When it comes to the future of this devlog series, I'd love to continue to see these in-depth feature explanations, but maybe interchanged with occasional, smaller, relaxed videos explaining your thought process behind adding a block or item. Even discussing things you've thought about adding but haven't. I also think that using the community tab to talk about recent updates would do great to keep everyone in on what's going on with the game. Not everyone is on the Discord, so it's important for the UA-cam audience to know what's going on. I think focusing on the game as its own product, rather than focusing on the devlogs, is exactly the right mindset going forward. Keep up the great work as always, and I'm wishing you the best of luck in making this game the way you want to make it.
Some more thoughts, I really enjoyed when you would look at comments from previous videos and answer questions about the game, or about a specific implementation you're using. I'd love to see those make a return at the end of future devlogs. Or maybe a dedicated QNA video? Something to think about :)
I'm a programmer, so I'm really interested in the details behind all the work you've put in. However, I think the thought process is also very important to share; it's important to know how a thing works, but it's equally important to know _why_ it's being done that way, instead of an alternative solution. I imagine it might make these devlogs a bit larger and perhaps less frequent, but I think it's the better option.
i agree. the process feels just as important as the technical aspects because then we also get to see the things that doesn't work, and it also has the underlying idea that people with programming knowledge can also get stuck on problems while also giving guides on specific problems to be stuck on.
wanted for make music for this game since I saw the first devlog :) I like a mix of the two video styles, some rationale for features that were added and some technical insight, it has something for all of us
If I were to choose either technical side or thought process, I'd choose both. So interesting to watch such a simple project at the beginning, growing to something unique. I hope you won't lose enthusiasm and motivation. Good luck!
The main thing I enjoy is seeing progress, both in content added to the game and the system design of the engine/game. I would be equally happy to listen to a straightforward presentation of "I added this new set of items to the game" as well as "Here is an explanation of my solution to a problem I spent a month on which doesn't have anything visual to show". By no means do you need to make a 20 minute video essay on every problem you solve, but a moderate amount of detail is nice. I would also be happy with just an overview of the problem/solution if it means I get to see it at all. Be sure to balance what the audience would like to see with the content which feels sustainable to produce. Everybody here will be happy to see whatever you put out
personally I the videos the more detailed with code examples, this is how you started so you have that audience, plus it's way more educational, in my opinion
Please keep it going! I have been following you since the first video and I very much appreciate the work you put into this project. All the features you have added so far are great! But I have that feeling that more survival/gameplay focus would be good too. Merry Christmas to everyone reading this!
I think you should share whatever you want to share in your dev logs, like you said it’s about the journey and I think that if you put less of a constraint on the type of content you make it will also be more fun to make it, and the fans are here for said journey so as long as you’re interested enough to talk about a subject people will watch
I think all the lessons you learn are valuable to share with the world. They might seem trivial now, but for beginners these things are very nice to learn. Once it grows too complex I'd grow more towards the "here's what we did"-type videos
I would love slice-of-life style devlogs from you. Just like this video, like small, interesting little tidbits from your journeys. Thanks for making these videos by the way!
A surprise to be sure, but a welcome one. I very much enjoy your technical in-depth descriptions of the implementation and algorithms of each feature and I would be overjoyed if you could cover the features already implemented in a similar fashion at some point in the future. I say this because this style is completly unique and it would be a shame to lose it. Most content creators either focus on the theory wihout having any in-development project to show it in, or they do have a project, but leave out all of the technical details they think would bore an average viewer. Your channel is the only one I know of which is a union of those two approaches in the best possible way - in-depth theory explained and used because of an actual need and practicality.
When you said you were going for multiplayer, I assumed it would never happen, as thats where many indie dev projects go to die. I'm happy to admit that I was wrong! You're clearly a very talented developer. Good luck on future additions!
Merry xmas! I like the balance between explaining the more technical things in detail while also showcasing the smaller new features at the end of video. Just enjoy making it in your style and it does wonders. We love a project with soul. I'm looking forward to the game having it's own identity while also feeling like what it was inspired from. The Terraria approach of not sticking to realism and making a fun game would be great. Working with the community and brainstorming together is also very cool.
