I have to say, I was expecting this devlog to get a LOT closer to 100 views than 100k. I really appreciate everyone who took the time to watch the video! I just uploaded the next devlog, so check that out if you liked this one: ua-cam.com/video/XwzTmW4klQk/v-deo.html
Suggestion, for any chrono-temporal game mechanics in any game ever: Give flow effect haze/jitter/movement/trail effects to all movement during forwards reverse slow and paused, to show object/player momentum/trajectory at all times. But to make these effects render properly, the feature would probably be best designed simultaneously, rather than patched in. (Additional hint, specials objects might posses modifiers that override or subvert standard flow effect behaviors, adding further to game depth).
@@maxkore278 Thanks for your suggestions. I've experimented with some added visuals when rewinding, but haven't really liked anything I've come up with so far. Special objects with time modifiers are also on my list of things to implement.
I want to be a game dev but don't have the right equipment and I'll probably make a game dev channel too, but bot only do you have the courage to put yourself out there in the game dev community your game is even better! Great job man keep it up defently tuning in to the rest of the devlogs!
is this going to be available upon completion? i've been in love with video game grappling ever since Worms grappling race mods and then Tribes Vengeance (nearly unheard of games but incredibly addictive grappling). even the simple mechanics of grappling in a zelda game is so satisfying. i just watched the floating islands video and you definitely have an amazing recipe here. (i think sliding down steep declines could add yet another dynamic that can play into then gliding or grappling if you don't already have a million ideas haha)
@@StevenBloomfield from his own word : "The base "rewind everything" ability would not effect other players by default because that could get annoying if you are constantly getting input locked. I'm thinking about making it a setting for the host if for some reason players did want that to be the behavior."
@@ticketforlife2103 "Timeshift" is a very old one which i really enjoyed. Edit: oh and "Singularity" also, which is way newer and had a different "grenade bubble" style approach i think
"Now that I mastered the time space continuum, it's time to make something even harder... Online multiplayer!" As a game dev, this hits right in the soul😂
Love the design and appreciate that you're cataloging your experience for all of us to enjoy! I can't wait to see where you take this - don't let yourself stop!
yo man , I'm working on project with way bigger scope creep and I get the feeling you have. I have been working on it for 3 years already, and the only tip I can give you with the "UTTERLY INCREDIBLE" amount of experience I have gathered is .... Stay motivated, keep thinking about your game in your everyday life, keep bursting with joy and emotion think of what your game could be in the future cuz I can assure you after 3 years of quasi-solo development it's really hard to stay motivated and this small burst of "WOOOO the game's gonna be soooo cooool" is what keeps you going. (also small suggestion : you can solve the grappling hook problem making the point no collidable if possible and if not have the player accelerate not directly to the point but in some angle diverse from that point (maybe you can test what angle works best or even calculating based on some condition) if you make that subtle enough the player wont notice and will work as invisible design kind of)
I like hearing your thought process. You make what is surely a work intensive task seem easy and interesting. Looking forward to seeing Bob's adventures!
This looks AMAZING and im so excited. The first 3 things you said about the game had me thinking "Hey that sounds like a perfect game with my favorite game mechanics" I then look and you POSTED THIS ON MY BIRTHDAY!!!! :D Cant wait to play!!
One of the best devlogs I’ve seen in a long while. Great pacing, and humor throughout. Bob looks savage with the eye ball head! What a neat accident 🤙🏼
I was expecting a channel that has some time into making videos about videogame making, with multiple projects, specially when looking at the quality of the content, and, after watching both the dev logs till now, i just realized that this is the first video, and that the channel is completly dedicated to this project apparently, so, i love this, subbed, expecting more devlogs
I had this idea some time ago but had to switch my focus into other kinds of projects. Good to see someone implementing this idea in such a marvelous way. Good luck!
