A helpful idea is if you are making a bullet hell, all enemy bullets have the same color so it's easier to identify which to dodge, good luck in the development 💪
Perhaps death inc does experiments on the employees turning them into monsters, if they do, that could create some interesting enemies further in the run
Love the concept so much! I feel like the idea of going lower / higher in this corporate building is such a good concept. I’d love if you added coffee / break rooms as heal stations to contrast the constant fighting
This looks really cool so far! I don’t know if anyone else has mentioned this already but I think the screen shake after every roll and bullet shot can be a bit much. Especially if it gets harder, I’m guessing the player will be doing a lot of rolling and shooting. Maybe remove it for the rolling and tone it down a little for the shooting? Or possibly have a toggle for it in the menu when that gets created :)
I am definitely gonna tone it down overall when I add some other particles, it was just mostly for this video so that everything feels a bit less flat than it actually is. There is also for sure gonna be a button to turn it off completely or maybe even scale it down manually.
Hey, just found your channel and i love the devlog. The idea is questionable (in a good way) but i really like it. I have an idea for a cool effect that would make the game even more chaotic. You could split the desks up in smaller parts(mouse, keyboard, plants, monitor) and when the player or the enemies shot one of these things it will just get knocked over and fly off the desk. This may be part of the polishing part later in development but i decided to share the idea now before i forget it. Cant wait for the next Devlog :)
Thanks for the idea, I was planning to do something kinda similar, which is making the desks destroyable, and in the process things could most definitely fall (or fly) of it. I already know I want to make a copymachine that shoots out pieces of paper every time it gets hit.
@@Deynum Make sure to limit the amount of pieces of paper that can be spawned at once. I know too damn well idiots like myself will try to break the game with it.
My solution is that at some point the copymachine will simply get destroyed (and the spawned papers will be destroyed when the player get far enough away) hopefully this'll prevent lag issues
I can imagine it now, office theme guns (staple gun?) and relics/items/modifiers (coffee - boosts speed?). But then again, it does seem limiting in the long run. After playing gungeon and neon abyss, the amount of creativity can be just about anything if the idea can be materialize/design properly. Anyway, looks super awesome and I'll look forward for more videos on the development.
Here's an idea: make weapons that can be "charged" by holding the mouse button, so that the longer you hold it, the more bullets/more powerful bullets they fire. If you don't know how to do that, have your weapons implement an interface that has 3 main methods: startFire(), stopFire() and update(time). You call startFire when the mouse button is pressed, stopFire when it's released and update on every frame. This way you can easily implement non-automatic, automatic and charged weapons.
Next, I suggest adding random map generation, basically like the game called "soul knight". Code monkey and BlackThornProd have some cool and helpful videos about 2D games that might help you out!
I have ideas for enemies. 1 Accountant. Yellow shirt. Charges other opponents a salary, that is, health, performs the functions of a healer. A "penalty" can be applied to the main character, that is, to delay a much larger part of health than ordinary mobs. In certain situations, when enemies hit the player more often, the accountant conducts a "Salary increase", increasing their health many times. Armed with a calculator that shoots numbers and percentages. At death, he can leave behind a first aid kit in the form of a pile of banknotes. 2 HR officer. The shirt is red. Armed with a seal. In general, it does not differ from ordinary enemies, but when he has half of his health left, he calls on three to five ordinary managers to help him at once, as if "hiring more staff". He does the same thing a second time before he dies. In rare cases, he may call on an accountant, a programmer, or another special enemy. 3 Lawyer. He's wearing a jacket. Does not shoot and does not pursue the player, but on the contrary runs away from him, trying to block other enemies. It has a large reserve of health, thus it is a "human shield". Sometimes he builds barriers out of paper, behind which other opponents can hide. To break them, you will have to shoot at them several times. 4 Programmer. Wears glasses. It moves with an unpredictable trajectory. If there is a printer or computer next to it, it will explode, shattering into many fragments. Sometimes it can fix printers and computers, after which they explode again. After death, a printer cannon may fall out of it. 5 Courier. He has a green visor and a cart. A very fast enemy appears suddenly, runs in a straight line and demolishes everything around, accidentally scattering dangerous objects that it is better not to step on. More rarely, useful items like health and ammunition fall instead of dangerous ones. If the courier runs into a wall, it explodes.
i have 2 ideas, 1st idea: instead of making the shotgun shoot one strong bullet. decrease the accuracy and add more weaker bullets 2nd idea add a shop were you can add better guns(ak-47, rocket launcher, etc..) or make boss battles that drop guns ofc you need gold for the shop idea
Weapons that suited the office theme is good i think, like Pen shooter that shoots pen, or Coffee machine as a bomb or computer screen as a shield. But that's up to you mr dev 😁
You could make a system to upgrade guns and make enemies harder to beat as you get across levels, also you could make an elevator open when you beat a stage and go up the next stage, or first open a menu for upgrades etc...