I switched UA-cam accounts about a year ago, and was just thinking about your game yesterday and so I went to go play catchup with your devlog. And now there's a new one! I feel spoiled 😇 Re: devlog content, both make sense to me and feel like they make more sense for different types of features. Though maybe coming up with a snappy title for each type of series would help delineate them in terms of recommendations down the line.
I like hearing about both the game design side and the more technical development side, maybe start with what features you are adding and why, and then go into the technical side when there is interesting stuff to show off. I also think with how this devlog started there will be a lot of people that got here because of technical details so you have to worry less than the average devlog about boring the audience with that
I’m a programmer and I do game dev as a hobby. I think a lot of the people that started watching your videos are in the same boat as me so I think it would be great to keep the more technical explanations in your videos. I really enjoy hearing your thought process and the structure of how things are implemented. I always enjoy your videos and can’t wait to see what’s next!
Personally I like the slice of life approach, but your explanations of the in-depth programming and stuff are really interesting too. I think a hybrid style is best here. Looking forward to more devlogs!
Love the style you have now, I do think "slice of life" vlog style as you mentioned may do better in the algorithm. If I were to make a request that I've seen instantly improve other creator's videos, it would be to invest in a better mic. The one you use now sounds a bit more compressed and like it's not getting the full range of your voice. If you kept everything the exact same and just improved your mic, it'd be a huge jump. Excitedly waiting for your next update video! Happy to see you're still developing the game! 😁
Thank you! My audio recording is easily the most frustrating part of the process, if I am to get a better microphone I seriously don't know what to look for.
Whatever you do, please continue releasing videos that explain the code like you have been, even if they have to be their own thing. I love your optimized approach to coding, and those videos act as fun tutorials about Java optimization. I look forward to playing and modding your game one day as I get better at Java!
It's good to see you're still doing the devlogs. As for the future format, I'd like to see you continue to include technical explanations for features that require them, but also include more trivial features in the format. Personally, I find it very interesting to see the design process behind a system and how it is implemented. So Merry Christmas and good luck with your development!
I can be quite a nerd at times so I really enjoy the indepth process of the hows and whys of the additions but I can also understand that it might to be for everyone-- I would be perfectly happy with the alterative option either way
My advice? Don't dedicated Dev Logs to a central idea. You're clearly going through the stage of "maximising features, and polishing previous features", and thus you cannot determine WHAT you're actually doing. So instead of dedicating the logs to an idea, reverse the scenario - make updates as you see fit, and make a Dev Log when you want that compiles what you've just done and what you're planning/hoping to make in the future. Thus, the latter slice of life devlog idea is preferable because you don't need to worry about overt technical step by step detail.
personally, i like the technical explanations, the thought process, and seeing all of the features even if they dont fit the theme. But, i understand that the longer the devlogs are, the less time you have for actually developing the game, so i dont really know what the best solution would be. As far as frequency of uploads goes, i dont mind long gaps as long as the videos are good, which they are. But, you could also put out shorter update videos for small features if you want to keep them out of longer, themed, videos where they don't fit, or if you want to upload devlogs more frequently. Whatever works the best for you not to get burned out is the best idea in the end i think
Great devlog! I may be in the minority, but I prefer the more technical videos. I have a CS background, but not a Game Dev background. Your technical presentation perfectly translates my knowledge to the game development process. The game features will speak for themselves with time
As a programmer myself, I am more interested in the more technical deep-dive-style videos. However, I think I could also enjoy a more surface level video about the game-design thought process behind certain features. To appease the majority, maybe switch it up between technical deep-dive devlogs and ones that are more on the surface/game-design level.
Make your devlogs as long as you want, with the pace you want and with the style that you want. Keep them interesting though, that's why I ended up here.
I'd like a bi-monthly devlog consistenting of everything you added in those 2 months and your plans for the next 2 months, going into technical detail for complicated features, but keeping it short for simple features.
Since most major things are dealt with. I would like to see smaller episodes that talk about singular new features and the process that went in to creating them and why.
