Making A Horror Hack 'N' Slash Game! | Occultation Devlog #0

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Gator Soup

Gator Soup

8 күн бұрын

The first episode of my devlog series! I am excited to keep working on Occultation and can't wait to show you more soon.
Want to support Occultation? Check out the Patreon
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Music from Clipchamp
#devlog #gamedev #indiegames #indiedev #devilmaycry #gamedevelopment #actiongames #godot

Пікірлер: 89
@cooper_da_copper9468
@cooper_da_copper9468 5 күн бұрын
You may not need this, but if you want some inspiration on how to add horror elements into an action game, I suggest taking a look at how Bloodborne did it. It's not a Hack 'N' Slash, and the horror elements aren't like a traditional horror game, but I think it did leave a creepy atmosphere which is pretty cool. Wish you the best with this game!
@gatorsoup
@gatorsoup 5 күн бұрын
That is a great suggestion, I will def do that. I haven't played bloodborne in years. ty!
@Chaogardenx
@Chaogardenx 2 күн бұрын
I had to stop playing many times because the atmosphere really made me nervous, even scared. I love it
@kloa4219
@kloa4219 9 сағат бұрын
I recommend killer 7 🤓
@gatorsoup
@gatorsoup 9 сағат бұрын
@@Chaogardenx the sign of a good spooky game
@gatorsoup
@gatorsoup 9 сағат бұрын
@@kloa4219 I have not played it but I will definitely give it a look!
@PavelSemin
@PavelSemin 3 күн бұрын
Just in time, this sounds like 70% of concept that I wish to make one day, good luck with it! Excited to see how you'll bring it to life!
@gatorsoup
@gatorsoup 3 күн бұрын
Ty very much. Good luck with your project as well!
@alexandreturcotte6411
@alexandreturcotte6411 3 күн бұрын
As somebody who also tried on and off to make a game like that in Godot (A more low-poly affair inspired by the N64), I must say that I'm impressed! Initially, I dismissed the state machine approch for my player probably because I didn't want the main code of the player to relly on auxiliary scripts and having as little clutter as possible in the side table of the player scene (the one listing the stuff in the scene). Watching your video made me realise that "Oh, the combos would be more responsive and implementable if I used a state machine!" For the 3 Cs, I had at least the Camera and Character figured out to some extent: -Camera: More of a contextual affair, some areas have a fixed camera who just doesn't move, others have the camera following the player as they move (fixed to their origin point or following the player), and some areas use the player-controled camera. In that last case, you can only rotate the camera left and right; on the N64, its equivalent to the left and right C buttons (I've in mind that the C up would be the interaction/taunt button and the C down would be the second attack button). -Character(and the plot to some extent): A lady with a bunch of stiches on her body, bassically a ghoul of sorts. She uses an axe (closer in size and style to a normal wood-axe than something worthy of Soul Calibur, at least in its base form) and is more on the clumsy/cartoonesque side. All I'll say about the plot is that it's "couple vacation gone wrong", first act is about saving your scientist boyfriend, then the rest of the game is you two unraveling the plot of the bad guys. The rival is a nun using guns and more "holy" based powers. -Controls: Probably one of my biggest hurdles, mostly implimenting combos. At least I know that I want a taunt, "z-targueting", blocking as the defensive action, and for the attacks to drag the player forward, or to put it in better terms; the stuff that makes "walkless" challenges (for exemple; kzbin.info/www/bejne/d37Of4OAr9mib7s) possible. The closest I got from this system was to have a raycast who detects an enemy or a wall, then it brings you to it like a grapple. I did also experiment with another version of this on another project where the raycast is basically teleporting the player to the spot the attack ended. I also had in mind a "overheat" mechanic for the guns where their melee attack value is stronger when you overheat them. Good luck! [Becomes 108th sub]
@gatorsoup
@gatorsoup 3 күн бұрын
Thank you very much! yeah the whole combo combat system in a single script just wasn't going to work for me. In early prototypes it had routinely been a headache, and so a state machine seemed like a good alternative for exactly the reasons you have mentioned. I spent a lot of time researching and learned that its actually relatively common practice for these kind of games (which helped me decide to give it a shot). Regarding the three Cs: Sounds like you have a strong camera concept, that is great! I went through sooo many iterations in early prototypes, trying everything from first person, and top down, all the way to fixed cameras before I landed on this more standard 3rd person camera. Honestly, I don't think we as devs talk enough about how much work goes into finding the right camera for a project. Your character/plot sounds pretty cool! I also have a lady planned as my protagonist, but i don't want to get too deep into character stuff yet. haha that's a future devlog. As for controls and the character moveset specifically, yeah it can def be hard to nail down. My move set is still early on so I just really wanted a core set down so that I could start thinking about controls. I have lots of Ideas and big mechanics that I hopefully get to share in the next devlog. Sounds like you have a cool game on your hands. Thank you so much for the lengthy comment, I really enjoyed reading it, and thank you for the sub!
