some ideas for you to yoink (sorry for the essay lol): - it's difficult to tell what weapons the enemies have when you're moving around and dodging bullets, so making enemies that have different weapons look a bit different could be good. this would also help if you gave different enemies different stats/movement options. - when omni-switching late, it could temporarily highlight nearby enemies for a few seconds - cameras could be used to mark enemies and other controllable objects - some high level enemies/objects could require a basic quick time event to control, like you have to manually hack into them. this would have to be simple to not stop the momentum of the game, but could help to heighten tension. love the good work, keep it up!
Ill definitely work on the visibility of the enemies weapons to the player. Also i Loveeeeee the idea for a basic quick time event on certain higher level electronics. The highlight has actually been an idea ive had for a while so ill probably try get started on that soon. Not sure how useful the camera marking system would be though. Thank you for your essay :)
Wow huge progress from the last vid. Keep it up. Suggestion : You should animate the robot arms and other stuff in the background and also I think some conveyor belts would be cool too. Also I think it would be better if you made killing enemies more satisfying.
Thanks so much. Id love to do all the animation in the background but the current way i could do it would be super expensive on performace, so im still thinking of ways around it. Also would need to make sure the models are final and wont change, so this is something id do later on. As for killing, i totally agree, ive put no time into that aspect yet.
Suggestion: If there isn't reloading, maybe give the shotgun 4, 6 or 8 bullets instead of just 2. Also maybe add some ammo areas around the map that will let you reload like once.
Hmmm yea that would be a good idea, maybe ill have to just replace this shotgun with a pump action or something to better suit the purpose. Im thinking an m1897 trench gun would be awesome, but more futuristic
Damn i love when these devlogs come onto my reccomended, you said you added that bloom dirt mask i requested awhile ago but i havent really saw it since you said so - not sure if you forgot or just didnt add it but i'd love to see what it would look like in game. Keep this up man i love it
Thank you so much!!! I actually did add it, but it wasnt very noticeable, i had it in for a good month. And then when i was redoing all the color grading and stuff i forgot to put it back in. I think i need a different solution for this because it was super hard to notice. Ill come back to it. I really like the effect on your screen in titanfall when you get damaged, maybe something more along those lines could work.
@@Wishbone_Games Ah ok and no problem, there is an intensity option right below it on the post processing volume setttings but it obviously depends on the texture and the games look in general. Just looked at the titanfall effect and yeah that looks great for your game i saw a tutorial on that once you could probably easily find it
Great amount of progress! I don't really have anything to recommend or give ideas for except to maybe be able to hit robots using the butt of a gun when you're out of ammo.
Thank you!! I think youre the sole reason ive improved my editing recently so thank you. I really like the idea of the melee with the gun, it could be a funny challenge aswell to only do melee or something
@@Wishbone_Games Your welcome! Though like last time I have nothing. But here's a idea: 1: put the turret in intentional locations and add things around the area where a turret is so it doesn't look like it's just a random turret on the ground.
Turrets should have hatches on floors, walls, and the ceiling that they can come from. Maybe after you destroy a turret, it will take a while for a new turret to spawn on that hatch. I think more angles for turrets would allow the player to view the battlefield from different angles and find more interesting angles to “teleport” to.
Hey! Love the dev logs! Maybe try adding some new mechanics such as maybe some kind of hook or rope that you can throw at enemies to launch them towards you. It could lead to some cool combos or puzzles. :)
This looks absolutely amazing, Ive wanted to do what your doing, but havnt had the patience to work everything out. Some suggestions: Give audio for the guns more kick to them, like think of Fortnite's pump shotgun, Csgos AK, Valorants Stinger. The bass-y kick-ass audio is what makes them feel so powerful. Also, music. Whenever you add it, I think music that follows the style of Ghostrunner would work really well! The glitch effect when you are about to die could be somewhat of a hinderance, id say keep it, but make it glitch out the border more than the whole screen In the future, enemy robots talking to each other like how Halo grunts (or ghostrunner enemies) sometimes do would probably make it more emersive (Considering there corporate robots, I can understand if you wouldnt want to add this one) I think working on the level design to incorporate your movement tech would be cool, your most likely already adding that lmao Finally some big ones; A main menu, Story, Animations/Cutscenes, Possibly a skilltree where you can select certain movement techs making you unable to have all of them? Love this series, and I deadass cannot wait to play this game
Thank you so much for all the ideas! I really like your idea to incorporate movement into the level design, its exactly what im working on at the moment. As for your big suggestions, its just too early to worry about most of them, i need to still lay the groundwork for all those to fall on
I feel like the transition between the dark floors and white floors transitions are harsh maybe give the white floor more texure maybe like concrete cracks.