Very nice to hear that the work on the game is going great :) I think the mix of the 2 video styles is best. My idea is maybe make an "odd thing that didn't fit in into other devlogs" devlog?Oh and also Merry Christmas to you too, hope the next year will be fruitful for Cosmic Reach 😊
FinalForEach I want to congratulate on where you brought the project. Keep on having fun with developing the game as much as possible. I do want to say that the game often feels very cold to me. That's why I sometimes have a problem playing it myself. I feel like a shift to warmer collors should work nicely.
this series started as a more technical oriented view of what making a voxel sandbox entails so i'd say you should stick to providing in depth explanations, it makes this series unique and worth to follow for more than just progress updates. a thing i see pretty rarely in devlogs is talk about actual gameplay design, so i'd love to hear more about your considerations when you get to it
Personally, I love automation. Take a look at Minecraft mods like Mekanism or Create. I really enjoy making large factories to automate resource production. And it doesn’t have to be for just riches, it’s also for basic building blocks too so I can build cool things. I think your game could benefit from technology since part of it takes place on the moon. The technology doesn’t just have to be for automation. It could include building rocket ships or drivable cars or shooting guns or building cool automatic doors. Things that would impress your friends especially if they didn’t know those things were in the game.
I'd love to see more in-depth analysis of features, personally; maybe an occasional 'summary' video to cover the more mundane stuff / summarise what's been added could be cool?
Watching all this unfold on the Discord server has been amazing... But even though all that information is available there, I would still like these kinds of videos, with detailed explanations. As long as the game is this early in development, I think it is a great idea to talk about the underlying code and how everything functions, and then on a later stage (Might be some years), just talk about the updates and what is in them.
I think the game still miss his own identity, in the previous devlog it seems like the game was different from Minecraft, but looking at this video, I still have the sensation of a Minecraft copy, mainly because of the different block texture that we see are looking pretty similar (I know it is not an easy task). I don’t know the current state of development, but you really should try to orient the game in a direction that make people tell them it’s not Minecraft. I think your next update should be about how you see the final product and start heading towards it. Anyway great devlog and congrats on making the game multiplayer, can’t wait for the next devlog!!
i think glass should have connected textures, or to make it easier just remove the outlines and have subtle effects to show that it’s there, like a few pixels of its shine
Personally I would prefer for you to keep on giving more in-depth technical explanations in your videos, they are Developer Logs at the end of the day :)
o/ it's so nice to watch a project grow in real time and the progress you're making on this is amazing But just a curiosity, as a Minecraft modder, is there any chance we will get an official modding API in the future and/or an official repository for mods? As per Minecraft's modding scene this game also got a huge modding potential and I would love to see the good ol' early life of modding again. Wish ya good luck in the future with the project and hope you will get it even above your expectations
I'd think a mix of both would be best! Slice of life for most things, and then in depth explanations for difficult/important/interesting features. (Like, things that were difficult to implement, or things that you haven't seen anyone else do before so an in depth explanation might be best)
Feature updates would be good for smaller videos, explaining what blocks are in etc. Then feature development updates where you explain how they were implemented would be great for long form😊
I have an Idea to propose: a block that's like an opposite to the furnace (kind of) a freezer sorta block (maybe you can turn water to ice as a usecase)
fyi, With the title and thumbnail I did not realize this was a block game video vs some random devlog - just a thought, as it has been long enough that I forgot the name of this project and I would have clicked on this earlier if I knew what it was
One thing that could make this game much more unique would be to have ores spawn in "nodes" that provide an infinite amount, rather than limited ore clumps - this turns the challenge from aquiring ores to processing them, and finding ways to make the process more efficient.
It’d be nice to work on the progression of the game for example, making making sure “wooden” axes aren’t able to mine more dense woods this way tools don’t just feel like they give you a speed upgrade but, also reward for making the tool that allows you to get it. It’d also be nice if wooden tools for mining/cutting down trees didn’t exist and you’d have to scavenged for stones near rivers or on the ground just to progress. Kinda like the rlcraft mod for Minecraft. It’d also be nice if this game leaned into more industrial mechanics for progressing like the create mod.
Technically, there are no wooden tools, and you do have to ""scavenge"" for stone tools (though you really just punch stone and make the tools that way lol)
this may be my personal take but I hope the survival is going to be more different to the one in Minecraft. You have showed us the 3 basic tools and the furnace which are excatly a 1:1 copy of their minecraft equivalent (other than the skins) I really hope to see some more creativity going forward
4:28 for a second I thought you'd say the solution would be "each user makes an SSH or SSL key, then server does challenge-response with the client". This is how TeamSpeak operated for the longest time. Advantages - no external service to rely on, no account to create for the user. Disadvantages - user would have to copy their key to new device / installation of the game to keep their "account" on the game server, no authority that would list existing users, "multiaccounts" for griefing easy to make as it's just about generating new keys on client machine, rather than bypassing rate limits of an authority server
I'd like you to keep technical, if possible. I mean, I'm not against a few What's-New for the sake of showing off, but I'd love not to lose back ending explanations.