Looks cool, I'm excited to follow the project! If you're open to fundamental C+C, here's my two cents, otherwise just ignore it. I really like that you have an idea of what elements you wanna put together to make a game, but this right now is the phase where you MUST make sure that this combination of ideas is fun, too. Time travel can be nice, the grappling mechanic is cool, but how do they work in tandem with each other? And how does the game work with these elements? You mentioned enemies that can manipulate time as well but how will that work, and what motivates the player to engage with these enemies? How does grappling come into play with this? Are there objects or elements that react to time travel, grappling hook and/or both? Are they puzzle elements? Action elements? How does all of this compare to other games like Braid or Prince of Persia? What will you adapt from these games, what will you leave out, and why? I appreciate your enthusiasm but I feel like you might be putting the horse before the cart with visuals, animation and especially multiplayer. If multiplayer is not an aspect that is ABSOLUTELY integral to the gameplay, leave it out for now. Non-local-multiplayer is such an incredible headache, you'll essentially be coding two games at once. Your main focus should be making sure that the game is fun, even if it's just capsules and gray boxes in a plain world. In fact, that's best practice! Once you figured out what works and what doesn't, THAT's when the visuals, animations, effects etc. come to you because you start to realize that what the visuals and animations need to convey to the player in order for them to understand how to play your game - like that moment at 6:35 . That kinda thing should happen a few dozen times before you even think of bringing in a player mesh or anything! Hope I'm not raining on your parade too much, I genuinely want you to keep going with this but I've seen too many projects just having so much skill and effort put into them, only to burn out not even 10% of the way because the devs ran into more and more dead ends in the fundamental gameplay that could have easily been resolved early on. I don't want that to happen to you as well! Godspeed my dude!!
I always appreciate feedback! Grappling is more of a secondary mechanic meant to make traversal more interesting. The time mechanics (rewind, speed up/slow down, loop, etc.) are going to be one of the main selling points of the game, effecting everything from movement to puzzles to combat. The multiplayer is client-authoritative, which means I trust the clients to properly convey their gameplay state and I don't have to worry about things like anti-cheat or rolling back movement. This makes multiplayer development a lot easier, I estimate doing multiplayer has cost me about 15-20% of my time on this project so far. Significant, but I think its still within reasonable limits. If it starts creeping up to the 50-100% range, then I might have to start thinking about scrapping it. Usually I would agree with you on keeping the visuals to a minimum in the beginning, except for the fact that I'm making devlogs on UA-cam, a highly visual medium. Just like very few people are going to play a game (unless its really well made) that just consists of capsules and cubes, no one is going to watch a bunch of devlogs if they have really bad visuals either. That being said, I'm definitely not focused on perfecting the visuals yet. I'm focused on making something that is functional and half-decent looking before moving on.
@@BobsMudHut You are not considering the option of playing in two on one device? this could be an opportune moment to carve out a niche. on which there are few games. this will reduce the time to develop online, but increase the time to think through the levels. and this is just a suggestion p.s. my english may be bad
This looks super kool! Really am liking the idea of the game. The reverse time feature is spot on and looks really good. Also the grappling features looks nice. Really like how the bob's looked evolved and it matches well with the theme. Keep it up! :)
@@BobsMudHut bob looks cooler as a cyclops lol. I wonder what the lord would be, if any 🤔 You said that the eye-thing was meant to be an enemie, so is bob like… I dunno… related? Whatever, it’s probs too early for lore anyway lmao
@@alex.g7317 That is an interesting and clever point you made. I did not think about that. It really adds to the lore maybe like a demon mode where bob becomes this cyclops.
Good luck! Start focusing on what really makes the game fun for players as soon as possible though. It may be very hard to add multiplayer later in development, but it's almost impossible to make a game fun later if you haven't been focusing on that all through development. Reversing time sounds cool, but in a multi player game there are huge questions to be answered about how it impacts the enjoyment of other players.
When u said all the ideas you wanted to implement i thought it sounded like it would be a great game, but thought theres no way he can do it all by himself. then you did it all... in one devlog. amazing video and fantastic looking game
As a representative for the JoJo fandom, I will remain respectful to your vision, but I will always be here. In the shadows or not, we shall stain your creation.
Great video! 🙂 Hope you keep up the youtube! Getting a devlog pushed by the algorithm myself, I can say that it is definitely motivating with all the support! 😀
Ok, so I got this in my recommended, read the title, refreshed my feed, then realised I wanted to know what your dream time manipulation game was, so I searched it up. So if you look in your analytics and wonder why there are searches for your very specific title, that is why… Cool video btw❤️
I do the same thing so the specific title showing up in analytics doesn't confuse me. What DOES make me wonder is the person who searched for "winnie the pooh blood and honey trailer", somehow found this video, and then watched close to 4 minutes of it.
I've been working on a similar game for VR, but always thought I didn't have enough to share as I'm my biggest critic. Time manipulation is such a fun mechanic, I love the chaos it ensues, I've been very demotivated to work on my game, but seeing the amount of good feedback you've received I'm getting motivated to do a video of my own!
