don't feel bad about your older scripts bro. every bethesda game has comments in the scripts saying things like "idk why this works, it shouldn't, but it does, don't screw with it."
With Godot going full heterophobic and stating anyone that is not woke are not allowed to use Godot or play games made eith Godot your market is greatly reduced. Then the CEO blames the Godot backers for saying keep politics out of games and call that toxic
As another Godot dev working on their own 3D schmovement shooter I endlessly appreciate how grateful you are with sharing information. Can’t wait for blood thief!
I'd counter those comments about using .Blend files directly in your project: when handled properly, it's one of the best ways to manage your models. About the only potential issue is the one about major Blender updates potentially breaking functionality, but you can always just stick to a specific version until your project is done, I guess. A couple of tips when working in this way: 1. Keep a separate work folder containing models that aren't ready to be integrated into your game and copy them over when they are. This saves on unnecessary imports 2. Learn Godot's import suffixes ("Node type customization using name suffixes" in the manual): these are special words you add to object names in your Blender scene that tell the importer how each part of the scene should be handled. Don't want something imported (cameras, lights for testing, etc.)? Add "-noimp" to the end of objects' name. Want pre-calculated collision for an object? Add "-col". They're really handy
This is very inspiring. Nice take on the ultrakill gameplay style. If you want a tip make sure to avoid getting the scope too big: you reached the "add content" phase instead of "making systems" phase and it might turn into a slow slog if you are not careful
That sky texture adds so much to the outdoor scenes, and the whole visual aesthetic of it all is just really cool. Also, good job varying up the textures on the walls! At first I thought the entire game would look "samey," but each area really has its own distinctive flair. Very impressed with everything you've done so far!
personally, i really appreciate minimizing the time between death and restart. a lot of games struggle with that concept, but nothing drives me more fucking insane than having to sit there, waiting to jump back in and try again. especially in a fast-paced speedrun/style game like this. just remember, though: if you add some kind of p-rank system, please for the love of god add a setting that lets you restart without checkpoints automatically instead of having to pause and accurately click restart level every time
You are 100% correct in your assumption on the 2 second restart stutter slowly chipping away at a players sanity and I respect your morale responsibility to reduce it. I just followed the game on steam and was happy to find out how easy it is to get into play testing it, the player movement reminds me a bit of a game I enjoy called Severed Steel.
17:36 bro once you start using sin() and PI in a script you already know you're never going to recall the flash of genius that bestowed your mind when it was made and if you ever have to touch that script again you're doomed
Me programming my own Wolfenstein-like game engine from scratch using either sin or pi (or half pi or cos or tan) practically every other line in half my files. Also yes, it is very unfortunate, but not as unfortunate as making my own file format and manually editing a file in said format using a hex editor. The pain is real. I also have to go back and document that shit because this is a project for school.
@@oliverdowning1543 i always use yaml or json for formats until its fully implemented and only then would i turn it into a a bytecode if its affecting performance. honestly props if u dove headfirst into hex lol
damn, got in the first 19 seconds edit: and now to say something of actual substance, devlogs like these ground the reality of prototyping games, and this'll be something for me to keep in mind whenever i eventually go on to make my own game
Ngl this channel has helped me a lot in wanting to be a game dev. Just starting out and struggling with nodes but ill learn and hopefully be able to record my thoughts and stuff like you did! Cheers to one year and may the next year be filled with easy coding and bug fixing!
As someone who is on their own solo dev journey, I really enjoyed this video. I went and watched that old dev log a year ago and man you've come a long way. It has inspired me to keep at it even when I feel no motivation. Keep up the good work!
