavor3 жыл бұрын
Well the skelly bit was a gag, lol. When I started this devlog series I didn't realize people would take me so seriously. I have a dry sense of humor. xD That said, I may add it as an easter egg to any stunned skellies. Bow won't be the only way to achieve that. And even as a necromancer specialization you'll be able to summon your own skellies, and probably be able to pet them as well.
@nightowl5483 жыл бұрын
@@GameEndeavor Well nice. Any nice stuff for summoner's summons or the like
@GameEndeavor3 жыл бұрын
@@nightowl548 Actually someone just asked if they could pet their summons and it got me thinking about a whole interaction system with the summoner specialization. Maybe you have the same summoned entity and can bond with it. Even perform rituals to unlock abilities or something. Lots of thoughts going through my head atm, lol.
@Barwani4 жыл бұрын
Another great video! 11k soon?
@GameEndeavor4 жыл бұрын
Thank you! Just need 11 more subscribers. :P
@hidemat51414 жыл бұрын
Do you know of a reference tutorial for learning how you handled your tilemaps?
@SMILE-rm8yy3 жыл бұрын
I hope if this game gets release I wish it a mobile game and pc
@garrettord33042 жыл бұрын
Do you have any more details on how this is coded? Or is this mostly an advertisement for the game itself?
@GameEndeavor2 жыл бұрын
Not an advertisement for the game, it's content meant as entertainment. I use it primarily to grow my community. But also not a tutorial, so no details either. :)
@davnoa59584 жыл бұрын
Adrenaline-addicted Mage? Something new...
@GameEndeavor4 жыл бұрын
Indeed. I questioned if it would make sense for the mage, but I don't want to have separate systems per class, especially if I want to allow for dual classing, and gameplay wise it still works really well.
@davnoa59584 жыл бұрын
@@GameEndeavor ... and can be easily implemented in his (Mage class) background.lore. And not only background... And not only to Mage... Just a thought...
@jenniferparke76993 жыл бұрын
What does the fox do? Is he your pet? I will name him fin
@weegee37854 жыл бұрын
Hey! I really liked this vid and it actually got me inspired to start my own project, even though thats a bit down the road. Anyways i have three questions for you! Do you have a name for the game yet? Are you skilled in music design or will you get someone else to do it? And lastly when do you expect youll be finished with your project?
@weegee37854 жыл бұрын
Also i noticed the little dog/fox following you around, just a suggestion but you could make more types of those “pets” that can attack enemies!
@GameEndeavor4 жыл бұрын
Howdy! Glad I could inspire you. :) While watching devlogs to get an idea how to structure mine, I gained a lot of inspiration as well, so I know the feeling. I do have a name for the game, it is "Zoe and the Cursed Dreamer". I am not skilled in music. I have some experience and know a tiny bit of music theory, but it's a skill I've been practicing a little every day so that I'll be ready to writing my own music soon. I learn quickly. :) I'm pushing for a demo early next year, and the release a year or two later. But this project is only a month old so that is a very broad guess, it could be longer, could be shorter.
@GameEndeavor4 жыл бұрын
@@weegee3785 Selectable pets that fight with you is already in the works. :) It's going to be one of the major mechanics in the game.
@weegee37854 жыл бұрын
Awesome! I just now found your channel and i cant wait to see how your game evolves and to hopefully play it when it comes out!
@weegee37854 жыл бұрын
(Sorry to bug you again) im actually trying to get into coding, im just wondering where you started when you did? And what would you recommend?
@yam1zu4 жыл бұрын
Question, what platforms would you be releasing this on?
@mateuszgrzonka38264 жыл бұрын
Maybe add shield as a weapon? I think that might be quite fun to walk around and bash enemies with your shield, while you couldn't be hurt from the front. When enemy hits shield you could add a hit sound, to make it even funnier (somewhat like Mars from Dota2).
@GameEndeavor4 жыл бұрын
Shield bash is a fun idea. :) Not sure how I'd do the input though. Controllers are mapped out and right click on mouse will be interact.
@mateuszgrzonka38264 жыл бұрын
@@GameEndeavor Maybe shield would be instead of sword, as separate weapon?:D
@GameEndeavor4 жыл бұрын
@@mateuszgrzonka3826 Lmao. As amusing as that sounds, I think that might be confusing to players. Though it does remind me of playing Gorn once and this guy comes out with a shield in each hand. I couldn't stop laughing.
@joelchrono4 жыл бұрын
This is great!
@GameEndeavor4 жыл бұрын
Thank you!
@athulmathewj4 жыл бұрын
the range combat is more like of minecraft crossbow attacks i think you should add range weapons like tridents and crossbow i am a huge fan of minecraft so i find this mechanics cool (maybe the tridents might be available in aquatic levels if possible)
@GameEndeavor4 жыл бұрын
Crossbow is a little more advanced era than I was aiming for, but I'll add it to the list to consider. :) I'm not sure how well aquatic levels would work in a top down game.
@athulmathewj4 жыл бұрын
@@GameEndeavor thanks for repling i am so happy this is the first time this happened to me!i love your vids i am new to godot i learned qa bit from your channel
@GameEndeavor4 жыл бұрын
@@athulmathewj Thanks for watching the videos, bud! :) I'm glad they've helped you.
@KingTermite222 жыл бұрын
i feel a gun class like in terraria would be useful
@june_rain_video_game_company4 жыл бұрын
Do you have the stream recording of you making the lightening ability? I missed it and would love to see it
@GameEndeavor4 жыл бұрын
I do. :) I keep all of my livestreams (from KZbin) unlisted, but in a playlist which you can find at the bottom of my home page. But here's the link to that specific one: kzbin.info/www/bejne/gXyqoZ1rZsidhKM
@rzrx13374 жыл бұрын
The code part is at 1:24:00.