No idea why Im getting so many vids recommended from game developers but I'm not complaining. I really like the concept of time you are adding in your own game and the fact that its open world is amazing. I also enjoyed that you showed us the thought process behind all this and the mechanics of the game. There dont seem to be a storyline yet but I was thinking "how did he get the power to change time in the first place?", maybe he was born with it or he finds something in the ruins in one of those floating islands like some kind of gauntlet or artificats. Also thinking about this concept idea from 0:48 it would be cool to add a mechanic where you can create a time clone of yourself for x amount of seconds. Overall Im really hyped to see where this project is going and I love the look of all the islands too, hopefully they look a bit different and not the same.
I really like it, and the consept is really good for a large team, but for only one person this can get to a bit much really quickly. Especially considering this is your "dream game" so you will probably overscope super much since you want the game to perfectly match your vision. Still, really good devlog! Ill be sure to watch future devlogs as soon they come out!
braid is one of my most influencial pieces of gamedev enjoyment. Great to see how time manipulation is becoming a probably new genre. I'd love to make my own time game one day
Cool devlog! I'm your mom's Imaginary Friend in Sweden and she mentioned your channel. Congrats and good luck!! As a podcaster, let me say you have a great speaking voice and the explanations are interesting and easy to follow. I hope you have smashing success!!! 😃
Unsure how interesting the idea would be, but what if bob's right arm morphed into the hammer tool he uses instead of having a right hand? I feel like it could add more originality to the character :D
Please consider those who are colorblind when coloring UX, green and red blend together for some. maybe make separate palettes for people to pick and choose from- or just let people choose the colors from a color picker? adding accessibility features is easier if you add it early on also be careful with those bright flashing colors, honestly I'd put a "minor flashing warning" in the title of this video because I worry it could cause seizures anyway, this looks really cool so far!! good luck with development!
Believe it or not I thought of this idea before hearing about the main mechanics of BOTW tears of the kingdom! I think this game will go in a pretty different direction though, its more focused on the time mechanics and floating islands. There are some interesting directions I could take the eye as well, but nothing 100% concrete yet.
I hope Bob consumes the flesh of the unworthy and solves spooky riddles while learning to love himself and his friends (Bill, it's just Bill; he is an Eyeball)
about the "going back in time" thing Is it going to be as in a couple of hours or a couple of years like in titanfall 2? and if it is like titanfall 2 it would be intresting for there to be grappling points that are only accessible in the future/past so you have to quicly switch in between them
Probably going to be a lot closer to 5-15 minutes lol. I don't think there would be a need to go beyond that for gameplay purposes, recording takes a lot of memory. I have thought about traveling back "years" (that kind of time travel is entirely different than the current rewind mechanic I have). Right now I'm leaning against it because it adds too much extra work to an already heavy scope. I would have to make each island twice, once in the past and once in the present. Having just a few limited locations where you travel back to years in the past could be interesting though.
Very cool ! I love the concept of the game, although I don't really understand when the multiplayer part comes in play. (btw if you need help with vfx at some point I'd be happy to fluff up my portfolio with such a cool concept)
I'll keep your offer in mind! Since one of the player's abilities will be to create copies of themselves, the areas of the game will already be balanced with the idea that there will be multiple copies of Bob running around, so they should work equally well in both single and multiplayer. Its definitely not the main focus though.
I have to say, I was expecting this devlog to get a LOT closer to 100 views than 100k. I really appreciate everyone who took the time to watch the video! I just uploaded the next devlog, so check that out if you liked this one: ua-cam.com/video/XwzTmW4klQk/v-deo.html
Suggestion, for any chrono-temporal game mechanics in any game ever:
Give flow effect haze/jitter/movement/trail effects to all movement during forwards reverse slow and paused, to show object/player momentum/trajectory at all times.
But to make these effects render properly, the feature would probably be best designed simultaneously, rather than patched in.
(Additional hint, specials objects might posses modifiers that override or subvert standard flow effect behaviors, adding further to game depth).
@@maxkore278 Thanks for your suggestions. I've experimented with some added visuals when rewinding, but haven't really liked anything I've come up with so far. Special objects with time modifiers are also on my list of things to implement.