I think it should be: I have this idea, this is why i want to add it, this is how i added it. Repeat type of deal
This is exactly what I was going to suggest
Agreed
When it comes to the future of this devlog series, I'd love to continue to see these in-depth feature explanations, but maybe interchanged with occasional, smaller, relaxed videos explaining your thought process behind adding a block or item. Even discussing things you've thought about adding but haven't.
I also think that using the community tab to talk about recent updates would do great to keep everyone in on what's going on with the game. Not everyone is on the Discord, so it's important for the UA-cam audience to know what's going on.
I think focusing on the game as its own product, rather than focusing on the devlogs, is exactly the right mindset going forward. Keep up the great work as always, and I'm wishing you the best of luck in making this game the way you want to make it.
Some more thoughts, I really enjoyed when you would look at comments from previous videos and answer questions about the game, or about a specific implementation you're using. I'd love to see those make a return at the end of future devlogs. Or maybe a dedicated QNA video? Something to think about :)
+1
+1
Very well explained. +1
So glad to have contributed to the OST! Always exciting to see new devlogs, and I feel this one is gonna be a doozy.
wait, how did this work? i would love to also contribute as well with audio! i love so much how this project is taking form
I'm a programmer, so I'm really interested in the details behind all the work you've put in. However, I think the thought process is also very important to share; it's important to know how a thing works, but it's equally important to know _why_ it's being done that way, instead of an alternative solution. I imagine it might make these devlogs a bit larger and perhaps less frequent, but I think it's the better option.
Great devlog! Tbh, I would like to see both technical details and feature explanations, if it is not too overwhelming. Keep up the good work!
Same!
i agree. the process feels just as important as the technical aspects because then we also get to see the things that doesn't work, and it also has the underlying idea that people with programming knowledge can also get stuck on problems while also giving guides on specific problems to be stuck on.
I am so glad to have been one of the first players to play multiplayer
Same
@AxolotlGuy7 The spleaf match was crazy
wanted for make music for this game since I saw the first devlog :)
I like a mix of the two video styles, some rationale for features that were added and some technical insight, it has something for all of us
I think frequent videos are the way to go. It gives us fans more updates and will make the channel do better on the algorithm as an added bonus
If I were to choose either technical side or thought process, I'd choose both. So interesting to watch such a simple project at the beginning, growing to something unique. I hope you won't lose enthusiasm and motivation. Good luck!
The main thing I enjoy is seeing progress, both in content added to the game and the system design of the engine/game. I would be equally happy to listen to a straightforward presentation of "I added this new set of items to the game" as well as "Here is an explanation of my solution to a problem I spent a month on which doesn't have anything visual to show". By no means do you need to make a 20 minute video essay on every problem you solve, but a moderate amount of detail is nice. I would also be happy with just an overview of the problem/solution if it means I get to see it at all. Be sure to balance what the audience would like to see with the content which feels sustainable to produce. Everybody here will be happy to see whatever you put out
personally I the videos the more detailed with code examples, this is how you started so you have that audience, plus it's way more educational, in my opinion
Please keep it going!
I have been following you since the first video and I very much appreciate the work you put into this project. All the features you have added so far are great! But I have that feeling that more survival/gameplay focus would be good too.
Merry Christmas to everyone reading this!
Merry Christmas and happy holidays, everyone!
I think you should share whatever you want to share in your dev logs, like you said it’s about the journey and I think that if you put less of a constraint on the type of content you make it will also be more fun to make it, and the fans are here for said journey so as long as you’re interested enough to talk about a subject people will watch
i'd love devlogs in the style of thinmatrix, he keeps them focused and kinda slice of life. but a bit of deep explanation sometimes is also good
I think all the lessons you learn are valuable to share with the world.
They might seem trivial now, but for beginners these things are very nice to learn.
Once it grows too complex I'd grow more towards the "here's what we did"-type videos
I would love slice-of-life style devlogs from you. Just like this video, like small, interesting little tidbits from your journeys.