@@Geckomon_unboxing Thank you, yea ive been putting SOOOO much effort into the map, i hope you guys like it. Also thanks for watching the horror video to the end :)
Maybe a hatch in the wall that releases a rocket once in a while? Then you can control it back, or maybe just hack it and guide with crosshair, love the idea
Maybe In later levels of the game you can have the enemies have like a “virus detected” thing where you’re have a timer after you enter an enemy before it kills your
A thing I would really like to see would be a visual hit indicator when shooting enemys These indicators could be cod style hidmarkers, simple flinching like in doom 2016 or spark sparticals that come out of the place where you hit them I would love if it was the later two because they would be more immersive
I think the flinching wouldnt work too well with robots, but id happily add some debris falling off them, and maybe on the robot hud you could get some notification that youve hit another robot
You should add different enemy classes, by changing their mobility, steadiness (how much recoil they should have), gow much health they have, how much time you can hijack em.
Yea this is definitely a direction i need to go in and explore with my game, just havent had the time yet to design this. Hopefully ill get a chance in the coming weeks
i think it would be interesting if the player was forced to move often by making it so that the player's life timer thing gets shortened faster if they do nothing but stand still. also, some enemy types that force the player to move as well would be a possible solution
also the idea for the game reminds me of prey 2017 except the entire game revolves around it and i'm stoked to see this game completed! good luck on your game!
Its a cool idea, but it would discourage people from using the main mechanic i think, but maybe it would be cool to make a certain type of enemy that you can kill to gain extra time
Plsssss make the shotgun bounce you like rocket jump so you could like shoot at the ground and get airtime the shot forward or backwards as a dash like feature that would be so much fun
the bullets doesn''t really feel powerful more hit feedback is definitely needed like hit reactions, bullet particles and maybe small piece of robots dropping
I really appreciate the offer but i need to make sure for this game at least, that i do it all myself so that i can use it as a benchmark for how big of a project i can take on in the future, if id outsource all my work, i wouldnt know my capabilities.
some ideas for you to yoink (sorry for the essay lol):
- it's difficult to tell what weapons the enemies have when you're moving around and dodging bullets, so making enemies that have different weapons look a bit different could be good. this would also help if you gave different enemies different stats/movement options.
- when omni-switching late, it could temporarily highlight nearby enemies for a few seconds
- cameras could be used to mark enemies and other controllable objects
- some high level enemies/objects could require a basic quick time event to control, like you have to manually hack into them. this would have to be simple to not stop the momentum of the game, but could help to heighten tension.
love the good work, keep it up!
Ill definitely work on the visibility of the enemies weapons to the player. Also i Loveeeeee the idea for a basic quick time event on certain higher level electronics. The highlight has actually been an idea ive had for a while so ill probably try get started on that soon. Not sure how useful the camera marking system would be though. Thank you for your essay :)
the last idea sounds great
Lets go new devlog!!!
Lets gooooo new comment!!
Looks dope! Looking forward to more devlogs and the game :D
Thanks man, love your videos :)
Wow huge progress from the last vid. Keep it up.
Suggestion : You should animate the robot arms and other stuff in the background and also I think some conveyor belts would be cool too. Also I think it would be better if you made killing enemies more satisfying.
Thanks so much. Id love to do all the animation in the background but the current way i could do it would be super expensive on performace, so im still thinking of ways around it. Also would need to make sure the models are final and wont change, so this is something id do later on. As for killing, i totally agree, ive put no time into that aspect yet.
@@Wishbone_Games Good point.
Suggestion: If there isn't reloading, maybe give the shotgun 4, 6 or 8 bullets instead of just 2. Also maybe add some ammo areas around the map that will let you reload like once.
Hmmm yea that would be a good idea, maybe ill have to just replace this shotgun with a pump action or something to better suit the purpose. Im thinking an m1897 trench gun would be awesome, but more futuristic
@@Wishbone_Games Yeah pump shotgun and a couple ammo stations around map. I was thinking about the XM1014 shotgun.
Damn i love when these devlogs come onto my reccomended, you said you added that bloom dirt mask i requested awhile ago but i havent really saw it since you said so - not sure if you forgot or just didnt add it but i'd love to see what it would look like in game. Keep this up man i love it
Thank you so much!!! I actually did add it, but it wasnt very noticeable, i had it in for a good month. And then when i was redoing all the color grading and stuff i forgot to put it back in. I think i need a different solution for this because it was super hard to notice. Ill come back to it. I really like the effect on your screen in titanfall when you get damaged, maybe something more along those lines could work.
@@Wishbone_Games Ah ok and no problem, there is an intensity option right below it on the post processing volume setttings but it obviously depends on the texture and the games look in general. Just looked at the titanfall effect and yeah that looks great for your game i saw a tutorial on that once you could probably easily find it
Great amount of progress! I don't really have anything to recommend or give ideas for except to maybe be able to hit robots using the butt of a gun when you're out of ammo.