@pretzel1313
@pretzel1313 3 күн бұрын
This was randomly recommended to me and I think this idea is super cool. I look forward to learning more about it as you go along!
@gatorsoup
@gatorsoup 3 күн бұрын
thank you so much! haha we love a good random rec. I am really happy you like the idea!
@Adrian-hj7ih
@Adrian-hj7ih 5 күн бұрын
As someone that just got into character action games(I've been playing the Devil May Cry HD Collection to be more precise!) this video came at the right time! The prototype looks pretty solid so far! Impressiive really. Also I would like to say that you REALLY should take the first DMC game since I think it falls perfectly in the "horror hack 'n' slash" description. The game as great combat and something about exploring that castle just hits right, that game got LOADS of atmosphere! I'll definely keep an eye on your devlogs, seems genuinely promissing!
@gatorsoup
@gatorsoup 5 күн бұрын
Thank you for the kind words! I hope you are enjoying the DMC HD Collection. I love the DMC games and have been playing them a lot recently. Devil May Cry is definitely a huge inspiration.
@tysorex
@tysorex 19 сағат бұрын
the gator pgn is the CUTEST!! Kept me engaged throughout because he's so well drawn and adorable. Loved when it was blushing/flustered. On a side note, the game sounds amazing. I will excitedly keep up with each milestone you reach in making this :)
@gatorsoup
@gatorsoup 17 сағат бұрын
aw ty. I am glad you found him engaging and that you enjoyed the video.
@tysorex
@tysorex 17 сағат бұрын
@@gatorsoup yeah im interested in game dev so I eat content like this up
@gatorsoup
@gatorsoup 9 сағат бұрын
@@tysorex same! I love game dev channels.
@DefontoOwX
@DefontoOwX 4 күн бұрын
I hope you can finish this project man, I wish you good luck and I'm sure that when it's finished it will be incredible
@gatorsoup
@gatorsoup 4 күн бұрын
Thank you for the kind words. I am really enjoying work on this project.
@EmperorSlane
@EmperorSlane 6 күн бұрын
As a novice who has also been trying to make a H&S, I can't wait to be inspired by how you'll implement everything. Godspeed.
@gatorsoup
@gatorsoup 6 күн бұрын
Ty and good luck to you as well!
@napatsammacheep6263
@napatsammacheep6263 4 күн бұрын
Amazing devlog GatorSoup! I want to wish you the best of luck on Occultation, as someone who also loves character action games, and will definitely be keeping up with your progress. I've been meaning to get into game development so this might be the push I needed.
@gatorsoup
@gatorsoup 4 күн бұрын
ty so much. I am glad you enjoyed the devlog. and also, go for it! game dev can be really rewarding and fun.
@mike_wake
@mike_wake 2 күн бұрын
A potential problem with tying collision to animations: if it moves very fast, it could miss. People often encounter this when trying to implement projectiles, but given the genre, you'll probably have at least some very quick swings. Possible solutions i saw recommended: looking ahead of the movement with a raycast, or increasing physics ticks per second.
@gatorsoup
@gatorsoup 2 күн бұрын
Thank you for the feedback/tip, it is very much appreciated. That is good to know, I will definitely look into you suggested solution!
@mike_wake
@mike_wake 2 күн бұрын
@@gatorsoup not sure if it’s worth it to try and fix it preemptively: it’s somewhat tricky. But if you notice your fast swings miss with some consistency, that’s the direction to dig. Anyway, I enjoyed the devlog and looking forward to the next installments :)
@obrabo5046
@obrabo5046 Күн бұрын
duuuude I wish you the best of luck I love character action games and this concept looks sick Looking forward to see more of it
@gatorsoup
@gatorsoup Күн бұрын
yay, thank you I am glad you like it so far!
