The start of a 2.5D Roguelike I Devlog #0

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  • Опубліковано 20 гру 2024

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  • @quincyisrandom7487
    @quincyisrandom7487 3 місяці тому +2

    It would be epic if you added a yoyo, I feel like yoyos are such a versatile tool that you could go in any direction with.

  • @joumakesgames
    @joumakesgames 4 місяці тому +9

    The production quality of this devlog is insane. Can't wait for more

  • @Tamiyura
    @Tamiyura 4 місяці тому +21

    I'VE ALWAYS HAD THIS INSATIABLE THURST FOR A 2.5D ROGUELIKE THAT ISN'T ENTER THE GUNGEON.
    Can't wait to see what you have in store for us. I hope co-op would be a thing as well.

    • @Robyamdam
      @Robyamdam 4 місяці тому +3

      cult of the lamb?

    • @NotFxll3n
      @NotFxll3n 4 місяці тому +2

      @@Robyamdam I think he means a 2.5D game with a game loop more focused on monsterslaying. Atleast thats what i think.

    • @Ownxer
      @Ownxer 4 місяці тому

      learn and make one yourself

  • @MrPangahas
    @MrPangahas 4 місяці тому +7

    Enemies should be able to deflect attacks otherwise they would just feel spongy

  • @seeranos
    @seeranos 3 місяці тому +2

    I would suggest elemental/status weapons, spells, and relics. Its a really nifty palette to be able to pull from when making interesting emergent gameplay. Currently, with how your systems work, I'd suggest elements/statuses along the lines of "rage/confusion", "magma/acid", "snow/cold/freeze/mud", "ice/oil-slick/water", "wind", and "rocks/spikes". The idea for these are to introduce crowd-control effects, damage-over-time, get-off-me abilities, and synergies between them that make intuitive sense. Your current control scheme suggests your system is designed to have simple attacks for the player and enemies while providing a great deal of emergent variety, and the best way for extending that is contextual effects, persistent stage effects, and interactions between them.

  • @pencilwren
    @pencilwren 4 місяці тому +8

    Relic/item idea: a drug that increases your speed and max health but has a chance of making you become addicted, causing you to go into to withdrawal and become weak if you don’t find more

  • @noontimedreamer
    @noontimedreamer 4 місяці тому +2

    Such insane and good work for a first Devlog. Excited to add this to my wishlist soon!

  • @theartworkhub
    @theartworkhub 4 місяці тому +8

    @2:00 a flash would be great to indicate a break.

    • @dragax9666
      @dragax9666 4 місяці тому +2

      Oh yeah I was thinking something for the break as well, but maybe something along the lines of a visual effect of shattering glass? like in octopath traveler
      Except it being a little more restrained would be welcomed, breaking too many enemies at once would be the equivalent of a flashbang lol

  • @MrWerwoolf
    @MrWerwoolf 4 місяці тому +2

    Amazing, i wish you all well and luck! Add some starfire there, like little stars burning enemy's!

  • @NFSCsapat
    @NFSCsapat 3 місяці тому +1

    Oh my the Soul Eater reference 7:50

  •  4 місяці тому +1

    Cool Beans Dude! Love gamedev, and roguelikes in particular.

  • @Cammy-iu7qd
    @Cammy-iu7qd 4 місяці тому +3

    This is geniuenly super well produced. Looking forward to more!!

  • @artmanoil
    @artmanoil 4 місяці тому +2

    THE XILURUS GAME IS REAL LETS FUCKING GOO

  • @Obsel-Artist
    @Obsel-Artist 3 місяці тому

    With a big sword, comes a bigger GUN

  • @smileysan9261
    @smileysan9261 4 місяці тому +6

    The YT algorithmn decided... time to follow this project

  • @harmonichaoticart
    @harmonichaoticart Місяць тому

    New here. As an artist, i love everything about this, but especially your sticky note eyes XD, thats creative and i wanna steal it for my ocs-

  • @Alkaliii
    @Alkaliii 4 місяці тому +3

    I love the look of this! Can't wait to see more!

