It's pretty unusual for indie devs to have their own style/feel like you do. Not just the atmospheric lighting, but also the asethetic and themes of your characters are very unique and recognizable and I think you'll be very successful one day.
Okay yeah shooting the tnt is such a cool change! Nice work zeth! As far as status effects You could also have a damage multiplayer or armor shred status effect that's a common one. Or maybe a sort of heath Regen/life steal on as well
I really love the tnt system you've made! I'm a big fan those unique and multipurpose interactions - like how your tnt can be moved with player bullets and how it can apply aoe effects to enemies. I think that's something you could def lean into more in future, such as enemies, guns or bullets with other multipurpose effects. Cool stuff so far, excited for the next videos!
@mz_eth I think I will join the next godot wild jam and make a video out of it. I actually started today but only with a short xD. Planning on switching to long form and who knows, maybe we might Collab soon😂
Nice video, maybe the best… Anyway, I congratulate you on the game. Sorry if my English is bad, I’m Italian. I hope your game is a success, it looks very cool!
Igniting and giving the tnt status effects with your gun is genius!!! I wonder if there are other ways to implement similar mechanics throughout the game!
You are so talented. Every time I watch your videos, I am amazed. So many good ideas. I'm really looking forward to playing ! Keep up the amazing work !
fragile enemy takes more damage, something to slowing enemy attack speed. general status debuffs. something like charged or explosive or combustible so that when the enemy dies it deals damage to near by enemies or stuns them temporary or sets them of fire. blind makes the enemy loose track of the player / removes aggro or makes them have a chance to miss. or something that synergies with other effects e.g. covering them in oil witch increases fire spread and or damage, or makes the have a chance to just start burning, or wet making them have a chance to freeze when touching a frozen enemy and or freeze for longer. maybe something like wrath that makes them have friendly fire aka their attacks can damage other enemies. All of them are just ideas do whatever you want with them.
You could make a status effect with holy damage, the interval between damage would be long, like 10-15 seconds, but every time the enemy gets damaged by it, they'd get stunned and stop moving for a bit. You could also make it spread, enemies near the one afflicted by holy damage would get stunned for a few seconds, but not damaged.
I really like the new tnt idea, but i think it would function better and be more fun if it was a specific 'TNT gun' with a long reload and more limited ammo. Unless this is what you meant and i misunderstood lol
can you make a video about how you make your pixel art and what are the tips you can give or do you have a rule you follow when making pixel art. I honestly love your pixel art style and would love to know more!!
Fear: enemy sprints away for a couple seconds Confused: enemy picks random nearby target (including itself) and attacks. X3 Slightly more likely to attack the player
Hey i got a question: At 1:42 the _effect() and _effect_resolve() methods are doing recursive calls to make the effects. How are you avoiding a stack overflow though since there seems to be no check to stop the recursive calls? Also really grateful because I did not know about the "." to ensure that same method gets called.
