What if the hoverboard is made out of the same material as the floating castle? That could be some cool worldbuilding for whatever magic system you have. Maybe it could be a piece that broke off of the main structure
Magic flying boots like in Nezha or Percy Jackson could be cool. Could put some circular runes or wings on the outside for flair. Could also have the Nimbus from DB since your character's outfit seems a little reminiscent of some of the outfit designs in that story
the flying sword is actually a staple of the wuxia genre, so i wouldnt be too worried about nabbing that idea if it compels u! as for some other ideas - how about something akin to a windsurfing board? or a small flying sailboat of sorts? or a flying scarf or ribbons? a flying mount creature or any kind is always compelling to me, but those can be more difficult to do well. just spitballing!
That hoverboard could be made by paper, like the umbrella. Maybe a paper plane. Perhaps a bunch of the equipments should be made by paper if it fits to the lore.
Hell yeah! New video! Also yeah elevators are the bane of my existence when coding 16:35 yo this city kinda reminds me of outerwilds, which is not bad!
i love the design of the statue, the design of the environments are amazing, you really have a sense for this kind of games. please work on the design of the umbrella, the paper idea is very interesting, so dont waste it on some generic looking glider, please, there are too many generic gliders, and since they will be largely used take a special care for the design
The hoverboard could look cool if it looked like some disk, engraved with glowing runes and other stuff detailing it that could look similar to the floating castle.
idk but for the shield as you said you had no enemies in the world, What if there were like huge birds that will come down to attack you and lift you up and throw you off the edge or into the sea. (you only know the bird is coming when you hear it bc of the fog).
Really interesting idea... reminds me of the birds in Shadow of the Colossus, where players made theories about hanging on them for minutes to see if they would carry the character to a hidden location. Maybe this could be turned into reality with this concept. The implementation of this bird would require a bit more thought and maybe some weeks, but I liked it a lot! I will write it down on my to-do list.
if the character is gonna have any type of elemental power, maybe make it hover with the element that it uses, for example, gliding on a flame, or like water, or earth (sort of like in avatar the way earth benders did), anothe example i had in mind was Ace from one piece driving his little boat with flames from his devil fruit., gl!
Looking realy good! Just a small tip: in the legs animation the feet should be moving below the body/center of mass, this small thing can make the animation look much more professional and better overall (look at footage of people running for better understanding). Again, not criticizing, I think the project is turning out realy nicee, keep up the awesome work
Thanks for the tips! I'm always open to hearing what I can improve in my project. Since I'm not well-educated in animations, all help is good. I'll try to improve the animations by paying attention to this! In the future, I hope to hire a talented animator to redo everything, but for now, I'll have to endure my wonderful techniques of animation in Blender.
Im here to see the game update again :d Maybe the thing to fly it could be like this ua-cam.com/users/shortsaSEO98c9Ieg but without the tube and some modifications. while flyng would leen a litle bit foward and send dust instead of water. While going arround could send some dust while moving, if in grass could send some litle pieces of grass with the dust. Maybe add some Sunken boats(maybe old industrial ones, it would show some contrast to the world and make the player ask themselves the story) to show an era now forgotten in time. would show a civilization that dissapear even with all that achievments, they where just forgotten and the only thing they leave was that unnature feel to the world, a corruption the world its healing with time.
It's been some time since I saw some videos of these floating water skates! They are really interesting indeed. About the sunken boats around the island, that's my plan for the future! The civilization of the island almost hit the industrial era, so the sunken ships would have to be made of wood and without much technology. But they will definitely need to be in the sea, this enhances the visuals a lot for sure.
This vid is amazing i hope you are able to see this project to the end Also you could make the hover board a spirit animal , that could be a giant sea turtle , majestic sting ray or a mithical bird
Thinking a lot about adding a mount such as a wolf, turtle, fox, etc., but this would bring a lot of complexity to the gameplay. Still, it's really tempting to add it. Maybe another item to evoke a silent companion? Like an eagle that watches the character from afar.