One interesting idea I had was dynamically changing the intensity of the music based on player speed. Maybe not right for this project but certainly interesting in concept
When it comes to the art, my impression from doing a playtest was "there are some really awesome looking rooms but most looks rushed with basic shapes" So you're capable of making good looking stuff, it's just a time investment. Sometimes just some small changes to make the geometry a little more interesting or add some extra texture can massively improve the look.
that bit about getting things to 100% requiring an additional order-of-magnitude in terms of codebase size i found to be especially personally relevant =_=
I really, really enjoy your demo! It really ticks of a lot of things I wish other game devs would do. The speed of saving and reloading is one example. It feels soooo good to just restart without losing the flow. The high skill ceiling, the quick start and the general replayability makes the game really accessible for both: a quick round and a long record hunting session. And then there is the low heat generation. The last thing I want to do in summer is to play games that heat my apartment with hundreds of watts. It's a game I can play at any time (also of the year), slower paced (exploring), fast paced, for long and short sessions.
Man... seeing your hand made knight model and realizing you kept it is very inspiring... I recently had to decide between my hand modeled 3d character or one made in MakeHuman and decided to go with the hand modeled one even though parts of it look unrealistic. You convinced me with your knight I made the right decision because your knight look unique and really sets up in my mind a relationship between bloodthief and that knight model.
This video is 1. very informative while remaining short and contained and 2. very inspiring in terms of making me want to create my own game. Love the format and love the dedication you are putting into making your project. You just earned a new subscriber, keep it up!
You definitely deserve more subs. I'm also a game dev but I have 21 years of coding experience under my belt lol. I use Godot also but my reason is because it's free. Game engine companies always switch up their payment methods. For instance Unity made it to where you have to pay for each person that downloaded of your game. They ran it back and said they weren't gonna do that. But they definitely tried and they will try something like that again it's only a matter of time. But for a single dev I have to say don't be too hard on yourself. You've done an amazing job. Your game looks better than 99% of AAA titles that have hundreds of devs.
just cleared the two levels in the playtest, its improved much better than when the playtest first started! The fluidity of the movement has gotten so much better and feels much more fun. Looking forward to the game!
Working on finding the right gameplay loop and making everything else as minimalistic as possible in the beginning is definetly the right move. This looks sick!
Oh my god, I have been so turned off by games for so long. This looks so refreshing and fun. I rarely will purchase a game for myself unless it really looks fun. You sir may take my money.
Love seeing the progress and love that you're using Godot! I'm new to Godot and am learning it by making small projects. Love seeing people like you making awesome stuff! Thanks for the inspiration, and best of luck to you with your game!
Came across this today and looked awesome. From the theme, the atmosphere and the movement. Gave it ago and man, its fuckin awesome! Can't wait for more
Man I laughed out loud so many times during this especially as the "WHATEVER YOU DO NOT TOUCH THIS CODE!" segment because it was a rabbit hole worth only going down once and never again be discussed or contemplated on ever again. Every coder has experienced that moment when you tapped into some magically wizardry and randomly got your code working correctly. I would love to make games some day, just currently strapped with obligations.
thank you for talking about your process of what programs are useful for what and how to make them efficient with each other. that is very interesting to me
dude you're the comlete package. fantastic devlogs, a game that's shaping up to be great, and this summary was short but comprehensive piece about solo developer's (or small team's) life.
Cheers to a year of gamedev. You have one of my favorite devlogs. It is on the same level as Dave Frampton who made the game Sapiens. Your UA-cam channel is also one of those channels, which I recommended most to other people. I'm looking forward to wherever your journey takes you.
What a journey! I grew up playing Wolfenstein3D/Doom 2/ into the Quake games, so this aesthetic hits a very pleasant note with me. Congratulations on making it this far, and garnering as much attention to your project as you have. A video on your thoughts on Godot would be cool to watch. I am learning the engine now, and excited to see what you would have to say about it. Both good and bad.
your game looks really fun and I love how it looks, too! the way you describe the process not only makes me want to play but also go back to the game i started making a year ago and then abandoned
This just cropped up in my recommendations and what an excellent video, I must say. Interesting and very well put together. Love your approach and attitude.
i just found out about this game earlier, immediately did the playtest, and im really liking it. i know you said it feels like quake and hotline miami and ultrakill and titanfall and a million other things, and while it definitely has that influence, my favorite part is that this game feels like BLOODTHIEF. it feels like its own game. even if im ass at it im gonna obsess over this for a while
You seemingly approach dev with such a reckless abandon but some of the conclusions you reach in this video are just brilliant advice, far better than a lot of other channels on this site. The game isn't done yet so if there's some future "I deleted everything and started from scratch" video then maybe I'll rethink but it seems like your process for rapidly finding a good gameplay loop and then knowing when to move on is an absolute winner.