I don’t know if this would be more for the enemies naturally having it but maybe a thorns effect where if you do melee damage to something that has it then the player takes a fixed amount of damage? Or just something that’s not a “negative” status effect that instead it’s a “good” status effect that may benefit the enemies and change the players play style
This bomb gimmick was the first thing that made me think your game isnt just gungeon, I think you should invest in it more Considering the popularity of survivors clones, and that of survivors itself, one could argue that what people love the most IS destroying a huge crowd of monsters. You saw people using the bomb too much and didnt want them to play like that, so you made it more difficult to use to punish them which is a design philosophy im not a big fan of to be honest ("the players should play it as I want, not the way that it's fun" kinda vibe, always makes me think of yandev of all people). The two previous sentences are connected in that I think you should unite your nerf with what people want/is fun. I'm just spitballing and maybe it'll give you an idea, but how I'd approach this is: 1)The gun barely damages enemies, so even if youre really patient, your dps wont be able to keep up with the spawning, so you have to use bombs. The normal gun could be used to stun& knockback enemies & explode the bomb, while the subweapons also can pushback enemies, but instead of igniting a bomb, they give your bombs properties that go off when they explode. (the micromanagement might be a bit of a hassle? I imagine it as right click to make it go boom left click to enchant, so it doesnt sound terrible, but who knows). 2)Bombs have statuses and your subguns can increase them (choosing what bombs to use + what enchanting guns to equip can be an approach; the bombs could also spawn with the enemies and the player sees what type of bomb is available and chooses what guns to use with it [Bombs would then probably have multipliers with affinities, like "x5 poison x2 fire", so a poison gun would make the bomb stronger than a fire gun would. if one really wanted to go crazy thered be elemental resonance like in genshin, and every gun element x every bomb element can generate a different chain reaction; gas and fire is an easy one, ice and lightning also comes to mind, as water and lightning does. fire and wind expands the range, water on a plant bomb {imagine a bomb that spreads roots on 8 directions} makes it stronger, stuff like that]). 3)Bombs can trigger other bombs, (maybe there are also explosive enemies to serve as a missing link when the distance isnt enough) so you can try to get a chain of bombs going and the more enemies you explode with it bigger your reward (be it exp, be it money, be it a score; anything to give the player an incentive to chain explode. maybe a higher score gets more bombs on the next wave, or stronger bombs, to keep the flow going. 4)later you do get to choice to find a gun (or guns) that deal damage to enemies but doesnt have an element to increase the power of bombs, so it becomes a different gameplay style (and this gun can use the add-ons you once designed, so while normally you're changing guns on the battlefield to buff your bombs, with this gun you're just making it gradually stronger. average gun is replaceable but this one should be special to the player)
Status idea - explosive - enemy dies with explosive they cause light aoe to other mobs in the surrounding area, if the explosion kills a mob it auto applies explosive to them
please teach us about how you make your game look so stunning, this post processing is amazing, it looks like a unity game, I don't have any idea on how to do that in godot
A cool status effect could be conveyer which makes the enemy constantly move in a straight line at a constant speed also pls keep the cactus enemy its so cute
@@afishperson oh I’m super curious which one you see, it’s currently testing 3 different ones. Is it the one with the text remaking enemies and a variety of different enemies in front? If so I made it in godot and took a screen shot lmao
The first 500 people to use my link skl.sh/mzeth11241 will get a 1 month free trial of Skillshare premium!
lol, for the first time, i actually came early enough to catch one. Time to definitely not misuse my time and become lazy.
Honestly the most underrated game dev UA-camr on the platform. Keep up the great work!
Thank you! Man I really appreciate that!
@@mz_ethno problem
It's pretty unusual for indie devs to have their own style/feel like you do. Not just the atmospheric lighting, but also the asethetic and themes of your characters are very unique and recognizable and I think you'll be very successful one day.
Watch out Enter the Gungeon!!! You have heavy competition on the way
I love watching your devlogs on this game! It looks like it’s coming along nicely and I can’t wait to see your final project!
Another banger dude! I’m excited to see what’s next now that the refactor is done!
@@KeithMakesGames haha oh yeah definitely super “done” with that refactor. Also miss you dude! Hope you’re doing well!
@mz_eth a man can dream 😂 and I miss you too dude, we should hang out sometime soon ✌️
Okay yeah shooting the tnt is such a cool change! Nice work zeth!
As far as status effects You could also have a damage multiplayer or armor shred status effect that's a common one. Or maybe a sort of heath Regen/life steal on as well
As soon as I get a pc for Christmas I’m gonna learn Godot
U can learn from your android mobile
Or even start learn the (gd script) fundamentals
Yes, Godot is a very good game engine, I think it’s even better than unity (I used unity for a few years before switching to Godot)
Nvm my parents can’t afford one
@@newo1322 ):
I really love the tnt system you've made! I'm a big fan those unique and multipurpose interactions - like how your tnt can be moved with player bullets and how it can apply aoe effects to enemies. I think that's something you could def lean into more in future, such as enemies, guns or bullets with other multipurpose effects. Cool stuff so far, excited for the next videos!