The eyeball tendrils should be the grappling hook
I want to be a game dev but don't have the right equipment and I'll probably make a game dev channel too, but bot only do you have the courage to put yourself out there in the game dev community your game is even better! Great job man keep it up defently tuning in to the rest of the devlogs!
is this going to be available upon completion? i've been in love with video game grappling ever since Worms grappling race mods and then Tribes Vengeance (nearly unheard of games but incredibly addictive grappling). even the simple mechanics of grappling in a zelda game is so satisfying. i just watched the floating islands video and you definitely have an amazing recipe here. (i think sliding down steep declines could add yet another dynamic that can play into then gliding or grappling if you don't already have a million ideas haha)
You know the game will be good when the first devlog is interesting
cough cough wrought flesh cough cough
@@polluxe8917 yea wrought flesh is a pretty good game
the last one is the most important
Cough cough… roblox cough cough
@@minecteddifyLOL roblox is shit
This is amazing I have no idea how anyone has the programming skills to make a multiplayer game with a rewind ability but Great Video!
Ah yeah who will own the state used to rewind? How will one player's rewind effect anothers? Definitely seems tricky.
@@StevenBloomfield from his own word :
"The base "rewind everything" ability would not effect other players by default because that could get annoying if you are constantly getting input locked. I'm thinking about making it a setting for the host if for some reason players did want that to be the behavior."
@@WeaselDev beamng multiplayer mod tackles stuff like this, pretty interesting tbh
I'm almost certain that this concept and mechanics are in other games. Nothing new.
@@ticketforlife2103 "Timeshift" is a very old one which i really enjoyed. Edit: oh and "Singularity" also, which is way newer and had a different "grenade bubble" style approach i think
"Now that I mastered the time space continuum, it's time to make something even harder... Online multiplayer!" As a game dev, this hits right in the soul😂
Love the design and appreciate that you're cataloging your experience for all of us to enjoy! I can't wait to see where you take this - don't let yourself stop!
Damn, the devlogs are both hilarious and relatable 😂😂.. continue doin these.. lots of love
yo man , I'm working on project with way bigger scope creep and I get the feeling you have. I have been working on it for 3 years already, and the only tip I can give you with the "UTTERLY INCREDIBLE" amount of experience I have gathered is .... Stay motivated, keep thinking about your game in your everyday life, keep bursting with joy and emotion think of what your game could be in the future cuz I can assure you after 3 years of quasi-solo development it's really hard to stay motivated and this small burst of "WOOOO the game's gonna be soooo cooool" is what keeps you going. (also small suggestion : you can solve the grappling hook problem making the point no collidable if possible and if not have the player accelerate not directly to the point but in some angle diverse from that point (maybe you can test what angle works best or even calculating based on some condition) if you make that subtle enough the player wont notice and will work as invisible design kind of)
what is it?
My game? Is a souls like with only spell and free aiming in magic school and world
@@tasdude3227 dope
@@tasdude3227 that sounds cool dude
@@rabidcabbage7230 thank you!! A devlog of my game is dropping in a short time so...
this seems like a really cool project keep up the great work!
Thanks!
I’m so happy to see you’re getting so much success on the first upload! Not a lot of Devlogs do. Great video!!!
I like hearing your thought process. You make what is surely a work intensive task seem easy and interesting. Looking forward to seeing Bob's adventures!
This looks AMAZING and im so excited. The first 3 things you said about the game had me thinking "Hey that sounds like a perfect game with my favorite game mechanics" I then look and you POSTED THIS ON MY BIRTHDAY!!!! :D Cant wait to play!!
This game is looking amazing so far! Good luck in the future I can’t wait to see more. Bob is the RULER OF TIME
I can Believe this is only your first devlog ! There is already so much progress, the game looks so fun already ! Keep it up ! :D Well done
One of the best devlogs I’ve seen in a long while. Great pacing, and humor throughout. Bob looks savage with the eye ball head! What a neat accident 🤙🏼
Oh man this is a very promising proof of concept, I really want to see this go far.
I was expecting a channel that has some time into making videos about videogame making, with multiple projects, specially when looking at the quality of the content, and, after watching both the dev logs till now, i just realized that this is the first video, and that the channel is completly dedicated to this project apparently, so, i love this, subbed, expecting more devlogs
I had this idea some time ago but had to switch my focus into other kinds of projects. Good to see someone implementing this idea in such a marvelous way. Good luck!
more devlog please,
you're hitting the recommended page now
videos gonna blow up
Next devlog should be out later this week!