Dude, the game looks absolutely amazing, the art style is so cool and nostalgia-inducing, I love it! Your and Goodgis' devlogs have been my favourite for the past year, been here since the beginning. Well done and keep it up!
i feel like i’ve learned some stuff watching this. i’ve got a game project of my own and i reckon your own discoveries will make my journey easier, so thanks for sharing your progress brother
duuude im SOOOO excited for this game :DDD its gonna be such a fun retro style game also, i have been very impressed by your movement mechanics while I've been playtesting
i like the overall look and aesthetics of the game it reminds me very much of pseudoregalia which i loved, also the gameplay looks really cool keep it up!
For me working in web, its crazy how much effort you put into this without making bank, its even more crazy how happy that makes you, keep it up, do what makes you happy
Great work! Thank you for sharing your ups and downs as well as the dev process you followed. Good luck on reaching your release goal. Stay safe out there.
lf you havent already, you can add a kick that knockbacks yhe enemy alot but does not instantly kill them allowing you to airdash to them making for a cool mechanic, increasing the difficulty curve and giving you more options for harder map designs.
My brother showed me this video and I’ve spent the entire day playing the game and it’s insanely fun and the perfect game for me. I love games that are super movement based super fast and have a timer mechanic for levels. I love replaying levels over and over trying to get the fastest I can possibly get. I cannot wait until this is a full game.
I'm very exited for this game. The movement reminds me of a dream I keep having where I surf around the town in a similar manner like the movement in Bloodthief.
Man I made a prototype with basically the same ideia, cool vampire, killing enemies, running fast with cool jumps, it's really cool to see the ideia working and so many people liking it, I stopped working on it because of my programer art, but you're a great programer and artist
This is really cool. Congrats! Not just from a dev perspective, but from a product management perspective. You found your hook and developed a game around it, and then finalized the product to "good enough." Hopefully this makes enough money so you can hire people to help in areas you are less confident in for Blood Thief 2!
re: emotes without finger rigging maybe this is just me but i think an emote involving cleaning the blood off the sword would be cool asf. You can use the inside of the elbow to do it if you have to, or the back of the hand, or the palm if you decide to rig the fingers anyway
Considering that a big part of the game loop is about being covered in blood to get power, I'd counter with the argument that the player should have an animation for licking the blood off the sword to up the psychotic factor
Nice looking game and vibe. Hits really close to a hobby project I have been doing recently. I think you should add some variety to vertical elements so they look less uniform. If you want to be a little more fancy, then add some distance blending e.g. at 13:11 to blend in a more upscaled version of the texture depending on camera distance - would look a little nicer. Good luck with the dev! :)
Really inspiring video, I personally feel motivated to start learning about gamedev. I would def watch videos of you explaining your developement process and how to aproach things from scratch!
don't feel bad about your older scripts bro. every bethesda game has comments in the scripts saying things like "idk why this works, it shouldn't, but it does, don't screw with it."
Valve comments are literally that too
@@Emanicas Valve comments are Just so much fun
would be fun if someone super smart would go in depth of those andd figure out why it works xd
that was actually a tf2 source code comment
@@matrixfull That would Leak the whole Code and Cost a Fortune.
rig the fingers blargis, we want emotes with fingers!
When the game comes out I want to flip off the boss that Ive died 3000 times to!
no we don't speak for yourself
Watch as he actually does it just so he can flip off the people who asked him to rig the fingers.
Blarg wants to give you the finger, but can't
What we want to become...italians? 🤌🏼
you make the best devlogs in all of youtube! the game is looking really great visually speaking rn
I put a ton of work into these devlogs, so comments like this mean a lot to me. Thank you!