Awesome mz! I've really loved watching your journey. Keep it up!
Keep it up, man! I really enjoy your videos!
Great devlog! I really like the new TNT design. Having to cook it is a nice risk vs reward loop
You do such engaging but still natural voiceovers :))
You motivate me to make long form game dev videos, it's so interesting to watch you. I just subbed!
@@Devlorra do it! You got this dude!
@mz_eth I think I will join the next godot wild jam and make a video out of it. I actually started today but only with a short xD. Planning on switching to long form and who knows, maybe we might Collab soon😂
Nice video, maybe the best… Anyway, I congratulate you on the game. Sorry if my English is bad, I’m Italian. I hope your game is a success, it looks very cool!
Igniting and giving the tnt status effects with your gun is genius!!! I wonder if there are other ways to implement similar mechanics throughout the game!
love the little opening
great idea with the tnt - very cool to see the multi-freeze on those enemies
You are so talented. Every time I watch your videos, I am amazed. So many good ideas. I'm really looking forward to playing ! Keep up the amazing work !
fragile enemy takes more damage, something to slowing enemy attack speed. general status debuffs. something like charged or explosive or combustible so that when the enemy dies it deals damage to near by enemies or stuns them temporary or sets them of fire. blind makes the enemy loose track of the player / removes aggro or makes them have a chance to miss. or something that synergies with other effects e.g. covering them in oil witch increases fire spread and or damage, or makes the have a chance to just start burning, or wet making them have a chance to freeze when touching a frozen enemy and or freeze for longer. maybe something like wrath that makes them have friendly fire aka their attacks can damage other enemies.
All of them are just ideas do whatever you want with them.
You could make a status effect with holy damage, the interval between damage would be long, like 10-15 seconds, but every time the enemy gets damaged by it, they'd get stunned and stop moving for a bit. You could also make it spread, enemies near the one afflicted by holy damage would get stunned for a few seconds, but not damaged.
Yoo! Just came home to a new mz_eth video!
Bleed status: 3:01
Deals damage depending on movement and could be used for weapons that pushes them.
Just a idea for bleed status
You could always give the bleed an effect that builds up so once filled it deals a large chunk of damage similar to how eldin ring bleed damage works.
I really like the new tnt idea, but i think it would function better and be more fun if it was a specific 'TNT gun' with a long reload and more limited ammo.
Unless this is what you meant and i misunderstood lol
can you make a video about how you make your pixel art and what are the tips you can give or do you have a rule you follow when making pixel art. I honestly love your pixel art style and would love to know more!!
Awesome work, as usual, man.
Beautiful art 😮
you are SO underated you really make my day im working on my own rpg too
Fear: enemy sprints away for a couple seconds
Confused: enemy picks random nearby target (including itself) and attacks. X3 Slightly more likely to attack the player
Congrats on the sponsor! You deserve it. Hope it helps you.
Hey i got a question:
At 1:42 the _effect() and _effect_resolve() methods are doing recursive calls to make the effects. How are you avoiding a stack overflow though since there seems to be no check to stop the recursive calls?
Also really grateful because I did not know about the "." to ensure that same method gets called.
Ur my favourite game dev keep it up can’t wait for far gone frontier
I don’t know if this would be more for the enemies naturally having it but maybe a thorns effect where if you do melee damage to something that has it then the player takes a fixed amount of damage? Or just something that’s not a “negative” status effect that instead it’s a “good” status effect that may benefit the enemies and change the players play style
This bomb gimmick was the first thing that made me think your game isnt just gungeon, I think you should invest in it more
Considering the popularity of survivors clones, and that of survivors itself, one could argue that what people love the most IS destroying a huge crowd of monsters. You saw people using the bomb too much and didnt want them to play like that, so you made it more difficult to use to punish them which is a design philosophy im not a big fan of to be honest ("the players should play it as I want, not the way that it's fun" kinda vibe, always makes me think of yandev of all people). The two previous sentences are connected in that I think you should unite your nerf with what people want/is fun.