5:19 "made the rewind speed 0.1% of the normal"
that meta moment when you used a slowed down time feature IRL in a game involving time mechanics.
Looks cool, I'm excited to follow the project! If you're open to fundamental C+C, here's my two cents, otherwise just ignore it.
I really like that you have an idea of what elements you wanna put together to make a game, but this right now is the phase where you MUST make sure that this combination of ideas is fun, too. Time travel can be nice, the grappling mechanic is cool, but how do they work in tandem with each other? And how does the game work with these elements? You mentioned enemies that can manipulate time as well but how will that work, and what motivates the player to engage with these enemies? How does grappling come into play with this? Are there objects or elements that react to time travel, grappling hook and/or both? Are they puzzle elements? Action elements? How does all of this compare to other games like Braid or Prince of Persia? What will you adapt from these games, what will you leave out, and why?
I appreciate your enthusiasm but I feel like you might be putting the horse before the cart with visuals, animation and especially multiplayer. If multiplayer is not an aspect that is ABSOLUTELY integral to the gameplay, leave it out for now. Non-local-multiplayer is such an incredible headache, you'll essentially be coding two games at once. Your main focus should be making sure that the game is fun, even if it's just capsules and gray boxes in a plain world. In fact, that's best practice! Once you figured out what works and what doesn't, THAT's when the visuals, animations, effects etc. come to you because you start to realize that what the visuals and animations need to convey to the player in order for them to understand how to play your game - like that moment at 6:35 . That kinda thing should happen a few dozen times before you even think of bringing in a player mesh or anything!
Hope I'm not raining on your parade too much, I genuinely want you to keep going with this but I've seen too many projects just having so much skill and effort put into them, only to burn out not even 10% of the way because the devs ran into more and more dead ends in the fundamental gameplay that could have easily been resolved early on. I don't want that to happen to you as well!
Godspeed my dude!!
I always appreciate feedback! Grappling is more of a secondary mechanic meant to make traversal more interesting. The time mechanics (rewind, speed up/slow down, loop, etc.) are going to be one of the main selling points of the game, effecting everything from movement to puzzles to combat. The multiplayer is client-authoritative, which means I trust the clients to properly convey their gameplay state and I don't have to worry about things like anti-cheat or rolling back movement. This makes multiplayer development a lot easier, I estimate doing multiplayer has cost me about 15-20% of my time on this project so far. Significant, but I think its still within reasonable limits. If it starts creeping up to the 50-100% range, then I might have to start thinking about scrapping it. Usually I would agree with you on keeping the visuals to a minimum in the beginning, except for the fact that I'm making devlogs on UA-cam, a highly visual medium. Just like very few people are going to play a game (unless its really well made) that just consists of capsules and cubes, no one is going to watch a bunch of devlogs if they have really bad visuals either. That being said, I'm definitely not focused on perfecting the visuals yet. I'm focused on making something that is functional and half-decent looking before moving on.
@@BobsMudHut You are not considering the option of playing in two on one device?
this could be an opportune moment to carve out a niche. on which there are few games.
this will reduce the time to develop online, but increase the time to think through the levels. and this is just a suggestion
p.s. my english may be bad
This looks super kool! Really am liking the idea of the game. The reverse time feature is spot on and looks really good. Also the grappling features looks nice. Really like how the bob's looked evolved and it matches well with the theme. Keep it up! :)
I appreciate the encouragement!
@@BobsMudHut bob looks cooler as a cyclops lol.
I wonder what the lord would be, if any 🤔
You said that the eye-thing was meant to be an enemie, so is bob like… I dunno… related?
Whatever, it’s probs too early for lore anyway lmao
@@alex.g7317 That is an interesting and clever point you made. I did not think about that. It really adds to the lore maybe like a demon mode where bob becomes this cyclops.
@@KamranWali maybe… or the cyclops could have magical time travelling abilities or something?
I have seen lot of similar developers and I'm amazed by all of them especially from this project
The idea sounds really cool and the character looks great, hope it can all come together without you quitting or anything though!
Good luck! Start focusing on what really makes the game fun for players as soon as possible though. It may be very hard to add multiplayer later in development, but it's almost impossible to make a game fun later if you haven't been focusing on that all through development. Reversing time sounds cool, but in a multi player game there are huge questions to be answered about how it impacts the enjoyment of other players.
wow, it looks like this is the first video on this channel and it has so good quality!