Thank you!! I think youre the sole reason ive improved my editing recently so thank you. I really like the idea of the melee with the gun, it could be a funny challenge aswell to only do melee or something
@@Wishbone_Games Your welcome! Though like last time I have nothing. But here's a idea:
1: put the turret in intentional locations and add things around the area where a turret is so it doesn't look like it's just a random turret on the ground.
2:40 although it might not be realistic, the barrel should probably decelerate instead of stopping instantly
I cant wait for the playtest!!!!
Love the game so far. Great progress!
Thanks so much :)
Make a self destruct enemy that can jump high so it can catch up to the player speed and explode as soon as it get to you
I really like that, sorta like the ticks in titanfall 2?
@@Wishbone_Games yeah, that one
Turrets should have hatches on floors, walls, and the ceiling that they can come from. Maybe after you destroy a turret, it will take a while for a new turret to spawn on that hatch.
I think more angles for turrets would allow the player to view the battlefield from different angles and find more interesting angles to “teleport” to.
I like the idea, ill definitely have to play around with that because it seems like a fun direction to go in, thanks so much
Hey! Love the dev logs! Maybe try adding some new mechanics such as maybe some kind of hook or rope that you can throw at enemies to launch them towards you. It could lead to some cool combos or puzzles. :)
The new factory area looks very good!
Thank you!!!
I’m watching this over Mark Robers video
Good job man,really cool
Thanks so much :)
This looks absolutely amazing, Ive wanted to do what your doing, but havnt had the patience to work everything out.
Some suggestions:
Give audio for the guns more kick to them, like think of Fortnite's pump shotgun, Csgos AK, Valorants Stinger. The bass-y kick-ass audio is what makes them feel so powerful.
Also, music. Whenever you add it, I think music that follows the style of Ghostrunner would work really well!
The glitch effect when you are about to die could be somewhat of a hinderance, id say keep it, but make it glitch out the border more than the whole screen
In the future, enemy robots talking to each other like how Halo grunts (or ghostrunner enemies) sometimes do would probably make it more emersive (Considering there corporate robots, I can understand if you wouldnt want to add this one)
I think working on the level design to incorporate your movement tech would be cool, your most likely already adding that lmao
Finally some big ones; A main menu, Story, Animations/Cutscenes, Possibly a skilltree where you can select certain movement techs making you unable to have all of them?
Love this series, and I deadass cannot wait to play this game
Thank you so much for all the ideas! I really like your idea to incorporate movement into the level design, its exactly what im working on at the moment. As for your big suggestions, its just too early to worry about most of them, i need to still lay the groundwork for all those to fall on
most underrated devlog youtuber
I feel like the transition between the dark floors and white floors transitions are harsh maybe give the white floor more texure maybe like concrete cracks.
Ive actually reworked the map completely so im really excited to show it off.
@@Wishbone_Games I saw a bit of it in your newest horror video and what I've seen looks great! can't wait to see the next upload.
@@Geckomon_unboxing Thank you, yea ive been putting SOOOO much effort into the map, i hope you guys like it. Also thanks for watching the horror video to the end :)
Add ammo to the turret like idk, 250 bullets MAX
Well its a bit hard to do that because the turret also fires when youre not in it, but ill play around and see what feels best
@@Wishbone_Games just give the turret infinite ammo when ur not in it, a bit like for the enemies
You got it!
I got it!!
Removing the reload system was such a good move in my opinion. Ramping up the difficulty and forcing the game's main mechanic.
Thank you, im so happy with the feedback ive recieved on the removed reload.
That turret model looks sick 😮
Ooooooh thank youuuu :)
I loooooooooooveeeeeeeee that ideaaaaaaaaaaaaa!!! I'm joining to the discord 😏👍
Thannnnnnnnnnkkkkk yoooooooouuuuuuuu
Cant wait for the release..
Try using outline on the enemy's
Thank youuu, i might do that or mabe redesign them a little to make them contrast better with the map
Waiting for my laptop to boot up so I can spend 5 hours downloading the game of the year omnipresence
I am so hyped
Hahhaah thanks so much... hopefully it works...
@@Wishbone_Games I hope so
But steam won't let me login
yesss, finally the playtest, lets hope i get accepted lol
Yesss i hope you got to try it....
An enemy that fires rockets, and you can hack into the rockets to return them to the sender with remote controls.