@@Blargis3d We notice it, man. Your devlogs are very enjoyable to watch.
U got a heart from the Blargis my Mr beast of godot
@@Blargis3d You basically remade "Conqueror A.D. 1086" fights.
With Godot going full heterophobic and stating anyone that is not woke are not allowed to use Godot or play games made eith Godot your market is greatly reduced. Then the CEO blames the Godot backers for saying keep politics out of games and call that toxic
As another Godot dev working on their own 3D schmovement shooter I endlessly appreciate how grateful you are with sharing information. Can’t wait for blood thief!
I'd counter those comments about using .Blend files directly in your project: when handled properly, it's one of the best ways to manage your models. About the only potential issue is the one about major Blender updates potentially breaking functionality, but you can always just stick to a specific version until your project is done, I guess.
A couple of tips when working in this way:
1. Keep a separate work folder containing models that aren't ready to be integrated into your game and copy them over when they are. This saves on unnecessary imports
2. Learn Godot's import suffixes ("Node type customization using name suffixes" in the manual): these are special words you add to object names in your Blender scene that tell the importer how each part of the scene should be handled. Don't want something imported (cameras, lights for testing, etc.)? Add "-noimp" to the end of objects' name. Want pre-calculated collision for an object? Add "-col". They're really handy
12:18 i distinctly remember yelling "firmly grasp it" at my screen while trying to align a sword model with a character model in godot
This is very inspiring. Nice take on the ultrakill gameplay style. If you want a tip make sure to avoid getting the scope too big: you reached the "add content" phase instead of "making systems" phase and it might turn into a slow slog if you are not careful
That sky texture adds so much to the outdoor scenes, and the whole visual aesthetic of it all is just really cool. Also, good job varying up the textures on the walls! At first I thought the entire game would look "samey," but each area really has its own distinctive flair. Very impressed with everything you've done so far!
personally, i really appreciate minimizing the time between death and restart. a lot of games struggle with that concept, but nothing drives me more fucking insane than having to sit there, waiting to jump back in and try again. especially in a fast-paced speedrun/style game like this. just remember, though: if you add some kind of p-rank system, please for the love of god add a setting that lets you restart without checkpoints automatically instead of having to pause and accurately click restart level every time
You are 100% correct in your assumption on the 2 second restart stutter slowly chipping away at a players sanity and I respect your morale responsibility to reduce it. I just followed the game on steam and was happy to find out how easy it is to get into play testing it, the player movement reminds me a bit of a game I enjoy called Severed Steel.
17:36 bro once you start using sin() and PI in a script you already know you're never going to recall the flash of genius that bestowed your mind when it was made and if you ever have to touch that script again you're doomed
so real :(
I can relate. XD
Me programming my own Wolfenstein-like game engine from scratch using either sin or pi (or half pi or cos or tan) practically every other line in half my files. Also yes, it is very unfortunate, but not as unfortunate as making my own file format and manually editing a file in said format using a hex editor. The pain is real. I also have to go back and document that shit because this is a project for school.
@@oliverdowning1543 i always use yaml or json for formats until its fully implemented and only then would i turn it into a a bytecode if its affecting performance. honestly props if u dove headfirst into hex lol
You can tell who's got a comp sci degree for sure lol
damn, got in the first 19 seconds
edit: and now to say something of actual substance, devlogs like these ground the reality of prototyping games, and this'll be something for me to keep in mind whenever i eventually go on to make my own game
13:00 I'm a "real" artist and I'm proud of you. This looks great my guy
Ngl this channel has helped me a lot in wanting to be a game dev. Just starting out and struggling with nodes but ill learn and hopefully be able to record my thoughts and stuff like you did!
Cheers to one year and may the next year be filled with easy coding and bug fixing!
It is great fun, just know it doesnt make money
As someone who is on their own solo dev journey, I really enjoyed this video. I went and watched that old dev log a year ago and man you've come a long way. It has inspired me to keep at it even when I feel no motivation. Keep up the good work!
