I think having dungeons be handcrafted is almost always better in this context, but you could also put in some endless minigame dungeon somewhere that is procedurally generated to get a nice mix of the two if you wanted to
Just to add, im sure everyone is familiar with Wizard of legend, very good dungeon crawler with procedural dungeons, maybe something to help draw inspiration from.
Game looks great. I do believe that the procedural stuff should be limited to just specific areas so that you can plan the dungeon design to be more challenging. But on a whole your game looks to be coming along great and I will definitely pay for the final version.
I like both hand generated design along with random generation. Spelunky, for instance has hand designed ‘rooms’ to which certain elements are randomly picked, then a cleanup pass happens to ensure quality.
I love the music. It’s s perfect. If there’s one thing I don’t really like though, it’s the portal( I don’t see the point and it makes the game look even more like minecraft). I personally prefer the randomly generated dungeons because it adds a little more challenge and mistery.
I was wandering through yt when I saw your video. Your game looks really nice and the gameplay seems nice too. I look forward to see what it willl become :D. You ve got yourself a new fan
Love the look of this! Maybe you could design a bunch of individual rooms by hand, the procedurally place them? That way each room is hand designed, which is likely way more polished and challenging, yet, each time you enter a dungeon it'll be a random assortment of rooms available in that specific dungeon.
I love the look of this game. I'm sure my own game can take inspiration from this, amazing! I think that procedural dungeon generation is more ideal because it makes the game more replayable, like Archvale. Your videos are great, simply superb!
Hand Crafted Dungeon is nice for polished looks. You can also pool a set of them with the Boss Room Tagged "BossRoom" and Spawn a boss at random so even if a player gets a familiar layout the end result is random. Though the boss room would need to obey the function of the boss if there were any environmental effects. I like the style of this!
Also the series of BossKey from Game maker’s toolkit is a great demonstration of the level design behind each Zelda dungeons. It helped me a lot design mine!
You could theoretically handcraft Dungeon rooms and give them each a requirement so that they randomly get attached to each other whilst also following a certain rule. For example that no error occurs the "Dungeon Boss Room" (if u have that ofc) cannot be attached to the "Shop Room"
I'd say keep the procedural generation but combine it with handcrafted rooms. Spelunky uses this approach and I absolutely love the levels in that game, always interesting but recognizable at the same time. Also maybe add some secret rooms filled with goodies? Always feels great to find one of those 😁
Nice game! One thing I noticed when I downloaded the demo and fought the boss, is that I can combo the boss to oblivion infinitely with auto attacks or that flame attack. Also, the flame attack makes the game lag a bit. I know its pretty early in development, but cool game so far! Keep it up!
Okay I played the game and it was so nice. Smooth animatioon, nice sound effects and good enemies. One criticism is that in the second area the coin becomes blended with the environment making it hard to find, also the game should slow down when opening the inventory and there should be a magnet type effect to pull the coin towards the player
procedural is a mixed back, you create vast oceans but it ends up being so shallow that it really doesn't matter. I prefer making hand made dungeons etc
Why not mix both approches? Special dungeons and/or main dungeons could be handcrafted but smaller ones are generated to keep things fresh? I liked your shorts a lot :) The games progress is amazing!
Very nice the walking animation is a huge improvement it was a bit jarring before. Good progress. You can make some hand designed prefabs to use for the procedural generation and have a little of both with random details being added in as well.
i played a game a while ago, and they hand crafted a few rooms then used a precedually generation to generate and place these rooms together so this way the levels where still generated but it was done from a selections of completely build room. this was a 3 d game thou
I love what you do, it's awesome work. I really like the Zelda saga and I could swear that you do too 😅. I look forward to your game and don't regret subscribing.
For the procedural gen, keep using it but change where it’s applied! Instead of having a room be *generated, handcraft rooms and have them procedurally connected to each other. Also random enemies in room. Example from my memory is Bullets Per Minute, RoboQuest and maybe Enter the Gungeon on steam
Enter the gungeon is a great example. Every room is handcrafted down to enemy placements with some variants that are pulled from (Sometimes a Blue Shotgunkin spawns instead of a red) and sometimes certain doorways don't exist, but they all link together with and create your level. It's a good system, allowing for nice rooms that feel fair (Sometimes, bullet patterns can be a bitch and a half sometimes) while keeping each run nice and varied.