Thanks for making these videos by the way!
A surprise to be sure, but a welcome one. I very much enjoy your technical in-depth descriptions of the implementation and algorithms of each feature and I would be overjoyed if you could cover the features already implemented in a similar fashion at some point in the future.
I say this because this style is completly unique and it would be a shame to lose it. Most content creators either focus on the theory wihout having any in-development project to show it in, or they do have a project, but leave out all of the technical details they think would bore an average viewer.
Your channel is the only one I know of which is a union of those two approaches in the best possible way - in-depth theory explained and used because of an actual need and practicality.
When you said you were going for multiplayer, I assumed it would never happen, as thats where many indie dev projects go to die. I'm happy to admit that I was wrong! You're clearly a very talented developer. Good luck on future additions!
Merry xmas!
I like the balance between explaining the more technical things in detail while also showcasing the smaller new features at the end of video. Just enjoy making it in your style and it does wonders. We love a project with soul. I'm looking forward to the game having it's own identity while also feeling like what it was inspired from. The Terraria approach of not sticking to realism and making a fun game would be great. Working with the community and brainstorming together is also very cool.
I like the in depth style, complex from-scratch projects like this serve as inspiration and learning more than just entertainment for me
I switched UA-cam accounts about a year ago, and was just thinking about your game yesterday and so I went to go play catchup with your devlog. And now there's a new one! I feel spoiled 😇
Re: devlog content, both make sense to me and feel like they make more sense for different types of features. Though maybe coming up with a snappy title for each type of series would help delineate them in terms of recommendations down the line.
Slice of life! You're interesting and your perspective is always enlightening and impressive!
I like hearing about both the game design side and the more technical development side, maybe start with what features you are adding and why, and then go into the technical side when there is interesting stuff to show off. I also think with how this devlog started there will be a lot of people that got here because of technical details so you have to worry less than the average devlog about boring the audience with that
I love the nitty gritty technical details, as long as those are still in the dev logs I don't have an opinion on the content.
I’m a programmer and I do game dev as a hobby. I think a lot of the people that started watching your videos are in the same boat as me so I think it would be great to keep the more technical explanations in your videos. I really enjoy hearing your thought process and the structure of how things are implemented. I always enjoy your videos and can’t wait to see what’s next!
Personally I like the slice of life approach, but your explanations of the in-depth programming and stuff are really interesting too. I think a hybrid style is best here. Looking forward to more devlogs!
I enjoy when you explain the technical details of the things you add. I hope you keep that.
Love the style you have now, I do think "slice of life" vlog style as you mentioned may do better in the algorithm.
If I were to make a request that I've seen instantly improve other creator's videos, it would be to invest in a better mic.
The one you use now sounds a bit more compressed and like it's not getting the full range of your voice.
If you kept everything the exact same and just improved your mic, it'd be a huge jump.
Excitedly waiting for your next update video! Happy to see you're still developing the game! 😁
Thank you! My audio recording is easily the most frustrating part of the process, if I am to get a better microphone I seriously don't know what to look for.
@@finalforeach hyperX mic are good and recommend them for streaming/recording!
I really like that your videos go in depth in how your game functions. So I hope you continue this style of devlog :D
Whatever you do, please continue releasing videos that explain the code like you have been, even if they have to be their own thing. I love your optimized approach to coding, and those videos act as fun tutorials about Java optimization. I look forward to playing and modding your game one day as I get better at Java!
Excellent work, you’ve done well
It's good to see you're still doing the devlogs. As for the future format, I'd like to see you continue to include technical explanations for features that require them, but also include more trivial features in the format. Personally, I find it very interesting to see the design process behind a system and how it is implemented. So Merry Christmas and good luck with your development!
I can be quite a nerd at times so I really enjoy the indepth process of the hows and whys of the additions but I can also understand that it might to be for everyone-- I would be perfectly happy with the alterative option either way
My advice? Don't dedicated Dev Logs to a central idea. You're clearly going through the stage of "maximising features, and polishing previous features", and thus you cannot determine WHAT you're actually doing. So instead of dedicating the logs to an idea, reverse the scenario - make updates as you see fit, and make a Dev Log when you want that compiles what you've just done and what you're planning/hoping to make in the future.