  • @PhantomThiefXI
    @PhantomThiefXI 3 місяці тому +1

    mask good
    anyway, I feel the sekiro system worked in sekiro because in the end youre A) in a focused combat against a few foes B) 3d environment C) souls games let you just go "you know what, i dont need to fight this" and just move ahead, so you can choose to not battle non-bosses and all, but for an action roguelike I'm not sure I'm wanting to build up the poise bar to then have a window to deal HP damage (which also creates more questions for your enemy design, as the game gets harder, does only hp increase, do both increase? will it be a contest to get the one relic that increases the damage to make it less of a chore, or all relics increase it in some way, trivializing the gimmick? i can think of some more and there are probably more comments questioning this approach too so whatever)
    What I think would be interesting to me, going from the stuff you've presented already, would be a system like final fantasy dissidia's battle system. You have one attack that doesn't deal HP damage, but builds up a BP meter (i think thats what it was called), and the HP attack, that is equal to your BP. so you can try dealing damage little by little using mostly your HP attack, or try to gather enough BP to OHKO the enemy first. Since you've designed the game to have two weapons already, I think it could be natural for one to be your build BP weapon, while the other is the HP weapon, or both weapons are BP and the magic deals HP damage (and the effect of the magic is changed by how much BP youve gathered [using the spear as an example, its one spear thrust if youve got a bit, but if youre maxed out it becomes an AOE rain of spears, so it adapts from vs unit to vs crowds]). Then battle design is focused on weapon synergies, magic styles, and enemies can also be designed around is it one powerful unit? is it a crowd? does it deal BP damage or HP damage?
    Using what you've shown mostly: Chainsaw is high speed, but low BP boost, you gotta do a bunch of hits for it to give your magic a good charge. Hammer is slow, but greatly increases how much you gather each hit. Spear on lv1 charge hits a small area in front of you, then around you, and on the final level the whole screen, so it's crowd control, but it has a low BP cap (easy to charge, AOE, low damage). A potential sword spell would be a shorter range, but have a higher BP cap (long charge, close range, high damage) and so on, for many combinations of charge/range/damage cap, without even getting into additional effects. Then your enemies, the lancer deals HP damage so you may want to avoid it until youve charged your big hit, the drills steal your BP, so you cant ignore them or you might not charge properly, the gunner attacks from afar and can do both types of damage (every two bp bullets one hp bullet or something). This way you also change the gameplay via the players threat assessment, some people may be more bothered by drills, other by the gunners, so what magic and weapons they choose will also vary accordingly.

  • @uBreeze
    @uBreeze 4 місяці тому +2

    I think if you want the game to be very flow-y, a huge goal with the UI should be to feel like you don’t need to look at it.

  • @RecklessOtter
    @RecklessOtter 4 місяці тому +2

    Babe wake up new rogue like devlog dropped

  • @recontothemax9876
    @recontothemax9876 3 місяці тому

    I like this a ton. I can’t wait to keep up with this!

  • @mehmeh8883
    @mehmeh8883 4 місяці тому +1

    I want to know more about the 2.5D setup! Looks cool

  • @_phreest
    @_phreest 4 місяці тому +1

    fire name saw it and subscribed

  • @Godot-Bro
    @Godot-Bro 4 місяці тому +1

    Love the video and the project! Very excited you're using Godot as well! I am pretty new to it myself and am learning it, but I love it! Subscribed.

  • @HeroTokyo
    @HeroTokyo 3 місяці тому

    A sharp scythe with green/purple effects would be nice.

  • @Oniblossoming
    @Oniblossoming 4 місяці тому +1

    Weapon idea: B I G double-headed war axe that has a ground smash ability!

  • @FakeFromYoutube
    @FakeFromYoutube Місяць тому

    yo your art style is delicious

  • @SaKeD3LiK
    @SaKeD3LiK 4 місяці тому

    I watched all your videos and I saw the improvement and your hard work. Keep it going. Trully inspired. Also I wondered what happened to project wisp.