I think the gameplay should be a little bit faster (mostly for the enemies). Movement, shooting and whatever. It could also be fun to be able to roll undeneath the office tables, but i dont know how to signal that to the player. Keep working. I love it!
Random thought, one of the upgrade items that I'm sure will appear down the line. Call it "Going postal" - that's it, thats as far as Ive got looks fun mate
Recommendations: Change the players bullets color so they can be distinguished from the enemy's Add a flash or animation when an enemy is hit and when the player is hit
Perhaps you could reflavor the rifle as a machine pistol and then add a hunting rifle, which could have similar speed to the shotgun, but higher damage and accuracy? Whatever you decide to do, I’m loving Death Inc. so far, keep up the good work!!
Hi there! The rifle you made should actually be an smp (sub maschine pistol). They shoot pistol rounds but fully automatic => high firerate + low damage A rifle would have a lower fire rate but extrem damage output ^^
You should make the bullets beams and maybe have a trail so it looks better, A muzzle flash effect???? Maybe walking particles or sprinting?? You should also expand on the gun script maybe so they ricochet? Shotguns, Explosives, Or even laser guns..
feels a lot like Enter the Gungeon at the moment and while that is not completely bad thing as that game is amazing in my opinion I am wondering what will you do to give this a twist of its own. An office theme might not be enough to differentiate it alone.
I am afraid it is gonna be a lot like enter the gungeon, because I am not really interested in making an amazing, completely unique game, rather I just want to get better at game development and this is the project I am using to do it
Awesome video, I see you're using a monobehaviour for guns but would recommend you use a scriptable object for guns also rather than copying the gun script, you can create a base GunScript c# script that is independent on weather it's being used by an enemy of play the just call the shoot functionality in the enemy AI or when the player hits the button. doing these things make refactoring and maintain code really easy. It's made working on my own rouge like really easy
So I was thinking... What if some of the gun designs were based on Nerf blasters since I've heard some employees have Nerf wars in their offices. Bonus is that you don't need the know all of a real firearm and how it works, you could just look at any Nerf line and create some easy designs that are believable.
Dank idea dude. It made me think what if dude worked at an office that wouldn't let him quit and so in a final big F U he goes on a rampage floor to floor killing everyone before the top floor and final showdown with the corporate overlord muahahaha
I have an idea for a game 1:it's name is (bot7) 2: category roguelike the reason for why it's called bot7 is because the story of the game is that viruses have taken over the world a bunch of scientists have made 6 robots each robot kills a virus type but the viruses have taken over all the lab's there was only one lab that was not taken over by the viruses and there was bot7 created now bot7 has to clear all the lab's and kill all the viruses to turn the world to normal again. (the weapons are the arms of the other 6 robots ) unique machine is that bot7 cannot see all the viruses and has to switch Frome Vision1 and vision2 vision1 is the normal vision but by using vision2 u can see slow but deadly viruses that u also have to kill just incase u are not using vision2 u also have a virus detector it beebs every time the slow viruses that u can't see unless in vision2 get closer to you
I don't have a plan for making it unique (besides the setting) because for me that isn't the point of this game. I am just making it help improve my skills and become better at gamedev. But idk maybe in a couple of devlogs I come up with a simple but unique gameplay mechanic to use.
If you're interested, feel free to join my discord community: discord.gg/27DWMcH
Ok
A helpful idea is if you are making a bullet hell, all enemy bullets have the same color so it's easier to identify which to dodge, good luck in the development 💪
I know this is unrelated, but hello person with the same default profile picture as me.
@@joelhoon1707 xd that awkward
@@joelhoon1707 lol🤣
Perhaps death inc does experiments on the employees turning them into monsters, if they do, that could create some interesting enemies further in the run
I absolutely plan to add like a lab area, with mutated version of the enemies (if I have time, and it isn't way too much work)
Oooh or maybe sentient office supplies like a water cooler as an enemy/pet?
@@Deynum Don't forget to add it!
Why not make the guns office-themed, like a stapler gun instead of a pistol etc?
This comment is underrated.