I actually like the hoverboard as is. It looks different. I was thinking that perhaps you can use it like a key to get into areas. To help you with your English. Try to pronounce Castle as Cassle. Don’t say the T in Castle. Rich people pronounce it as Carsle. Also, learned is not learn ed, pronounce it as learnd. The d is less pronounced. It needs to be a part of the word and not treated as a seperate D. I think that the characters run needs to be worked on. Perhaps their legs need to be spread out further when running. You can use the same idea for other words like Burned. Don’t pronounce it as Burn ed, pronounce it as Burnd. I restore cars. An old person once told me, get the mechanics right before making it pretty. I think the same goes for game development. A game might look nice but if the game play/story is not good then no-one will play it. The game is coming along. You’re doing really well.
Thanks for the useful pronunciation tips! I will consider this approach next time I record for the devlog. (My native language is portuguese, so we often use a lot of D's in the pronunciation :P) As for the game tips, thanks as well. Some comments pointed out the animations and I have already addressed them. Regarding the tip from the old person you mentioned, I like to think like that too. So, I'm trying to create the foundations first (save system, NPCs, items, etc) and I think I'm getting to the next step of adding content to the game.
a way to do elivators (that i find rather easy) is to use a trigger when entering and a slightly bigger trigger that can detect you leaving, if you are in both, you get parented to the elivator, if you are not then you get parented to well, othing. Altho some character movements dont work with this, in general this has been working for me
This was the first approach I tried. Unfortunately, my character uses a rigidbody, which makes things a bit complex. Unity has a rigidbody parent system, but it didn't work out. However, after this devlog, I managed to finally implement elevators (yay!). I will explain more in the next devlog, but basically I add the movement of the elevator to the player's own movement each frame.
Looks good but some of my criticism is that the animation still looks a little janky. Maybe for the style you're going for you animations need to be smooth and fluid something like Uncharted or Prince of Persia. Those running and movement animations would work well on your character model and if I'm not mistaken on your game too. Anyways its up to you to read or ignore my thoughts still looking forward to more updates on this game keep up the good work!
I think it would be cool if you got rid of the moon texture, but added some like 3d moon planet, in like the scene rather than a texture. Also the water/water texture is really repetitive like the same texture keeps repeating, so it would be cool if you made it less repetitive
Sim, futuramente gostaria de lançar para as plataformas Xbox e Playstation, porém preciso que o projeto esteja em uma etapa bem mais avançada para que eu possa levar para essas empresas! No caso do switch, se não me engano, o processo é bem mais fácil e sem papelada.
I immediately see in the walking animation, legs are lifted too much, they should be lifted not more than 50% of what its now The interactivity of the animation is great though, looks satisfying
Thanks for the heads up! I saw another comment talking about this. I will make sure to revisit these animations and try to learn more about run cycles!
Good point, didn't think about the enemies in Zelda. For me, it looks similar to the last colossus in Shadow of the Colossus! I do not feel comfortable taking too many similarities from other games, so maybe I will revisit the design of this enemy in the future
What if the hoverboard is actually a flying creature on which it bonds with the player, similar to Na'Vi of Avatar with the effect of kalista from league of legends! Damnnnnnnnnn
What if the hoverboard is made out of the same material as the floating castle? That could be some cool worldbuilding for whatever magic system you have. Maybe it could be a piece that broke off of the main structure
Loved this idea!
Good idea
Magic flying boots like in Nezha or Percy Jackson could be cool. Could put some circular runes or wings on the outside for flair. Could also have the Nimbus from DB since your character's outfit seems a little reminiscent of some of the outfit designs in that story
Didn't think about flying boots until now. This seems interesting!
You can make your character fly on a grave stone or a map that is stiched on a carpet.
the flying sword is actually a staple of the wuxia genre, so i wouldnt be too worried about nabbing that idea if it compels u!
as for some other ideas - how about something akin to a windsurfing board? or a small flying sailboat of sorts? or a flying scarf or ribbons? a flying mount creature or any kind is always compelling to me, but those can be more difficult to do well. just spitballing!