@PriorToDying
@PriorToDying 5 күн бұрын
Good luck! Please, keep making devlogs there is so much value in devs sharing their experiences. As an aspiring dev trying to finish my first small game and get over scope creep, seeing others work through these problems helps so much!
@gatorsoup
@gatorsoup 4 күн бұрын
Thank you! I will keep making devlogs. I agree i have always found it helpful when devs share their experiences. Good luck with your projects!
@NiohArcadia
@NiohArcadia 23 сағат бұрын
I think you should check out God hand. It's not only a fantastic videogame but every bit of the design philosophies of that game could serve as a great inspiration. Especially when it comes to enemy designs (not asthetically) and how the player percives/approaches combat due to enemy design. I thank the algorithm for recommending this video. I hope your project is a relatively smooth process. Be the best Gator dev and... yeah i done have Clever gator puns. :(
@gatorsoup
@gatorsoup 17 сағат бұрын
God Hand, I will check it out! Thank you for the kind words!
@NguyenHuuTrung_
@NguyenHuuTrung_ 26 минут бұрын
I find concept of a horror hack'n'slash game very intriguing, but what you're making sound like a hack'n'slash game with horror elements. Horror games put you in a vulnerable position, using all kinds of methods to not just cause fear, but to disturb the human's brain on a psychological level, while hack'n'slash games are nearly the opposite, having you play as a very capable war machine with countless tools in your disposal to wreak havoc on your foes no matter how horrifying they are, essentially giving the player ways to make their own power fantasy if they're creative and hard working enough. I love these two genres, so I wish to mix them, a seemingly impossible task. I saw some action games on the market that tried similar things over the years but none have done it "right" in my opinions: We have the Soulborne series, that put the player in a destroyed, hostile world where there are sadness, tragedies and monstrosities all around the corner while giving the players countless weapons and means to better themself and advance. Yes the settings are horrifying and the player character can be a badass if you play it right but the genre isn't really hack'n'slash and the horror elements are kind of underminded when you can kill gods left and right once you level up and git gud, not to mention most of the horror don't seem personal, they're the results of the surrounding world and you're just living in it. Bloodborne is especially guilty of this, the game has many cosmic horror story elements but at it's core it is NOT a cosmic horror story, at all. The closest that I found that somewhat scratch that itch is Resident evil 4 Remake, it's not hack'n'slash but you're still playing as a very capable badass who's in a horrifying position. Leon is very skilled, yes, but he's still flesh and blood and his tools and resources are very limited, there're danger in every corners and enemies always come in droves so if he's not being a badass for even one moment or make one wrong choice then he's dead. He has many weapons but they have to be used wisely, he's in enemy territory so the chance of getting blindsided is real thus tension never dissapear, he's making jokes not because he's cocky but to try and lighten up the situation for himself because he's just a well trained human being hunted by literral monters and abominations human mind can't imagine. I feel like this can be used for a horror hack'n'slash game, since because you're a badass, the horror doesn't mainly come from the monsters and the jumpscares (though they can still be factors of it), but from the situation itself, where threats and dangers are always present whether physical or not. There might be other ways to make horror hack'n'slash game, but this is the one I know and liked the most.
@yusefoku9766
@yusefoku9766 19 сағат бұрын
cant really suggest anything but am excited for the future of this project, its very interesting! goodluck brah
@gatorsoup
@gatorsoup 17 сағат бұрын
Thank you very much!
@tamerxero
@tamerxero 2 күн бұрын
Love your style of devlogging. I'm a Unity dev so my setup is a little different, but I'm also making a character action game (no devlog yet...) and I also opted for a state-machine-controlled player character. I'm surprised at how similar our setups are, but you've definitely given me the idea of attaching my parry-window to my animation. Right now it's controlled by state-logic, leveraging Unity's Time libraries, but my concept partly revolves around dynamically changing your moveset, including defensive options, so attaching the parry to my animation may be better in the long-term for designing. I hope you find my comment pleasant, and I hope it helps push you through the algorithm. You're a fantastically entertaining dev, and I can't wait to see more. Subscribing!!