Finally… I’ve been traveling for years, searching for a game developer’s dev log… thank you for providing entertainment
This looks awesome, respect for having the dedication to make your dream game!
Funny humor, great montage, nice voice and concept... and programming skills ! Very good video I'd love to see more :D
Oh this game. I’m fairly certain I saw an ad for it at some point long ago and couldn’t find it again.
When u said all the ideas you wanted to implement i thought it sounded like it would be a great game, but thought theres no way he can do it all by himself. then you did it all... in one devlog. amazing video and fantastic looking game
video got recommended to me a couple times but i kept ignoring it, i finally watched it and im happy i did, looking forward to seeing more :)
As a representative for the JoJo fandom, I will remain respectful to your vision, but I will always be here. In the shadows or not, we shall stain your creation.
this is awesome. keep up the good work, your doing great things here my guy. sending my mental support i want to see this game finalized.
Great video! 🙂
Hope you keep up the youtube! Getting a devlog pushed by the algorithm myself, I can say that it is definitely motivating with all the support! 😀
Great work! Looks promising.
this concept would make for a FANTASTIC puzzle game
Instant subscribe! Wishing you all the best and looking forward to your game's development.
Love the concept! Definitely looking forward to checking this out!
Damn looking awsome, you've got a pretty high production quality
Big win on the eyeball head. Keep up the great work!
It was super fun to watch your progress!
I hope the best on your journey! I will be watching your next devlogs for sure!
Good luck, Bro!
online multiplayer and time travel has got to be the holy grail of 'not for your first game' features, excited to watch!
You got yourself a sub
I'm already intrigued by the state of the project, can't wait to see where it goes
Good luck! Hope you will have succes for the first time!
Good luck dude! May you never find bugs in your game
Great devlog, enabled notifs for your channel, waiting for updates already.
Nice work dude, keep ul the momentum :)
This was really fun to watch! Excited to see more.
Great start! Keep the devolgs coming!
Can't wait till its done! You have by far gotten a lot further than most developers!
ur profile picture gives me a vibe from an anime called Mirai Nikki "Yomotsu Hirasaka". I like that character which makes me love ur character design
right it really looks like him
that is super cool, can't wait to see more!
Love the Idea of a Controlling timeMC, very MAD that this is ur idea.
I will fllow ur Process.
Ok, so I got this in my recommended, read the title, refreshed my feed, then realised I wanted to know what your dream time manipulation game was, so I searched it up. So if you look in your analytics and wonder why there are searches for your very specific title, that is why… Cool video btw❤️
I do the same thing so the specific title showing up in analytics doesn't confuse me. What DOES make me wonder is the person who searched for "winnie the pooh blood and honey trailer", somehow found this video, and then watched close to 4 minutes of it.
@@BobsMudHut that is amazing and weird.
I've been working on a similar game for VR, but always thought I didn't have enough to share as I'm my biggest critic.
Time manipulation is such a fun mechanic, I love the chaos it ensues, I've been very demotivated to work on my game, but seeing the amount of good feedback you've received I'm getting motivated to do a video of my own!
Go for it! And when you make your video comment it below one of mine so I can watch it :)
This also describes my Dream Game. You have a new Subscriber.
THis looks epic, love BOB! Ecited to see the project develop!
loving it so far. I usually only like unreal dev vlogs but this is interesting.
No idea why Im getting so many vids recommended from game developers but I'm not complaining. I really like the concept of time you are adding in your own game and the fact that its open world is amazing. I also enjoyed that you showed us the thought process behind all this and the mechanics of the game. There dont seem to be a storyline yet but I was thinking "how did he get the power to change time in the first place?", maybe he was born with it or he finds something in the ruins in one of those floating islands like some kind of gauntlet or artificats.
Also thinking about this concept idea from 0:48 it would be cool to add a mechanic where you can create a time clone of yourself for x amount of seconds.
Overall Im really hyped to see where this project is going and I love the look of all the islands too, hopefully they look a bit different and not the same.
I really like it, and the consept is really good for a large team, but for only one person this can get to a bit much really quickly. Especially considering this is your "dream game" so you will probably overscope super much since you want the game to perfectly match your vision. Still, really good devlog! Ill be sure to watch future devlogs as soon they come out!
Sorry for bad English btw
braid is one of my most influencial pieces of gamedev enjoyment. Great to see how time manipulation is becoming a probably new genre. I'd love to make my own time game one day
Looks amazing so far hope to we get to see more of the game soon!