Thus, the latter slice of life devlog idea is preferable because you don't need to worry about overt technical step by step detail.
personally, i like the technical explanations, the thought process, and seeing all of the features even if they dont fit the theme. But, i understand that the longer the devlogs are, the less time you have for actually developing the game, so i dont really know what the best solution would be. As far as frequency of uploads goes, i dont mind long gaps as long as the videos are good, which they are. But, you could also put out shorter update videos for small features if you want to keep them out of longer, themed, videos where they don't fit, or if you want to upload devlogs more frequently. Whatever works the best for you not to get burned out is the best idea in the end i think
Great devlog! I may be in the minority, but I prefer the more technical videos. I have a CS background, but not a Game Dev background. Your technical presentation perfectly translates my knowledge to the game development process. The game features will speak for themselves with time
I like the more slice of life approach, it lets you make more content easier and let's us follow your progress better.
Really like the technical aspects of your videos! Keep up the great work (and take breaks when necessary!)
As a programmer myself, I am more interested in the more technical deep-dive-style videos. However, I think I could also enjoy a more surface level video about the game-design thought process behind certain features. To appease the majority, maybe switch it up between technical deep-dive devlogs and ones that are more on the surface/game-design level.
YEEESSSS multi player is finally here. This is the best minecraft clone
I loved the video, very indepth, It was very good. I hope to see more in the future, have some nice holidays :D
ur such an underrated developer, and seeing the progress on cosmic reach is pretty inspiring too, keep up the good work bro 🔥
Make your devlogs as long as you want, with the pace you want and with the style that you want. Keep them interesting though, that's why I ended up here.
I love your stuff it's so incredible, I'm happy with anything you do but more videos would be appreciatated
I'd like a bi-monthly devlog consistenting of everything you added in those 2 months and your plans for the next 2 months, going into technical detail for complicated features, but keeping it short for simple features.
Since most major things are dealt with. I would like to see smaller episodes that talk about singular new features and the process that went in to creating them and why.
Very nice to hear that the work on the game is going great :) I think the mix of the 2 video styles is best. My idea is maybe make an "odd thing that didn't fit in into other devlogs" devlog?Oh and also Merry Christmas to you too, hope the next year will be fruitful for Cosmic Reach 😊
I like the current video style but I'm here because it's a FinalForEach video, I'm sure even if the style changes I'll probably like it
This is a Christmas miracle
I'm making a 3d sandbox game of my own, and would love to see how this game develops!
Thank you for trying to tackle this, please do not give up!
FinalForEach I want to congratulate on where you brought the project. Keep on having fun with developing the game as much as possible.
I do want to say that the game often feels very cold to me. That's why I sometimes have a problem playing it myself. I feel like a shift to warmer collors should work nicely.
Merry Christmas!!
I'm so glad that the system described in the first 3:30 of the video is pretty much the exact system I'm using for my own game.
this series started as a more technical oriented view of what making a voxel sandbox entails so i'd say you should stick to providing in depth explanations, it makes this series unique and worth to follow for more than just progress updates.
a thing i see pretty rarely in devlogs is talk about actual gameplay design, so i'd love to hear more about your considerations when you get to it
I think it should be a mix of both, also keep up the good work!
Great vid as always, glad to have updates, Merry Christmas to you
Woohoo new update! :)
Personally, I love automation. Take a look at Minecraft mods like Mekanism or Create. I really enjoy making large factories to automate resource production. And it doesn’t have to be for just riches, it’s also for basic building blocks too so I can build cool things.
I think your game could benefit from technology since part of it takes place on the moon. The technology doesn’t just have to be for automation. It could include building rocket ships or drivable cars or shooting guns or building cool automatic doors. Things that would impress your friends especially if they didn’t know those things were in the game.
I'd love to see more in-depth analysis of features, personally; maybe an occasional 'summary' video to cover the more mundane stuff / summarise what's been added could be cool?
Watching all this unfold on the Discord server has been amazing...
But even though all that information is available there, I would still like these kinds of videos, with detailed explanations.
As long as the game is this early in development, I think it is a great idea to talk about the underlying code and how everything functions, and then on a later stage (Might be some years), just talk about the updates and what is in them.
Amazing progress!