@gatorsoup
@gatorsoup Күн бұрын
Thank you so much for the comment(it was very pleasant and greatly appreciated.) Yay for fellow character action game devs! It is really cool to know that you also opted for a state-machine controlled player character. Your game sounds super cool and I love the idea of a dynamic combat toolkit! I mentioned it in the video, i have this mechanic called radiance which will also involve creating a more dynamic combat move-set based on tiers(future video stuff) so having the parry be attached to the animations seemed like a good consistent solution. It is a solution that I think is simple enough not to break, but flexible enough that I do not have to worry too much. I did not mention it in the video because time but for my parry to work, the enemy attack also has to be in a parry window as well, I am doing it that way to prevent the parry from being too easy, but I am not sure if I will keep it. Thank you soo much for the wonderful comment and good luck with your game, I look forward to seeing it. (we really need more character action games!!)
@tamerxero
@tamerxero Күн бұрын
@@gatorsoup agreed, more character action games all-around. I can't wait to see the radiance system in action. One last thing I wanted to ask: how are you finding the time to balance development on the game with producing devlog videos? I'm quickly pushing towards a state where I can actually produce a devlog for my project, but I only have maybe 10hr a week to work on it. I'm making progress when I can but I'm afraid creating a devlog will be too much. How do you plan to manage it, and what tools are you using? Thanks in advance!
@gatorsoup
@gatorsoup 4 сағат бұрын
​@@tamerxero Hey sorry for the delay. I am happy to answer! So I do game dev full time and I will not lie, at first the balance between devlog and game was really hard. I attribute the initial lack of balance to this largely to this being my first devlog of this type though. when I started the devlog production, I had 7 months of game notes to cover, running up until the end of May. I ended up spending most of June on the devlog (those lil gators don't draw themselves haha), with a significant amount of time spent learning video editing and script writing. I will say it was 1000% worth it, I had a ton of fun making the devlog, and I think future devlogs will be a lot easier to produce now that I know more or less what I want. As for how I am managing it going forward, I have already started on the next devlog while working in tandem on the game. I literally sat down said "okay what do I need to do for the game, and how can I explain it in a way that is fun". I wrote my monthly objectives and wrote a rough script idea. As I've been work on the game, I have been writing a bunch of notes that I am going to use to guide the scripts down the road. I also have been stockpiling footage and flagging specific pieces of footage since the start of June. My toolset is made up of Clipchamp(free version), Krita, OBS, and Audacity. As I said earlier it was definitely worth the effort and work, and I am hoping to have a better balance going forward. I can't really give advice as I am still very new at this and I am sure I will have to keep adjusting and tweaking as I find better workflows but I had a lot of fun making the devlog. I think the big thing I have already learned was to just enjoy the process, devlogs are a great part of game development, and can be thought of as a time to pause and reflect on the game and it's progress(really takes the edge off when working on the videos). I hope you find this helpful and I look forward to seeing your game and your devlogs(give it a shot, and enjoy the process)
@nishanmaharjan4840
@nishanmaharjan4840 6 күн бұрын
Good Luck. Hope u learn and have fun in this project.
@gatorsoup
@gatorsoup 6 күн бұрын
Thank you very much. Lots of learning and fun so far haha.
@nikfadzli
@nikfadzli 4 күн бұрын
We're all rooting for you. Good luck!
@gatorsoup
@gatorsoup 4 күн бұрын
Thank you very much!
@ChrisMason_01
@ChrisMason_01 2 күн бұрын
This was awesome!! Keep going!!🔥‼️‼️‼️
@gatorsoup
@gatorsoup 2 күн бұрын
Ty so much!
@JeanAlcantara
@JeanAlcantara 4 күн бұрын
Awesome! One could make the argument that the newer Musou games could be considered Character Action games as well!😄
@gatorsoup
@gatorsoup 4 күн бұрын
Thank you! I am not familiar with those games, I will have to check them out!
@sowluck
@sowluck 4 күн бұрын
Good luck with the project! Base mechanics are looking pretty solid and the video format is perfect suits you really well! Excited to see more devlogs and where the game goes :3
@gatorsoup
@gatorsoup 4 күн бұрын
Thank you so much. I am glad you liked what you saw!
@AndrewS-vu4ji
@AndrewS-vu4ji 5 күн бұрын
Interesting project. I'm actually working on a devlog right now, so the formatting of this was really helpful! About state machines, im the kind of dev to not get something until i program it myself, so i bounced off of unity's stste machine, but your explanation really made me want to implement one in my next project lol
@gatorsoup
@gatorsoup 5 күн бұрын
Thank you very much! I am glad you found the video helpful. I totally get what you mean I had to do a lot of state machine prototyping before i felt like I could use it for this, but I am really happy I did. I look forward to seeing your devlog!