That hoverboard could be made by paper, like the umbrella. Maybe a paper plane. Perhaps a bunch of the equipments should be made by paper if it fits to the lore.
Hell yeah! New video!
Also yeah elevators are the bane of my existence when coding
16:35 yo this city kinda reminds me of outerwilds, which is not bad!
Love outerwilds! It's an honor to hear it resembles a little bit of it
To think I just stumbled on your content a couple of hours ago and *poof* along comes a new vid
Perfect timing!
Make the hover thingy a card, that changes size. The character pulls it out from their belt or pocket, and it scales up.
i love the design of the statue, the design of the environments are amazing, you really have a sense for this kind of games.
please work on the design of the umbrella, the paper idea is very interesting, so dont waste it on some generic looking glider, please, there are too many generic gliders, and since they will be largely used take a special care for the design
The hoverboard could look cool if it looked like some disk, engraved with glowing runes and other stuff detailing it that could look similar to the floating castle.
idk but for the shield as you said you had no enemies in the world, What if there were like huge birds that will come down to attack you and lift you up and throw you off the edge or into the sea. (you only know the bird is coming when you hear it bc of the fog).
Really interesting idea... reminds me of the birds in Shadow of the Colossus, where players made theories about hanging on them for minutes to see if they would carry the character to a hidden location. Maybe this could be turned into reality with this concept. The implementation of this bird would require a bit more thought and maybe some weeks, but I liked it a lot! I will write it down on my to-do list.
Water just godlike
if the character is gonna have any type of elemental power, maybe make it hover with the element that it uses, for example, gliding on a flame, or like water, or earth (sort of like in avatar the way earth benders did), anothe example i had in mind was Ace from one piece driving his little boat with flames from his devil fruit., gl!
Looking realy good! Just a small tip: in the legs animation the feet should be moving below the body/center of mass, this small thing can make the animation look much more professional and better overall (look at footage of people running for better understanding). Again, not criticizing, I think the project is turning out realy nicee, keep up the awesome work
Thanks for the tips! I'm always open to hearing what I can improve in my project. Since I'm not well-educated in animations, all help is good. I'll try to improve the animations by paying attention to this! In the future, I hope to hire a talented animator to redo everything, but for now, I'll have to endure my wonderful techniques of animation in Blender.
This is dope, reminds me of Shadow of the Colossus. Btw, where'd you get those rocks (for the cliffs) from?
Finally man, great job keep it
looking great!
Im here to see the game update again :d
Maybe the thing to fly it could be like this ua-cam.com/users/shortsaSEO98c9Ieg but without the tube and some modifications. while flyng would leen a litle bit foward and send dust instead of water. While going arround could send some dust while moving, if in grass could send some litle pieces of grass with the dust.
Maybe add some Sunken boats(maybe old industrial ones, it would show some contrast to the world and make the player ask themselves the story) to show an era now forgotten in time.
would show a civilization that dissapear even with all that achievments, they where just forgotten and the only thing they leave was that unnature feel to the world, a corruption the world its healing with time.
It's been some time since I saw some videos of these floating water skates! They are really interesting indeed. About the sunken boats around the island, that's my plan for the future! The civilization of the island almost hit the industrial era, so the sunken ships would have to be made of wood and without much technology. But they will definitely need to be in the sea, this enhances the visuals a lot for sure.
This vid is amazing i hope you are able to see this project to the end
Also you could make the hover board a spirit animal , that could be a giant sea turtle , majestic sting ray or a mithical bird
Thinking a lot about adding a mount such as a wolf, turtle, fox, etc., but this would bring a lot of complexity to the gameplay. Still, it's really tempting to add it. Maybe another item to evoke a silent companion? Like an eagle that watches the character from afar.
@@TaleSun Maybe that shield he summons , he also uses it as a hover board
Nice Fog Bro!
I actually like the hoverboard as is. It looks different. I was thinking that perhaps you can use it like a key to get into areas.
To help you with your English. Try to pronounce Castle as Cassle. Don’t say the T in Castle. Rich people pronounce it as Carsle.