I think the game still miss his own identity, in the previous devlog it seems like the game was different from Minecraft, but looking at this video, I still have the sensation of a Minecraft copy, mainly because of the different block texture that we see are looking pretty similar (I know it is not an easy task). I don’t know the current state of development, but you really should try to orient the game in a direction that make people tell them it’s not Minecraft. I think your next update should be about how you see the final product and start heading towards it. Anyway great devlog and congrats on making the game multiplayer, can’t wait for the next devlog!!
so happy to see you back, congratulation for the amazing work !!
i think glass should have connected textures, or to make it easier just remove the outlines and have subtle effects to show that it’s there, like a few pixels of its shine
Personally I would prefer for you to keep on giving more in-depth technical explanations in your videos, they are Developer Logs at the end of the day :)
o/ it's so nice to watch a project grow in real time and the progress you're making on this is amazing
But just a curiosity, as a Minecraft modder, is there any chance we will get an official modding API in the future and/or an official repository for mods? As per Minecraft's modding scene this game also got a huge modding potential and I would love to see the good ol' early life of modding again.
Wish ya good luck in the future with the project and hope you will get it even above your expectations
I would like to hear your thoughts on why you add certain features.
I'd think a mix of both would be best! Slice of life for most things, and then in depth explanations for difficult/important/interesting features. (Like, things that were difficult to implement, or things that you haven't seen anyone else do before so an in depth explanation might be best)
Great work.
Also explain in detail, please.
the music is so good!
Tysm for adding subtitles to the video 😊
Feature updates would be good for smaller videos, explaining what blocks are in etc. Then feature development updates where you explain how they were implemented would be great for long form😊
I like both devlogs and slice of life updates
now this is awesome!
Keep up the good work!
I have an Idea to propose: a block that's like an opposite to the furnace (kind of) a freezer sorta block (maybe you can turn water to ice as a usecase)
Merry christmas mister each
I like the current video style
fyi, With the title and thumbnail I did not realize this was a block game video vs some random devlog - just a thought, as it has been long enough that I forgot the name of this project and I would have clicked on this earlier if I knew what it was
You could do a rapid fire Devlog talking about any features you added that couldn't be fit into their own video!
One thing that could make this game much more unique would be to have ores spawn in "nodes" that provide an infinite amount, rather than limited ore clumps - this turns the challenge from aquiring ores to processing them, and finding ways to make the process more efficient.
I would really like procedurally generated animations for enemies, e.c.
I like the in detail videos
Beautiful game, beautiful music❤
Wow, it currently has 4.4k views, and 1.2k out of those views liked the video! 1.2k out of 4.4k is zo many! nice!
It’d be nice to work on the progression of the game for example, making making sure “wooden” axes aren’t able to mine more dense woods this way tools don’t just feel like they give you a speed upgrade but, also reward for making the tool that allows you to get it. It’d also be nice if wooden tools for mining/cutting down trees didn’t exist and you’d have to scavenged for stones near rivers or on the ground just to progress. Kinda like the rlcraft mod for Minecraft. It’d also be nice if this game leaned into more industrial mechanics for progressing like the create mod.
Technically, there are no wooden tools, and you do have to ""scavenge"" for stone tools (though you really just punch stone and make the tools that way lol)
the return of the king
this may be my personal take but I hope the survival is going to be more different to the one in Minecraft. You have showed us the 3 basic tools and the furnace which are excatly a 1:1 copy of their minecraft equivalent (other than the skins) I really hope to see some more creativity going forward
Nice
Damn, I was actually watching your videos a few days ago, what were the chances you were going to post another video just now
4:28 for a second I thought you'd say the solution would be "each user makes an SSH or SSL key, then server does challenge-response with the client".
This is how TeamSpeak operated for the longest time. Advantages - no external service to rely on, no account to create for the user. Disadvantages - user would have to copy their key to new device / installation of the game to keep their "account" on the game server, no authority that would list existing users, "multiaccounts" for griefing easy to make as it's just about generating new keys on client machine, rather than bypassing rate limits of an authority server
Finally
HELL YEA
I'd like you to keep technical, if possible.
I mean, I'm not against a few What's-New for the sake of showing off, but I'd love not to lose back ending explanations.
Id love to see future videos as slice of life videos UNLESS you have more major hurdles or difficult coding that you can share
My only petition: do not make another minecraft clone.
What I mean is to add a personality on its own.
Babe wake up new FFE video out.
Miss u too
THE GOAT IS BACK