@imraanakollo-arenz1449
@imraanakollo-arenz1449 Күн бұрын
From one dev making a character action game to another I wish you the best of luck! If you're gonna move to making your own animations, I'd recommend Cascadeur for speeding up the animation process!
@gatorsoup
@gatorsoup Күн бұрын
Yay for another character action game dev! Thank you for the kind words, I am going to be making my own animations so ty for the tip. I will take a look at Cascadeur when I get closer to that part of the process.
@AgustinWander
@AgustinWander Күн бұрын
This sounds really interesting, looking forward to see what you come up with!
@gatorsoup
@gatorsoup Күн бұрын
thank you!
@indieemil
@indieemil 7 сағат бұрын
Looking forward to follow this 😄
@lenargilmanov7893
@lenargilmanov7893 23 сағат бұрын
Completed before the end of 2025? Good luck with that! Seriously, though, it's an ambitious project and will take lots of time and effort.
@gatorsoup
@gatorsoup 17 сағат бұрын
Yeah it is admittedly an ambitious game with an ambitious deadline, but it is the deadline I need psychologically so that I am not still adding new features in 2027. (I hope that makes sense.) I tend to work a lot better on games when I have a finite deadline, it forces me to focus on what's really important. Thank you so much for the comment, it is greatly appreciated.
@Behdad-behgam
@Behdad-behgam 3 күн бұрын
Great concept man good luck
@gatorsoup
@gatorsoup 3 күн бұрын
Thank you for the kind words.
@yev2610
@yev2610 5 сағат бұрын
Lets gooooooooo🎉
@Technobabble83
@Technobabble83 Күн бұрын
i have an idea on hoe to implement a fixed camera without it being super jarring. instead of the camera just teleporting to the new location when the trigger is detected, make on a "rail" you can say. If the character comes near a door the camera will begin to zoom in behind the character and follow them into the new room where it then takes a new fixed position. this i think solves your problem. Also you can make the camera while its in a fixed position wiggle around and follow the character slightly so its allways kinda in focus.
@gatorsoup
@gatorsoup Күн бұрын
Hey ty for the suggestion, that is a good idea! I may look into that sort of solution for some specific segments of the game(no spoilers rn tho haha)
@itsafish4600
@itsafish4600 Күн бұрын
cool
@taliesin7913
@taliesin7913 3 күн бұрын
Good luck. (:
@gatorsoup
@gatorsoup 3 күн бұрын
thank you!
@Erian1mortal
@Erian1mortal 10 сағат бұрын
So you had the same idea me (graphics designer) and my teammate (programmer) had 3 years ago, making a game ourselves. Gonna keep an eye on your project as well, looks like a promising start!
@gatorsoup
@gatorsoup 9 сағат бұрын
Haha that's pretty cool! Ty, and good luck with your project as well! I look forward to seeing your game down the road!
@NguyenHuuTrung_
@NguyenHuuTrung_ 22 минут бұрын
@@gatorsoup I hope you take a look at the more recent comments, I think I've rant too much but horror hack'n'slash is a very intersing idea that I'd like to go in-depth about, hope the game development'll go well.
@meliodas8409
@meliodas8409 Күн бұрын
Really promising game! I had a question, though... Is the game trying to be scary? Or uses horror inspired aesthetics only? Cause feeling good while doing sick combos sound like not that horrifying 😅
@gatorsoup
@gatorsoup Күн бұрын
Thank you for the comment and the question! I am happy to answer. The game will have a horror inspired aesthetic with a cosmic-ish/body horror elements depending on the chapter of the game. The world is inherently twisted and warped and there will be segments where the player is disempowered in non combat sections because you are correct doing sick combos and beating up baddies is not exactly the disempowerment you find in survival horror. However, combat is always about the catharsis of doing sick combos and feeling empowered. A good example of what I am going for game-feel wise would be Batman: Arkham Asylum(mild spoilers), where combat sections feel great and powerful, but when scarecrow is messing with your mind it is very creepy and unsettling. Another example would be Alice: Madness Returns I hope this clears things up. There is going to be a dedicated video about this in the nearish future.
@meliodas8409
@meliodas8409 Күн бұрын
@@gatorsoup You are right! Those games were awesome at both action and horror. You really know your stuff. I'll be watching your videos for sure!