So the professional killers are gonna use staplers instead of actual guns
a short-ranged "coffee spill" attack that scalds your opponents
Because that’s boring
Fire extinguisher’s someone to death
Love the concept so much! I feel like the idea of going lower / higher in this corporate building is such a good concept. I’d love if you added coffee / break rooms as heal stations to contrast the constant fighting
This looks really cool so far! I don’t know if anyone else has mentioned this already but I think the screen shake after every roll and bullet shot can be a bit much. Especially if it gets harder, I’m guessing the player will be doing a lot of rolling and shooting. Maybe remove it for the rolling and tone it down a little for the shooting? Or possibly have a toggle for it in the menu when that gets created :)
I am definitely gonna tone it down overall when I add some other particles, it was just mostly for this video so that everything feels a bit less flat than it actually is. There is also for sure gonna be a button to turn it off completely or maybe even scale it down manually.
The editing on this video is defiantly a step up from before! Great job with the game too the idea is great, keep it up Deynum!
The editing of your video is incredible!! Good job Deynum
Hey, just found your channel and i love the devlog. The idea is questionable (in a good way) but i really like it. I have an idea for a cool effect that would make the game even more chaotic. You could split the desks up in smaller parts(mouse, keyboard, plants, monitor) and when the player or the enemies shot one of these things it will just get knocked over and fly off the desk. This may be part of the polishing part later in development but i decided to share the idea now before i forget it.
Cant wait for the next Devlog :)
Thanks for the idea, I was planning to do something kinda similar, which is making the desks destroyable, and in the process things could most definitely fall (or fly) of it. I already know I want to make a copymachine that shoots out pieces of paper every time it gets hit.
@@Deynum Make sure to limit the amount of pieces of paper that can be spawned at once. I know too damn well idiots like myself will try to break the game with it.
My solution is that at some point the copymachine will simply get destroyed (and the spawned papers will be destroyed when the player get far enough away) hopefully this'll prevent lag issues
The Brackeys part is great😂
Thx lol
Since it is set in an office, you could customize the weapons with typical office objects, that is, a staple gun or nunjakus scissors... good video!!
Awesome work sir. Looking forward for the next devlog
So happy to see another upload my boiiii!
When i read the title i thought it would've been similar to going under, but you've managed to make something much more original. Great video 👍
Popped up on my FYP! Great work, excited to keep up with your dev logs :)
Damn.... I love watching devlogs and roguelikes are my fav type of games
I really liked the concept and idea, keep going bro
thx
Awesome start to your game! Good luck creating it.
This looks pretty cool! I’m glad your back at doing gamedev and are actually enjoying it! That’s the most important part.
It's so funny seeing all the devlogs i watch use the same brackeys pathfinding tutorial i did. kinda cool that there's these connections between us
Great work on the game so far, and amazing job putting the devlog together!
You are seriously underrated. Keep up the great videos!
Wow. You're the best. I couldn't understand what you were saying but I just followed instructions. Thank you so much
One of the reasons why I like isaac so much is because of the synergies that can stack on tears like scattering and bouncing all over the screen
Andddd you can get brother bobby the best item in the game
@@fear_is_nearcz brother Bobby is insane
this is one of the genuine and honest dev logs. esspecially the Brackeys' videos saved my game he's a lord shining and sharing love to us all
I can imagine it now, office theme guns (staple gun?) and relics/items/modifiers (coffee - boosts speed?). But then again, it does seem limiting in the long run.
After playing gungeon and neon abyss, the amount of creativity can be just about anything if the idea can be materialize/design properly.
Anyway, looks super awesome and I'll look forward for more videos on the development.
Office themed guns would be fun to add, thx for the inspiration!
that intro is so good, I was so surprised to see it
HAHAH, lol, yeah I'm sure you've never seen anything like it
You may not have many views but we love the content! Keep it up
i love this concept and the art style!
an idea i had was the the original computer character was one of the office computers that came to life
Awesome game! lovin the dev logs, however do consider adding a option to turn off screen shake
I'll do that
Here's an idea: make weapons that can be "charged" by holding the mouse button, so that the longer you hold it, the more bullets/more powerful bullets they fire. If you don't know how to do that, have your weapons implement an interface that has 3 main methods: startFire(), stopFire() and update(time).
You call startFire when the mouse button is pressed, stopFire when it's released and update on every frame. This way you can easily implement non-automatic, automatic and charged weapons.
I watched 3 mins ad just to support you.
Keep Going👍
Next, I suggest adding random map generation, basically like the game called "soul knight". Code monkey and BlackThornProd have some cool and helpful videos about 2D games that might help you out!