Maybe a hatch in the wall that releases a rocket once in a while? Then you can control it back, or maybe just hack it and guide with crosshair, love the idea
Make a colored outline around the object for when you omni-switch so it helps the player know where they can switch to
I like this idea a lot, just gotta figure out how to do this haha
Maybe In later levels of the game you can have the enemies have like a “virus detected” thing where you’re have a timer after you enter an enemy before it kills your
I already have this in the game, or maybe i misundertood what youre saying?
A thing I would really like to see would be a visual hit indicator when shooting enemys
These indicators could be cod style hidmarkers, simple flinching like in doom 2016 or spark sparticals that come out of the place where you hit them
I would love if it was the later two because they would be more immersive
I think the flinching wouldnt work too well with robots, but id happily add some debris falling off them, and maybe on the robot hud you could get some notification that youve hit another robot
You should add different enemy classes, by changing their mobility, steadiness (how much recoil they should have), gow much health they have, how much time you can hijack em.
Yea this is definitely a direction i need to go in and explore with my game, just havent had the time yet to design this. Hopefully ill get a chance in the coming weeks
Yesss
Yessss
i think it would be interesting if the player was forced to move often by making it so that the player's life timer thing gets shortened faster if they do nothing but stand still. also, some enemy types that force the player to move as well would be a possible solution
I really like that idea, i think it would have a very snug place in the gameplay. thank you :)
also the idea for the game reminds me of prey 2017 except the entire game revolves around it and i'm stoked to see this game completed! good luck on your game!
Suggestion. You can use time for health. Every kill you make will add some time
Its a cool idea, but it would discourage people from using the main mechanic i think, but maybe it would be cool to make a certain type of enemy that you can kill to gain extra time
First! Now time to watch the clip
Yeaaa haha thanks
It would be awesome if enemies ragdolled when killed, but I have no idea how that would work
Hmmm ill play around with the idea, thank you
this could work great as a roguelite
I see where youre coming from but im not going to pivot the genre of my game haha
This has a lot of potential. Also how many levels are you gonna make?
Thanks so much, honestly not sure as of now, but quite a few id hope
YES
YES
When you beat the cargo bay level you need to go in to a container and you will be put in to the ship
NOOOOOOOOOOOOO IT TOOK ME 21 HOURS BEFORE I SEE THIS :c
Nooooo how could you??
@@Wishbone_Games I KNOW I AM SO SRY, MY WIFE LEFT ME AND NOW MY LIFE IS RUINED
the 4th dimension 💀
I STILL DONT UNDERSTAND
@@Wishbone_Games you watched a 3blue 1 brown video. Impossible
Add hand animation for the omniswitch
I really want to now that you said it, thanks :)
Maybe make the crosair bigger cus i cant see it😂
Yea i might change the crosshair to be more like a standard fps crosshair.
@@Wishbone_Games ok
cool
Thank you
cant u just witch from ur current player and switch back instantly for unlimited ammo?
anyways i love the new feature
Yea you can, though i dont really mind that because you still used the main mechanic. Thank you :)
Plsssss make the shotgun bounce you like rocket jump so you could like shoot at the ground and get airtime the shot forward or backwards as a dash like feature that would be so much fun
the roofs
?
@@Wishbone_Games can you please texture one 1x1 square of cealing
the bullets doesn''t really feel powerful more hit feedback is definitely needed like hit reactions, bullet particles and maybe small piece of robots dropping
Defiinitely agree with you on that one, its not even very satisfying to kill an enemy so ill have to overhual that. Thanks for the feedback
Random idea: a overloaded shotgun
Story or endless modes
Story
@@Wishbone_Games any chance for an endless mode
@@DamoMartin Hmm, i dont think so.. but maybe if i finish the game sooner than i predicted i could work on that
Music?
Much later, i dont have enough of my game built yet to worry about adding music
Add a style meter
It would be nice, but i think that would make my game too close to ultrakill, and wouldnt match the tone of my game
Suggestion:the player can hack enemy weapons and make the enemy shoot there self if they beat the enemy into low hp like a finish move
Hmm thats an interesting idea actually thanks, ill give this a think
Yandere dev got nothing on this man
Hold gun in one hand or hold it like in other games or it looks stupid instead of creative
I could help with some code and email it to you if you want, i don't even need credit, but if you do, just put Overridden Studios as the name :)
I really appreciate the offer but i need to make sure for this game at least, that i do it all myself so that i can use it as a benchmark for how big of a project i can take on in the future, if id outsource all my work, i wouldnt know my capabilities.
@@Wishbone_Games ok, im currently working on a infintie universe
Hey you removed what I said, RELOADING!
Your comment literally stunned me when i first saw it. I had no idea why i never thought more about that so thank you
@@Wishbone_Games Yeah no problem!
Make different modes!!!!!!
Maybe sometime, but right now i just wanna have a campaign
👌 'Promo sm'
Promo SM