@AquaFreakG
@AquaFreakG Күн бұрын
You should play or just check out the Ninja gaiden serious (the 3D remakes ofc) they are my favorite character Hack N slash games
@gatorsoup
@gatorsoup Күн бұрын
ooh okay I will look into it. I think I played a bit of one of the 360 ones back in the day but I know next to nothing about them.
@wolvertox311
@wolvertox311 5 күн бұрын
Be careful how you design your parry mechanics, too many modern games simply adopt the souls series admittedly shallow parry and riposte system that rewards passive gameplay (lookin at you RE4 remake). But I’m pretty anticipated to see further development and I wish you all the best!
@gatorsoup
@gatorsoup 4 күн бұрын
Thank you for the feedback, I completely agree. I have been thinking a lot about the block/parry system because character action games rely on an aggressive playstyle and a block system that inhibits that could cause a loss in momentum. Many character action games have you time an attack to parry rather than block and maybe I will try that, but I think I have found a novel solution and I hope to show it off in the next devlog. Regardless, there will be loooots of playtesting down the road to ensure the parry system fights in well with the players combat move set.
@AlbertBalbastreMorte
@AlbertBalbastreMorte 4 күн бұрын
Party mechanics was confusing lmao
@mrultima9466
@mrultima9466 2 күн бұрын
I guess, also, it's not a good idea anymore because of tech (the delay between input and the input registering is higher now than it used to be in the days of CRT monitors) but making the parry timing strict may be worth it. A lot of the games with generous parry windows, even ones where the parry system is the entire point of the game, will decide to arbitrarily shut off that defensive ability by making moves it doesn't defend against. They're probably afraid it's "too OP" or something. Either way it comes off as extreme insecurity on the part of the developers.
@ThisIsYourGodNow
@ThisIsYourGodNow 13 сағат бұрын
bro please play the original Splatterhouse trilogy. The first ever horror action game franchise, and the best. You will be inspired for your whole life!
@gatorsoup
@gatorsoup 9 сағат бұрын
I have heard the name but I don't think I have ever played them. I will take a look!
@yeast00
@yeast00 Күн бұрын
i hate horror games but ones where i can fight back are fucking awesome
@meliodas8409
@meliodas8409 Күн бұрын
What do you mean? 🤔 This is not even his first game
@gatorsoup
@gatorsoup Күн бұрын
Than howdy am I making the game for you hahaha. Ty for the comment it made me smile
@bryce7344
@bryce7344 2 күн бұрын
Already having a patreon is so cocky lmao
@sibel9272
@sibel9272 5 сағат бұрын
So how would you handle movesets for weapons? Would you have a weapon with all the nodes for each move, or make a resource for every move?
@LittleHorseVoice
@LittleHorseVoice 2 күн бұрын
For Character Story development, definitely figure out their motivation for the game. Are they lacking something? Or, are they fulfilling a role they feel born to do? Try to have their motivation be thematic to whatever experience you want the player to explore. Nobody panic, I'm about to pull a rabbit from this hat. 🪄🎩 The apprentice made master experience. Your character is a magicians apprentice. She felt called to be a magican since times of yore, and now having found a real bonafide master, the great Sardine, she can finally start her way. Except she keeps getting chored with the lame tasks. Still she keeps to it, captivated by Sardines magicks. He does teach her, and she learns quick, but its just one set of combos... uhg. But after one show, he does open up to her, that the source of all this is locked away inside a box, inside his trunk, when he thinks shes ready, he'll open it. So you have the player break in, because shes ready to be a master now! Except... Again, this is where you can explore this idea further. Are there more combos inside the box? Are there new enemies that run amok that further contextualize the combo sets? 🤷🏻‍♂️ I dunno its your game. My perspective is, that no matter the idea, fully explore the why of the character's motivation (do they lack or do they yearn), and this will keep your scope narrowed because thematically you wouldnt give a magicians apprentice a butcher's combo set. They arent motivated by the same things. If you want to read more about characterization, i recommend David Corbett's Art of Character and the Character Compass. Cheers!
@gatorsoup
@gatorsoup 2 күн бұрын
Awesome comment! Very insightful and helpful. I totally get what you are saying and I really appreciate the example. I will def keep that in mind as I continue to flesh out the protagonist and their motivations and how that plays into how they play, and what engaging looks like as them. Thank you again!
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