I am currently working on it :) I'll go see if I can find the tutorials from blackthornprod and code monkey, thx
@@Deynum Blackthorn has a video called "Random Dungeon Generator", that might help.
This looks so awesome!
I have ideas for enemies.
1 Accountant.
Yellow shirt. Charges other opponents a salary, that is, health, performs the functions of a healer. A "penalty" can be applied to the main character, that is, to delay a much larger part of health than ordinary mobs. In certain situations, when enemies hit the player more often, the accountant conducts a "Salary increase", increasing their health many times. Armed with a calculator that shoots numbers and percentages. At death, he can leave behind a first aid kit in the form of a pile of banknotes.
2 HR officer.
The shirt is red. Armed with a seal. In general, it does not differ from ordinary enemies, but when he has half of his health left, he calls on three to five ordinary managers to help him at once, as if "hiring more staff". He does the same thing a second time before he dies. In rare cases, he may call on an accountant, a programmer, or another special enemy.
3 Lawyer.
He's wearing a jacket. Does not shoot and does not pursue the player, but on the contrary runs away from him, trying to block other enemies. It has a large reserve of health, thus it is a "human shield". Sometimes he builds barriers out of paper, behind which other opponents can hide. To break them, you will have to shoot at them several times.
4 Programmer.
Wears glasses. It moves with an unpredictable trajectory. If there is a printer or computer next to it, it will explode, shattering into many fragments. Sometimes it can fix printers and computers, after which they explode again. After death, a printer cannon may fall out of it.
5 Courier.
He has a green visor and a cart. A very fast enemy appears suddenly, runs in a straight line and demolishes everything around, accidentally scattering dangerous objects that it is better not to step on. More rarely, useful items like health and ammunition fall instead of dangerous ones. If the courier runs into a wall, it explodes.
deynum this is beyond cool
Wow, after the previous game it's a massive step forward!
Awesome video mate!!
great to see another video!! :DD
just found this, really into it already.
R&G department
soooooo...
you're basically making gungeon all over again?
i have 2 ideas,
1st idea:
instead of making the shotgun shoot one strong bullet. decrease the accuracy and add more weaker bullets
2nd idea add a shop were you can add better guns(ak-47, rocket launcher, etc..) or make boss battles that drop guns ofc you need gold for the shop idea
Thx for the suggestions, I did think of adding something like that to the shotgun but I haven't quite figured out how to do bursts of bullets yet
@@Deynum np, have a great time figuring it out
Squeeze in as many Office Space references as you can, for example a boss fight featuring the two Bob's.
This reminds me of that one movie called the "Belko Experiment." Could be a cool concept for the story/setting to add on.
The one where they have the bombs in there neck right?
@@jaredmayle6342 yessir. Can't believe you still reply to a 10-month ago comment, respect.
I feel like a stapler-nade would be lit. Staples for the explosion.
Make so that you enter a new stage by using a elevator
Damn this looks pretty sick
Weapons that suited the office theme is good i think, like Pen shooter that shoots pen, or Coffee machine as a bomb or computer screen as a shield. But that's up to you mr dev 😁
You could make a system to upgrade guns and make enemies harder to beat as you get across levels, also you could make an elevator open when you beat a stage and go up the next stage, or first open a menu for upgrades etc...
Many indie games suffer from not being put on people's watchlists, but this one is so hot even the FBI is watchlisting it!
I think the gameplay should be a little bit faster (mostly for the enemies). Movement, shooting and whatever. It could also be fun to be able to roll undeneath the office tables, but i dont know how to signal that to the player.
Keep working. I love it!
Random thought, one of the upgrade items that I'm sure will appear down the line. Call it "Going postal" - that's it, thats as far as Ive got
looks fun mate
Recommendations:
Change the players bullets color so they can be distinguished from the enemy's
Add a flash or animation when an enemy is hit and when the player is hit
what a nice work environment
Wow underrated channel
Perhaps you could reflavor the rifle as a machine pistol and then add a hunting rifle, which could have similar speed to the shotgun, but higher damage and accuracy? Whatever you decide to do, I’m loving Death Inc. so far, keep up the good work!!
such a great video very relaxing and has inspired me to make a 2d game :)
Honestly, great job dude. I love the idea of the laser gun that you added. How about a Sniper? Very low firerate and a super high accuracy?
Hi there!
The rifle you made should actually be an smp (sub maschine pistol).
They shoot pistol rounds but fully automatic => high firerate + low damage
A rifle would have a lower fire rate but extrem damage output ^^
just perfectly when pizza arrive :D
Yooooo
This is just like “Stick it to the Man”
Gonk!