I'm just spitballing and maybe it'll give you an idea, but how I'd approach this is:
1)The gun barely damages enemies, so even if youre really patient, your dps wont be able to keep up with the spawning, so you have to use bombs. The normal gun could be used to stun& knockback enemies & explode the bomb, while the subweapons also can pushback enemies, but instead of igniting a bomb, they give your bombs properties that go off when they explode. (the micromanagement might be a bit of a hassle? I imagine it as right click to make it go boom left click to enchant, so it doesnt sound terrible, but who knows).
2)Bombs have statuses and your subguns can increase them (choosing what bombs to use + what enchanting guns to equip can be an approach; the bombs could also spawn with the enemies and the player sees what type of bomb is available and chooses what guns to use with it [Bombs would then probably have multipliers with affinities, like "x5 poison x2 fire", so a poison gun would make the bomb stronger than a fire gun would. if one really wanted to go crazy thered be elemental resonance like in genshin, and every gun element x every bomb element can generate a different chain reaction; gas and fire is an easy one, ice and lightning also comes to mind, as water and lightning does. fire and wind expands the range, water on a plant bomb {imagine a bomb that spreads roots on 8 directions} makes it stronger, stuff like that]).
3)Bombs can trigger other bombs, (maybe there are also explosive enemies to serve as a missing link when the distance isnt enough) so you can try to get a chain of bombs going and the more enemies you explode with it bigger your reward (be it exp, be it money, be it a score; anything to give the player an incentive to chain explode. maybe a higher score gets more bombs on the next wave, or stronger bombs, to keep the flow going.
4)later you do get to choice to find a gun (or guns) that deal damage to enemies but doesnt have an element to increase the power of bombs, so it becomes a different gameplay style (and this gun can use the add-ons you once designed, so while normally you're changing guns on the battlefield to buff your bombs, with this gun you're just making it gradually stronger. average gun is replaceable but this one should be special to the player)
Status idea - explosive - enemy dies with explosive they cause light aoe to other mobs in the surrounding area, if the explosion kills a mob it auto applies explosive to them
yooo mz just uploaded
Howdy :)
Quick question, do you use shaders or an overlaid noise texture for the fog in fargon frontier?
please teach us about how you make your game look so stunning, this post processing is amazing, it looks like a unity game, I don't have any idea on how to do that in godot
Please tell us how you got your lighting/shaders to look this good in godot, the game looks beautiful
A cool status effect could be conveyer which makes the enemy constantly move in a straight line at a constant speed also pls keep the cactus enemy its so cute
Yippee zeth upload
W vid, your thumbnail is perfect, how did y make it
@@afishperson oh I’m super curious which one you see, it’s currently testing 3 different ones. Is it the one with the text remaking enemies and a variety of different enemies in front? If so I made it in godot and took a screen shot lmao
@ yeah, it’s the one with the text that says remaking enemies with the enemies in the front, great work on it
nice vid bro keep it going
Make a bomb status effect, where after a period of time, the enemy explodes, kind of like a sticky bomb
What about a status effect which makes the entities drop more coins upon getting damaged or death?
Love a good refactor
Babe wake uppp, wake upp we gotta watch miz ethh
how do you make the lighting system so good?
Maybe you shoud do make a electricuted effect?
Looking good 👏😎
Can there be a Goose enemy, The Goose Hydra, it has nine heads
Les go laser stick guy is back
Real
another FIRE vid
What about a status effect that makes the enemies tiny?
🔥
WOOOOO
👍
Disco party
third? ish. (and super happy to see an upload)
103 views in 10 minutes, bro fell off