One interesting idea I had was dynamically changing the intensity of the music based on player speed. Maybe not right for this project but certainly interesting in concept
Literally never stop posting. Something about the way you speak and produce videos is so captivating
Love the 'thief the dark project' art style.
When it comes to the art, my impression from doing a playtest was "there are some really awesome looking rooms but most looks rushed with basic shapes"
So you're capable of making good looking stuff, it's just a time investment.
Sometimes just some small changes to make the geometry a little more interesting or add some extra texture can massively improve the look.
that bit about getting things to 100% requiring an additional order-of-magnitude in terms of codebase size i found to be especially personally relevant =_=
Often stated as "The last 10% takes 90% of the time"
I really, really enjoy your demo!
It really ticks of a lot of things I wish other game devs would do. The speed of saving and reloading is one example. It feels soooo good to just restart without losing the flow. The high skill ceiling, the quick start and the general replayability makes the game really accessible for both: a quick round and a long record hunting session.
And then there is the low heat generation.
The last thing I want to do in summer is to play games that heat my apartment with hundreds of watts.
It's a game I can play at any time (also of the year), slower paced (exploring), fast paced, for long and short sessions.
This game looks sick as hell, I can't wait to experience the gameploo loop! I also love seeing the Godot Engine utilized to make amazing games.
That town level is looking really good so far, especially the sky!
Congrats man! Im also approaching the 1 year of development fot my game and I just found the fun 💀. Bloodtheif is looking amazing man, keep it up
Finally, a big over view of what a full game looks like ! thank you very much, very helpful
5:25 jumping like that on walls is really cool and flying around
The amount of progress you made just this last month is absolutely insane!
Man... seeing your hand made knight model and realizing you kept it is very inspiring... I recently had to decide between my hand modeled 3d character or one made in MakeHuman and decided to go with the hand modeled one even though parts of it look unrealistic. You convinced me with your knight I made the right decision because your knight look unique and really sets up in my mind a relationship between bloodthief and that knight model.
What an excellent devlog. Lots of neat, interesting little details here. Hope to play Bloodthief when it comes out!
This video is 1. very informative while remaining short and contained and 2. very inspiring in terms of making me want to create my own game.
Love the format and love the dedication you are putting into making your project. You just earned a new subscriber, keep it up!
the artistic direction is great. It gives a great vibe and you can feel the scale.
This is an amazing blog, that offers great insight into how the general product design process applies to videogames
You definitely deserve more subs. I'm also a game dev but I have 21 years of coding experience under my belt lol. I use Godot also but my reason is because it's free. Game engine companies always switch up their payment methods. For instance Unity made it to where you have to pay for each person that downloaded of your game. They ran it back and said they weren't gonna do that. But they definitely tried and they will try something like that again it's only a matter of time. But for a single dev I have to say don't be too hard on yourself. You've done an amazing job. Your game looks better than 99% of AAA titles that have hundreds of devs.
just cleared the two levels in the playtest, its improved much better than when the playtest first started! The fluidity of the movement has gotten so much better and feels much more fun. Looking forward to the game!
the roomba on stair bit killed me. I've been watching your devlogs for a long time now and it's really amazing to see how far the game has come.
Wow you are so creative man! The game looks so fun I look forward playing it!
The sky and visuals look awesome!! Great work! Looks fast and fun! 😊
Working on finding the right gameplay loop and making everything else as minimalistic as possible in the beginning is definetly the right move. This looks sick!
Just playtested the game and its GREAT, your journey is a HUGE inspiration dude, keep up the good work!
Oh my god, I have been so turned off by games for so long. This looks so refreshing and fun. I rarely will purchase a game for myself unless it really looks fun. You sir may take my money.
Love seeing the progress and love that you're using Godot! I'm new to Godot and am learning it by making small projects. Love seeing people like you making awesome stuff! Thanks for the inspiration, and best of luck to you with your game!