    • @xilurus
      @xilurus  4 місяці тому

      an OG! I appreciate the long term support :0 Project Wisp has sadly been discontinued after realizing the scope of the project and my skills that were not up to par yet. Maybe in the future if life allows me!

  • @sewerside01142
    @sewerside01142 3 місяці тому

    This has been in my recommendations in a while and I never noticed she was wearing a mask in the thumbnail. I thought she just had a really thick monobrow LOL

  • @tronboi73
    @tronboi73 2 місяці тому

    you guy's sould add chain combo

  • @Obsel-Artist
    @Obsel-Artist 3 місяці тому

    Another thing...
    What if the mas was cracked and you had to collect its pieces during the game? After you get the mask, it could give you some buffs like:
    - attack speed
    - damage
    - speed
    - etc.
    (This was completely stolen from Shana, from 20 minutes till Daylight.)

  • @XqlWasTaken
    @XqlWasTaken 4 місяці тому +1

    looks fun

  • @anxiousoptimism5517
    @anxiousoptimism5517 4 місяці тому +2

    What if you did a sound effect of something breaking when there's a break? Unless it's annoying of course.

  • @Nuwkin
    @Nuwkin 4 місяці тому +1

    Spell idea rabbit guardian a rabbit totem drops from the sky landing on an enemy replacing his head with a rabbit making him an ally that attack enemies

  • @StealthfiretheHexagonal
    @StealthfiretheHexagonal 3 місяці тому

    Maybe have a drill weapon as a jab attack!

  • @LimeCider
    @LimeCider 4 місяці тому +1

    Started watching you like a month ago (before i got a channel)

  • @Ryöken17
    @Ryöken17 4 місяці тому

    Why do you want to make a bar for ennemies forcing you to play agressivly ? Even if you have a snowball effect, at the beginning of the fight, you don't have flow bar, and you have to fight normally, waiting for the first bar break. I just feel like the game mechanic will not be that fun and will be frustrating, punishing people for the gameplay they have instead of rewarding people for the gameplay they have.

    • @seeranos
      @seeranos 3 місяці тому +1

      I dunno, seems to me it could be fun to farm the smaller enemies for Flow and unleash it on the bigger enemies with cool effects. The one big downside I see is that when flow breaks, the overkill damage that led to the break doesn't transfer over to the final health, meaning powerful spell attacks could feel like theyre wasted when they just Break an enemy and don't kill them.
      Maybe there could be a parallel "exhaustion" sort of damage that fills whether you're doing break damage or health damage (and depletes when you arent), and when its filled up a Break will instakill the enemy. That would also provide another vector to augment gameplay with relics/weapons/spells.

    • @Ryöken17
      @Ryöken17 3 місяці тому +1

      @@seeranos in a game when you force a gameplay and punish players for not having the right way to play, this game couldn't be fun. There is no other way to clean a group beside focus weak first and dodge bigger. If you can't find your special way to play the game, it's not even fun.

    • @xilurus
      @xilurus  3 місяці тому +1

      We appreciate the feedback tho :0 We'll enter a deeper testing phase soon once runs are possible. We'll try to add features that will accommodate more play styles and see if our current features are fun. I'm always thankful for feedback that is not scared to call out what they see wrong :^D . And of course, if something is not fun, then we take it out or replace it. Since making fun games is the goal!

    • @Ryöken17
      @Ryöken17 3 місяці тому +1

      @@xilurus this bar sounds a good idea, but i felt if it's more like "sekiro" bar, a bonus for thoses who break the bar, it would be a better use but not centered only on this.

    • @xilurus
      @xilurus  3 місяці тому +2

      @Ryöken17 Sekiro is actually one of our inspirations for it! We'll be sure to polish it further based on feedback. Especially once play testing can be open to more people :^D

  • @lunavil
    @lunavil 3 місяці тому

    Please no mask

  • @jamesdoanecompositions
    @jamesdoanecompositions Місяць тому

    Looking great... and great devlog! I am a composer, trying to get into video game music, so let me know if you would be interested in collaborating. Maybe we could help each other out. Best of luck, and I look forward to seeing more!!