Also, learned is not learn ed, pronounce it as learnd. The d is less pronounced. It needs to be a part of the word and not treated as a seperate D.
I think that the characters run needs to be worked on. Perhaps their legs need to be spread out further when running.
You can use the same idea for other words like Burned. Don’t pronounce it as Burn ed, pronounce it as Burnd.
I restore cars. An old person once told me, get the mechanics right before making it pretty.
I think the same goes for game development. A game might look nice but if the game play/story is not good then no-one will play it.
The game is coming along. You’re doing really well.
Thanks for the useful pronunciation tips! I will consider this approach next time I record for the devlog. (My native language is portuguese, so we often use a lot of D's in the pronunciation :P)
As for the game tips, thanks as well. Some comments pointed out the animations and I have already addressed them. Regarding the tip from the old person you mentioned, I like to think like that too. So, I'm trying to create the foundations first (save system, NPCs, items, etc) and I think I'm getting to the next step of adding content to the game.
LETS GO
a way to do elivators (that i find rather easy) is to use a trigger when entering and a slightly bigger trigger that can detect you leaving, if you are in both, you get parented to the elivator, if you are not then you get parented to well, othing. Altho some character movements dont work with this, in general this has been working for me
This was the first approach I tried. Unfortunately, my character uses a rigidbody, which makes things a bit complex. Unity has a rigidbody parent system, but it didn't work out. However, after this devlog, I managed to finally implement elevators (yay!). I will explain more in the next devlog, but basically I add the movement of the elevator to the player's own movement each frame.
@@TaleSun does it work with horizontal platforms to?
@@slomp2313 Yep!
18:30 How about riding on a shield?
Looks good but some of my criticism is that the animation still looks a little janky. Maybe for the style you're going for you animations need to be smooth and fluid something like Uncharted or Prince of Persia. Those running and movement animations would work well on your character model and if I'm not mistaken on your game too. Anyways its up to you to read or ignore my thoughts still looking forward to more updates on this game keep up the good work!
Some people pointed that out too, i think that's right and i'll improve it in the future for sure! Thanks for poiting out too
the colors and vibe reminds me of SoTC
I think it would be cool if you got rid of the moon texture, but added some like 3d moon planet, in like the scene rather than a texture. Also the water/water texture is really repetitive like the same texture keeps repeating, so it would be cool if you made it less repetitive
seu jogo está muito legal cara parabéns
valeu!
Running looks like he is angry and stomping on the ground. Maybe make it a little more fluid?
how did you add those fog? you got a video on it?
It's a volumetric fog asset I purchased. I cover this better in my first devlog of this project!
Sei que ainda é muito cedo para perguntar, mas teremos versão para console ou somente Pc?
Sim, futuramente gostaria de lançar para as plataformas Xbox e Playstation, porém preciso que o projeto esteja em uma etapa bem mais avançada para que eu possa levar para essas empresas!
No caso do switch, se não me engano, o processo é bem mais fácil e sem papelada.
I immediately see in the walking animation, legs are lifted too much, they should be lifted not more than 50% of what its now
The interactivity of the animation is great though, looks satisfying
Thanks for the heads up! I saw another comment talking about this. I will make sure to revisit these animations and try to learn more about run cycles!
The enemy is similar to legend of zelda breath of the wild
It feels like a mix between the constructs and the guardians
Good point, didn't think about the enemies in Zelda. For me, it looks similar to the last colossus in Shadow of the Colossus! I do not feel comfortable taking too many similarities from other games, so maybe I will revisit the design of this enemy in the future
Hey! This looks awesome! Do you need music for this? I am an audio engineer and composer.
Hi, thanks! Do you have some portfolio where I can see? I'm particularly interested in instrumental music.
@@TaleSun I do! How would you like it sent to you?
very naice
Ok
What if the hoverboard is actually a flying creature on which it bonds with the player, similar to Na'Vi of Avatar with the effect of kalista from league of legends! Damnnnnnnnnn
Looks generic to be honest