This is a great devlog, I could watch these all day. Game looks really fun too, it's coming together super well!
Came across this today and looked awesome. From the theme, the atmosphere and the movement. Gave it ago and man, its fuckin awesome! Can't wait for more
Your game looks really fun man. I also like the art style, especially the outside level with the green quake sky. Keep it up!
Honestly kinda inspiring as somebody who doesn't work on games to see your thought process and work evolve, cool stuff!
Man, the aesthetic is looking gorgeous. Love that medieval style so much.
Man I laughed out loud so many times during this especially as the "WHATEVER YOU DO NOT TOUCH THIS CODE!" segment because it was a rabbit hole worth only going down once and never again be discussed or contemplated on ever again. Every coder has experienced that moment when you tapped into some magically wizardry and randomly got your code working correctly. I would love to make games some day, just currently strapped with obligations.
So good to see the game each episode closer to see the daylight! Thank you for share the progress and show a growing godot game. Good luck! :D
It's been really fun following the progress of the game! Can't wait to see how it all comes together in a full release.
Love watching dev-logs like these.
You all inspire me.
Thank you :)
following your progress is super inspiring! and the 'older' graphical aesthetics are so dope. keep it up! 💪
Im playing around with godot and im very new to it hearing about your experiences would be awesome. Good luck on the rest of your project!
This is probably one of my favorite games I've played, what you've made is so cool and I cannot wait to pay for the full version
Dude i love the level design in this like the giant castles and stuff like that
thank you for talking about your process of what programs are useful for what and how to make them efficient with each other. that is very interesting to me
7:14 oh lol, thats where i found ur channel, i remember that video now where ur aim went to wrong object enemy
dude you're the comlete package. fantastic devlogs, a game that's shaping up to be great, and this summary was short but comprehensive piece about solo developer's (or small team's) life.
I have an enemy suggestion, it is positioned out of reach firstly and you can reach it by air dashing the projectiles that it shoots
Good job homie. I know nothing about game dev, but it fascinates me. Keep pushing.
Cheers to a year of gamedev.
You have one of my favorite devlogs. It is on the same level as Dave Frampton who made the game Sapiens. Your UA-cam channel is also one of those channels, which I recommended most to other people. I'm looking forward to wherever your journey takes you.
Bro trying this demo is honestly the most insane thing ever it’s giving ultra kill vibes in the best way possible
What a journey! I grew up playing Wolfenstein3D/Doom 2/ into the Quake games, so this aesthetic hits a very pleasant note with me. Congratulations on making it this far, and garnering as much attention to your project as you have.
A video on your thoughts on Godot would be cool to watch. I am learning the engine now, and excited to see what you would have to say about it. Both good and bad.
your game looks really fun and I love how it looks, too! the way you describe the process not only makes me want to play but also go back to the game i started making a year ago and then abandoned
These videos are so inspiring for me, they really push me to continue working on my game even if it's demoralizing sometimes, so thank you so much !
Thanks for all your dedication man! Can't wait to buy your game :D
This just cropped up in my recommendations and what an excellent video, I must say. Interesting and very well put together. Love your approach and attitude.
i just found out about this game earlier, immediately did the playtest, and im really liking it. i know you said it feels like quake and hotline miami and ultrakill and titanfall and a million other things, and while it definitely has that influence, my favorite part is that this game feels like BLOODTHIEF. it feels like its own game. even if im ass at it im gonna obsess over this for a while
Just saw this vid, subbed, and started playing the playtest immediately, already excited to see how this goes, awesome work
You have quite a way of explaining what game development is to make it seem so much less daunting. Good stuff!
You seemingly approach dev with such a reckless abandon but some of the conclusions you reach in this video are just brilliant advice, far better than a lot of other channels on this site. The game isn't done yet so if there's some future "I deleted everything and started from scratch" video then maybe I'll rethink but it seems like your process for rapidly finding a good gameplay loop and then knowing when to move on is an absolute winner.
It's been really great to see your progress over the year. Actually looking forward to the full release.
