Aweosme progress! Some things and ideas I’d like to suggest!! Spikes should turn on and off every other turn so the player and enemies could strategically move across them A stump in the forest tile set would be awesome! And finally as the player gets more and more items the player model should change a bit showing their progress! Visual progression is a very important part to making the player feel a great sense of accomplishment. Take terraria for example, how you start off as a normal pretty lame human but with a lot of grind you can become a normal pretty lame human with awesome armor and spells guns and effects!
For future reference in regards to the diagonal floor tiles, they seem very clean and neat, but I think the fact that they're moving at a different angle than the tiles of movement makes it a lot more difficult to judge the distance between you and an enemy or target. Also, yeah, they kind of clash a bit with the hazard tiles on the floor. I wouldn't say you'd _have_ to make some sort of border around the hazard tiles, because I can imagine that being super annoying to do that for all of them. But I think it would make it easier for the hazards to blend in no matter what floor they're placed on, if that makes sense. The shrubs on the new flooring is a really nice combo together, and I definitely agree that it adds some much needed life to the scene beyond yourself and the enemies. I would also beg to differ about different room sizes 'not making sense'. I'd say it makes perfect sense. I'm not sure how realistic it would be (I've pretty much forgotten everything from the only two programming classes I've ever taken), but maybe differently sized rooms could have different props or enemies to imply a different function _to_ the room. A cramped and confined prison cell filled with chains and skulls might be different from, say, as a random example, a spacious armory or training grounds or something. Obviously inessential, and something to consider for a later date (if at all lol) but I think differently sized rooms lends itself nicely to the tower as a whole, as well as making the game not feel so samey from level to level. Anyways sorry abt the long comment!! This devlog series is really fun, and I've been sharing it around with friends and family recently, so it's a perfect coincidence that a new update would drop today. Excited to catch the next one :]
Thanks I appreciate it! And yes I was thinking about maybe categorizing different enemy types based on the room, but I will need to work on a bunch of new enemies before I get to that stage
I assume this might be on your TODO list, but I'll list a few things I noticed anyways one thing I hope you will attend to is the enemy AI: 1) currently the enemies actively walk through the hazard tiles if the pathing leads them there 2) all enemies try to get to you in melee range, which feels off for long-range enemies (fish with pike / lizzard with scimitar), it would be more interesting if they would try to keep you at a distance another thing you can do is use auto-tiling for water/lava
Also, another further polish idea is to make the artwork of the tiles selected based on the neighbourhood. For example, for a water tile, making a square shape might look low effort. So you can create a water tile that looks like a paddle, and when put adjacent to another water tile, you render a different variation so that they connect together nicely.
Since frog gets upgrade from chests, then choose a card. What if the enemy gets instant upgrades while standing on a tile during an attack.. say Fishman "Pikeman" on water tile.. snake "Bolade" on lava tile.. rat "Rouge-dent" being the most agile gets on spikes. 😊
Could you add different characters Like a poison dart frog who shoots darts A shovel headed frog who can dig or somthing And a goliath frog who does more damage but is slower. I think it would be fun if all the characters were puns on real frogs
Nice progress. UA-cam decided to not show me the last 3 or 4 devlogs, so had a bit to watch now.🙂 But why is the video categorized under Baldur's Gate 3?😉
Are u going to change your profile picture in UA-cam or not. And also i think u should change the water and the hazard texture because it’s not really fitting the art style in the game.
In the future you can add more variability in tile rooms by giving corridors and “multiple rooms” to each room
Adding a area dependent border to the water or lava etc... tiles could help improve the games visual design.
Aweosme progress! Some things and ideas I’d like to suggest!!
Spikes should turn on and off every other turn so the player and enemies could strategically move across them
A stump in the forest tile set would be awesome!
And finally as the player gets more and more items the player model should change a bit showing their progress!
Visual progression is a very important part to making the player feel a great sense of accomplishment. Take terraria for example, how you start off as a normal pretty lame human but with a lot of grind you can become a normal pretty lame human with awesome armor and spells guns and effects!
Yeah kind of similar to Issac, we shall see if I have time
For future reference in regards to the diagonal floor tiles, they seem very clean and neat, but I think the fact that they're moving at a different angle than the tiles of movement makes it a lot more difficult to judge the distance between you and an enemy or target. Also, yeah, they kind of clash a bit with the hazard tiles on the floor. I wouldn't say you'd _have_ to make some sort of border around the hazard tiles, because I can imagine that being super annoying to do that for all of them. But I think it would make it easier for the hazards to blend in no matter what floor they're placed on, if that makes sense.
The shrubs on the new flooring is a really nice combo together, and I definitely agree that it adds some much needed life to the scene beyond yourself and the enemies.
I would also beg to differ about different room sizes 'not making sense'. I'd say it makes perfect sense. I'm not sure how realistic it would be (I've pretty much forgotten everything from the only two programming classes I've ever taken), but maybe differently sized rooms could have different props or enemies to imply a different function _to_ the room. A cramped and confined prison cell filled with chains and skulls might be different from, say, as a random example, a spacious armory or training grounds or something. Obviously inessential, and something to consider for a later date (if at all lol) but I think differently sized rooms lends itself nicely to the tower as a whole, as well as making the game not feel so samey from level to level.
Anyways sorry abt the long comment!! This devlog series is really fun, and I've been sharing it around with friends and family recently, so it's a perfect coincidence that a new update would drop today. Excited to catch the next one :]
Thanks I appreciate it! And yes I was thinking about maybe categorizing different enemy types based on the room, but I will need to work on a bunch of new enemies before I get to that stage
Something you do really well is adding the "juice" that makes everything look satisfying.
Looks great! Random generation goes above my head but games that have it do well! Liked!
I assume this might be on your TODO list, but I'll list a few things I noticed anyways
one thing I hope you will attend to is the enemy AI:
1) currently the enemies actively walk through the hazard tiles if the pathing leads them there
2) all enemies try to get to you in melee range, which feels off for long-range enemies (fish with pike / lizzard with scimitar), it would be more interesting if they would try to keep you at a distance
another thing you can do is use auto-tiling for water/lava
What if the forest room had a gaint tree spawn in the middle some times
Maybe you can break down the tile type to a Tile + Decoration or Tile + Decoration[ ]
Also, another further polish idea is to make the artwork of the tiles selected based on the neighbourhood.
For example, for a water tile, making a square shape might look low effort. So you can create a water tile that looks like a paddle, and when put adjacent to another water tile, you render a different variation so that they connect together nicely.
Since frog gets upgrade from chests, then choose a card.
What if the enemy gets instant upgrades while standing on a tile during an attack.. say Fishman "Pikeman" on water tile.. snake "Bolade" on lava tile.. rat "Rouge-dent" being the most agile gets on spikes. 😊
Could you add different characters
Like a poison dart frog who shoots darts
A shovel headed frog who can dig or somthing
And a goliath frog who does more damage but is slower.
I think it would be fun if all the characters were puns on real frogs
Yes I've been planning to add other playable characters and will probably get started working on an ability system soonish
Nice progress. UA-cam decided to not show me the last 3 or 4 devlogs, so had a bit to watch now.🙂 But why is the video categorized under Baldur's Gate 3?😉
Yeah I've noticed it with a couple of the other develops and this one. And it's baldurs gate just because I've been playing baldurs gate 😌
Are u going to change your profile picture in UA-cam or not.
And also i think u should change the water and the hazard texture because it’s not really fitting the art style in the game.