Cool devlog! I'm your mom's Imaginary Friend in Sweden and she mentioned your channel. Congrats and good luck!! As a podcaster, let me say you have a great speaking voice and the explanations are interesting and easy to follow. I hope you have smashing success!!! 😃
Can't wait! I will definitely get this game, if I remember about it.
Birth of a new Game Dev UA-camr. Keep up the goodwork!
Looks so nice! Good job mate !
KEEP IT GOING DUDE!!! Put some more emphasis but this is a great start to a channel!
Glad your learning and being flexible just stay consistent and you'll complete your game.
dude like how
this is AMAZING
Nice and fun devlogs! Thank for sharing
2:28 The anvils are probably listening to some sick beats
bro, AINT THAT AMAZING WORLD OF GUMBALL
I will watch your game grow with great interest
Unsure how interesting the idea would be, but what if bob's right arm morphed into the hammer tool he uses instead of having a right hand? I feel like it could add more originality to the character :D
I love this idea. Braid is one of my favorite games
Cool idea! Looking forward to your ideas of how this mechanic can be made interesting. :)
Yesss a new gamedev less gooooo
Can’t wait for the next devlog!
Ahh looks great! Can't wait to see future dev logs! Also the main character with the eye was a happy accident haha
Good luck! Let's see where this one goes
Please consider those who are colorblind when coloring UX, green and red blend together for some. maybe make separate palettes for people to pick and choose from- or just let people choose the colors from a color picker? adding accessibility features is easier if you add it early on
also be careful with those bright flashing colors, honestly I'd put a "minor flashing warning" in the title
of this video because I worry it could cause seizures
anyway, this looks really cool so far!! good luck with development!
Colorblindness is definitely something I want to keep in mind when doing UI/UX stuff.
I'm hooked on those hook mechanics
Looks cool! Good luck!
This is going to be interesting, really cool idea
Floating islands, time manipulation and big eyeball. It's the perfect game!
Seems like you know your stuff. Looking forward to seeing you bust out more dot product magic and maths next round!
This looks really fun! Hope you keep working on it!
I hope so too!
The pitch for the game beings BOTW, + floating islands, + time reversal mechanics, looks likt you're making BOTW tears of the Kingdom!
Believe it or not I thought of this idea before hearing about the main mechanics of BOTW tears of the kingdom! I think this game will go in a pretty different direction though, its more focused on the time mechanics and floating islands. There are some interesting directions I could take the eye as well, but nothing 100% concrete yet.
Actually, this is pretty good. I like it so far. I'm eager to see the next one.
Cool character. Backwards time is tricky, I really like the way you handled it. Everything looks great too!
Consider me interested.
Bob's design looks kinda dope
I really like what you have done here! WE LOVE BOB
Thats game looks very Interesting. I am looking forward to its release
This seems very interesting, excited to see how it turns out!
This is insane, pls I need more videos
I hope Bob consumes the flesh of the unworthy and solves spooky riddles while learning to love himself and his friends (Bill, it's just Bill; he is an Eyeball)
I wanna see where this goes! Your video editing is quite entertaining too. +1 min of hanging on for Bob
Nice project, I hope you'll make it and go far :)
Thanks, I hope it lasts longer than all my other projects have...
about the "going back in time" thing
Is it going to be as in a couple of hours or a couple of years like in titanfall 2?
and if it is like titanfall 2 it would be intresting for there to be grappling points that are only accessible in the future/past so you have to quicly switch in between them
Probably going to be a lot closer to 5-15 minutes lol. I don't think there would be a need to go beyond that for gameplay purposes, recording takes a lot of memory. I have thought about traveling back "years" (that kind of time travel is entirely different than the current rewind mechanic I have). Right now I'm leaning against it because it adds too much extra work to an already heavy scope. I would have to make each island twice, once in the past and once in the present. Having just a few limited locations where you travel back to years in the past could be interesting though.
Very cool ! I love the concept of the game, although I don't really understand when the multiplayer part comes in play. (btw if you need help with vfx at some point I'd be happy to fluff up my portfolio with such a cool concept)
I'll keep your offer in mind! Since one of the player's abilities will be to create copies of themselves, the areas of the game will already be balanced with the idea that there will be multiple copies of Bob running around, so they should work equally well in both single and multiplayer. Its definitely not the main focus though.
Great first devlog!!!!!!