Dude, the game looks absolutely amazing, the art style is so cool and nostalgia-inducing, I love it! Your and Goodgis' devlogs have been my favourite for the past year, been here since the beginning. Well done and keep it up!
🧢
@@alytonia703 came here just to hate, absolute loser
Yep, one of most interesting dev logs for sure. Because of how it structured and how you show how you learn new things aa you go.
i feel like i’ve learned some stuff watching this. i’ve got a game project of my own and i reckon your own discoveries will make my journey easier, so thanks for sharing your progress brother
Bro ur devlogs are goated
duuude im SOOOO excited for this game :DDD its gonna be such a fun retro style game
also, i have been very impressed by your movement mechanics while I've been playtesting
i like the overall look and aesthetics of the game it reminds me very much of pseudoregalia which i loved, also the gameplay looks really cool keep it up!
Following your journey has been super inspiring. Makes me want to try to make games again.
Wish listed yours. :)
For me working in web, its crazy how much effort you put into this without making bank, its even more crazy how happy that makes you, keep it up, do what makes you happy
Great work! Thank you for sharing your ups and downs as well as the dev process you followed. Good luck on reaching your release goal. Stay safe out there.
lf you havent already, you can add a kick that knockbacks yhe enemy alot but does not instantly kill them allowing you to airdash to them making for a cool mechanic, increasing the difficulty curve and giving you more options for harder map designs.
My brother showed me this video and I’ve spent the entire day playing the game and it’s insanely fun and the perfect game for me. I love games that are super movement based super fast and have a timer mechanic for levels. I love replaying levels over and over trying to get the fastest I can possibly get. I cannot wait until this is a full game.
10/10 would watch again
I'm very exited for this game. The movement reminds me of a dream I keep having where I surf around the town in a similar manner like the movement in Bloodthief.
Man I made a prototype with basically the same ideia, cool vampire, killing enemies, running fast with cool jumps, it's really cool to see the ideia working and so many people liking it, I stopped working on it because of my programer art, but you're a great programer and artist
I'd be really interested to see you talk about using Godot for larger projects such as yours. Thanks man
This is really cool. Congrats! Not just from a dev perspective, but from a product management perspective. You found your hook and developed a game around it, and then finalized the product to "good enough."
Hopefully this makes enough money so you can hire people to help in areas you are less confident in for Blood Thief 2!
great to see whats possible in godot! trying out tiny projects to see how godot works and I'm really enjoying it so far
re: emotes without finger rigging
maybe this is just me but i think an emote involving cleaning the blood off the sword would be cool asf. You can use the inside of the elbow to do it if you have to, or the back of the hand, or the palm if you decide to rig the fingers anyway
Considering that a big part of the game loop is about being covered in blood to get power, I'd counter with the argument that the player should have an animation for licking the blood off the sword to up the psychotic factor
I adore your content! I really appreciate showing all this.
Nice looking game and vibe. Hits really close to a hobby project I have been doing recently. I think you should add some variety to vertical elements so they look less uniform.
If you want to be a little more fancy, then add some distance blending e.g. at 13:11 to blend in a more upscaled version of the texture depending on camera distance - would look a little nicer.
Good luck with the dev! :)
Really inspiring video, I personally feel motivated to start learning about gamedev. I would def watch videos of you explaining your developement process and how to aproach things from scratch!
Love the really honest and forthcoming video! Very informative, thanks!
17:36 I feel this so much. My code at work is full of little nuggets like that. "// No idea how or why this works, but it does. DO NOT TOUCH."
Just asked for playtest I instantly got it. Honestly blargis is a genius for making a game this entertaning
Seems like u got a pretty cool game there man....u did the work, and u deserve the reward....I hope u make a million bucks
everything is looking great. cant wait to play it. may the rest of the development go smoothly.
This is great. As a fellow dev, I find this super inspiring. One of the best devlogs on UA-cam!
It's Ghostrunner with Tief graphics I love this game already.
I’m always checking in on your channel, great progress so far