@crackkmeup98953 жыл бұрын
The game looks alot like gungeon Alot lot
@Someoneyeeted4 жыл бұрын
Another game that iam going to spend time playing it instead of participating in game jams , seriously tho this game looks awesome
@GameEndeavor4 жыл бұрын
Thank you! I don't expect to have a demo up for until early next year though, so there's plenty of time to do all the jams until then. :D That said, I am skipping out on some jams to work on this, but it's worth it.
@roamingcelt3 жыл бұрын
Your rogue Sounds more like a ranger. Rogue is stealth/close combat. Think short/quick sword/dagger. And ranger, well that's in the name.
@GameEndeavor3 жыл бұрын
Bit of both or either. :) I've added a stealth mechanic though idk if I'll keep it and I'm adding daggers. I had just only done the bow for this video to cover ranged attacks.
@rocasdev Жыл бұрын
Hi! My name is Andrés, and I'm working on an action RPG using Godot Engine, and I wanna use your combate system, I won't do it completly the same, but I think it's pretty handy for an ARPG. Can I use it?. Greetings from Colombia
@krish-ut9de4 жыл бұрын
Yessssss a new oneee
@GameEndeavor4 жыл бұрын
The idea is to put one out every week. Let's just hope I have something worth talking about every week. ;)
@MrDjaremko19824 жыл бұрын
God knows how you programmed this but its looking awsom
@GameEndeavor4 жыл бұрын
Thank you!
@Puuraww3 жыл бұрын
Guys i have a question is it for phone to???
@Arcticgreen3 жыл бұрын
The Adrenaline system. I saw that in Star Wars Jedi: Fallen Order. I've gotta say, I am not a fan. I prefer the Dark Souls method, though I'm biased, I like the Dark Souls method for a lot of things. Either way, it feels extremely counter intuitive to me for someone to gain something via combat, other than blood-lust. One advantage the Dark Souls system utilizes is that the stamina regenerates quickly, only a few seconds to get back to full... but none of the abilities are so OP that they'll end the fight instantly, even if you start with full stamina. In theory having a second bar, one of a magic base or something, which does grow slowly, for the more powerful attacks, would make sense to me, with wizards' spells using only a little magic at a time, forcing them to use stamina-based abilities while they wait for the magic to come back. Honestly, IDK. All I do know is... SWJ:FA left a bad taste in my mouth when it comes to these... Adrenaline... based systems. Right and left thumbsticks... Honestly, it's hard to keep your eyes on two things at once, so unless you're just goofing around, there's not much point in even being able to "aim" one way and "move" the other. True, it's possible and even useful sometimes, but fairly rare. I'd try and see if an action couldn't be double-bound, so attacking could be performed with either "X" or "Right-bumper", and ABSOLUTELY give the players their own binding options in the menu, you have NO IDEA how vexing it is to find a game that works pretty well, and then I walk off a cliff because I hit the wrong button because they're bound differently than I'm used to AND there's no way to re-bind them. Going back to Fallen Order, many of the controls are similar to Dark Souls 3, but their "dodge" and "run" buttons are DIFFERENT, in Dark Souls they realized that one is a "tap" while the other is a "hold" so they can put both functions to the same button. I think if there were a function to switch how the cursor worked, allowing players to move it independently sometimes, but most time it stays locked so the cursor indicates a "direction" rather than a "location" could work. It allows for the independence of movement and facing, but also doesn't force the players to go all chameleon and be looking in two directions at once. Otherwise, how do you keep the cursor close to the character withing forcing the player to play babysitter to their own cursor? For the warrior, I'd have experimented with, and if you did and found it didn't work that's fine, you're game dude, but yeah, I'd have experimented with a blocking system, wherein the warrior builds (a little) energy from blocking an enemy hit. I know I've spoken against the Adrenaline system, but that's what we've got so I might as well comment with what is there rather than pushing my own ideas as gospel, you do you man. Anyway, for the warrior, blocking would work by costing no adrenaline, but only builds a small amount per each hit blocked. It also wouldn't be able to block everything, some hits from enemies, especially hard blows that have a bit of a wind-up wouldn't be blocked and would hurt you anyway, maybe reduced damage, but they still hurt. The hits that cut through the block increase adrenaline like normal, or perhaps increase it even more, making it not only a timing game, but also a risk-vs-reward situation. Normal abilities wouldn't be usable while blocking, which puts a little more strategy into it, with a slight delay between setting up and putting down the block. Look at me, talking about blocking, wherein when I play Dark Souls I almost never actually use a shield and always just end up dodging everything, or staying far enough back to peg the enemies from a distance. Seriously, I've cheesed so many bosses with ranged attacks it's ridiculous. Then, just to prove that I DID know how to play the game, I went through as a Deprived Warrior that barely touched a bow or staff, and found the game EVEN EASIER! I do have to wonder what the intended progression system would be to this though.
@xraidev4 жыл бұрын
This game looks a lot like Archvale, what sets you apart?
@GameEndeavor4 жыл бұрын
The only similarities I'm aware of is that both of our games have 360 degree aiming, both of which are directly inspired by Terraria. Beyond that, gameplay is nothing similar. Archvale is a fast paced bullet hell roguelike iirc, where this is at its core an open-ish world RPG with action combat that focuses more on the story and characters.
@xraidev4 жыл бұрын
Game Endeavor awesome I’m looking forward to seeing more of the game!