You should make the bullets beams and maybe have a trail so it looks better, A muzzle flash effect???? Maybe walking particles or sprinting?? You should also expand on the gun script maybe so they ricochet? Shotguns, Explosives, Or even laser guns..
whenever somebody hears shotgun they think of a gun that shoots multiple bullets in a spread, not a gun that shoots one bullet slowly.
Every Time I Hear The Word Gun I Crack Up
Because I’m An Egg
I know screen shake adds a bit of realism, but can sometime make me motion sick, maybe an option to turn it off down the line would be a good idea :D
You could've made the robot a computer that was thrown away for being old and getting revenge on the company it was made for
feels a lot like Enter the Gungeon at the moment and while that is not completely bad thing as that game is amazing in my opinion I am wondering what will you do to give this a twist of its own. An office theme might not be enough to differentiate it alone.
I am afraid it is gonna be a lot like enter the gungeon, because I am not really interested in making an amazing, completely unique game, rather I just want to get better at game development and this is the project I am using to do it
Since you've already done enemy and player HP, you can easily follow up with healthbars!
Idea: Minigun
Damage: Low/Medium (maybe half of a pistol?)
Fire Rate: High
Slows you down when in use.
Death inc. is inc-redible
Also amazing start
just found this and now i wanna know what the 8th missing video in the playlist is.
It's the next, unreleased, devlog ;)
I WILL PAY MY LEFT KIDNEY FOR THIS GAME
Lol wth,good luck,it looks pretty interesting, although the charcter design can pe improved
If you ever make it possible to finish the game or something like, you should let players have a gun that they can customize the settings of
2:16 code bullet?
Awesome video, I see you're using a monobehaviour for guns but would recommend you use a scriptable object for guns also rather than copying the gun script, you can create a base GunScript c# script that is independent on weather it's being used by an enemy of play the just call the shoot functionality in the enemy AI or when the player hits the button. doing these things make refactoring and maintain code really easy. It's made working on my own rouge like really easy
By the way the software he uses is Krita its free too
this is for the brainstorming
So I was thinking... What if some of the gun designs were based on Nerf blasters since I've heard some employees have Nerf wars in their offices. Bonus is that you don't need the know all of a real firearm and how it works, you could just look at any Nerf line and create some easy designs that are believable.
Nice video !!
Maybe you can use the robot as a playable or a mini boss ? It can be a PC monitor instead of a robot
This is the movie the
"Belko experiment"
Dank idea dude. It made me think what if dude worked at an office that wouldn't let him quit and so in a final big F U he goes on a rampage floor to floor killing everyone before the top floor and final showdown with the corporate overlord muahahaha
A cooldown on the roll would make it more balanced (if its not already implemented)
there is already a cooldown on the roll :)
Perhaps some reload or cooldown for guns when you use em enough?
make a duck launcher i feel like it would be cool like a sort of bazooka shaped gun that shoots rubber ducks
This game looks fun, I should play it in real life
Add the M2. Make it shoot slower and more powerfully than a shotgun and also more accurately. Everyone needs a gun that shoots the .50 bmg
You should definitely add knockback and blood
I have an idea for a game
1:it's name is (bot7)
2: category roguelike
the reason for why it's called bot7 is because the story of the game is that viruses have taken over the world a bunch of scientists have made 6 robots each robot kills a virus type but the viruses have taken over all the lab's there was only one lab that was not taken over by the viruses and there was bot7 created now bot7 has to clear all the lab's and kill all the viruses to turn the world to normal again.
(the weapons are the arms of the other 6 robots )
unique machine is that bot7 cannot see all the viruses and has to switch Frome Vision1 and vision2
vision1 is the normal vision but by using vision2 u can see slow but deadly viruses that u also have to kill
just incase u are not using vision2 u also have a virus detector it beebs every time the slow viruses that u can't see unless in vision2 get closer to you
Reminds me of "The Daily Grind."
What is your plan to make your game unique? Currently I can only identify the setting as unusual. It looks very good.
I don't have a plan for making it unique (besides the setting) because for me that isn't the point of this game. I am just making it help improve my skills and become better at gamedev. But idk maybe in a couple of devlogs I come up with a simple but unique gameplay mechanic to use.
You should make the gun variables into a scriptable object. Try finding information on it, it's a life saver.
I knew I was forgetting about something when making them, thx for reminding me!
Bro made enter the gungeon
i can relate to having a hard time with pixel art, i don't understand how it just clicks for some people haha
Just popped up in my recommended lol
Dude went postal.
yh good vid