Your game is coming along nicely. As an old school 2D gamer, I would highly advice not using procedurally generated levels. People that play these games like to memorize every square inch of every map, become experts in the games, and that makes hand crafted levels a must. Just my opinion though. The music and are are fantastic, btw. Kudos to the people that worked on them.
I think you should look into graph grammers. It helps make your procedural generation have a hand-crafted feel. I would also look into Moonlighter dungeons for inspiration as well.
looks great so far :D maybe you could have one of the dungeons be procedurally generated, and one that is not procedurally generated just to test them both out and compare? then you could go from there
srry if its not about the dungeon but i think that the enemy should drop more than one coin (i came up with this idea watching the hollow knight coin system)
THIS GAME IS SICK! A couple points of feedback: - The swing felt clunky and slow. You swing and then it feels like you pause for a second while you give up your movement and it just felt horrible in general to use. - The dodge roll almost never came up. there were no enemies for which the dodge roll was actually necessary which meant my main point of avoidance for enemy attacks was just circling them. - The Boss's charge attack has no telegraph, same with the little eyes too. That's all.
I can't wait for when this is released and people start calling it a souls like just because it has a roll button also love the art it reminds me of terraria with some inconsistencies but somehow still looks amazing
Really nice game. I think generated ways which lead from one handcrafted room to another should work best for the main game, than for some meaningful parts of the story should be purely handcrafted passages (for example a run from the monster thing) and for little dungeons (like the bomb cave) it could be totally generated up to 10 rooms. The eye enemys are the babytype of the boss. So it would add to make em more believable if there would be eyeballs which shoot instead of the dash attack. Or if this is switched by a coin every time you came to the room. So the backtrack would be more interesting. Also there could be nests and queens which spawn the enemys until destroyed/killed, so in the room are no enemys for 2/3/5 times you go in. If a room is fully cleaned you can give the player in some rooms the possibility to make a campfire to restore a bit health. Health could be refilled by mushrooms which also give the player a handicap for a short time. Apples could be the save alternative. And campfires the most save one. Big foot like meat could make you slow for a while... By doing so this is like a mini game within the game. If you hold the shoot key when firing arrows they may fly longer range. Bombs could explode when you release the key. So the boomerang doesn't need to do damage but is a mobile obstacle when first click is shoot, second hold position and third come back. All this leads to players feeling like little generals when this little tactical decisions work out. Also you could consider some people using W-A-S-D and not the arrows because it would fit better with using e for extermination inventory. And when "i" is the normal one both are not that overcrowded. This are just my thoughts after playing the demo @Challacade . Keep going!
Have to correct myself: W-A-S-D is possible to use but did not work at first start. No blame here I tried it on Windows 8.1. Second start it worked there too. In Win10 it worked from first start. ... But the 2 inventorys would still be a nice thing.
Nice looking game,i played the demo and i have a sugestion,it would be cool if you would add different weapon types with different stats,an example:Katana-fast,less damage but gives a bleed effect wich will take a bit of life of an enemy every 2 seconds;Axe-big damage,kinda slow and it will stun enemies a LOT and others types
New to this channel and everything looks great! Though I feel like the tree leaves are too similar in color to the grass. Without the outlines, they almost blend in. Looking at the trees in some other top-down games (Stardew Valley, and A Link to the Past), you can see how much contrast there is between tree leaves and grass.
the animations are clean asf but it would be sick if the character had multiple different attack animations like for example add a random chance after pressing attack 3 times in a row for the character to do a 360 spin attack or sumthing like that
combine procedural dungeons with hand-built ones by making a variety of hand-built rooms or maybe groups of rooms and then placing those procedurally. so a slightly different approach to what everyone else is saying lol.
I'm going to do my best; I think the dungeons are going to be smaller scale with a bit more focus on combat, but I'd like to incorporate puzzles into the gameplay, it will help a lot with pacing
Suggestions for dungeons Handcraft the dungeons that you will access in main story Make the dungeons procedurally generated where player will go to earn coins xp etc. Take Pokemon games for example. The enemies in the battle tower are random but in the main story they are fixed.
Can you give any advice for beginners indie dev ?ı ım starting any project and ı cant make in my mind always adding e new features and project be so complicated and ı give up how do you started dev and how many years have you been game dev ?
I think handcrafted dungeons are always better, in the same way how zelda dungeon work, the layout and possibilities of level design are much more high since you can make puzzle, parkour, or mechanics that isn’t restricted to only per room. So you will be able to make puzzles or fight that isn’t only atrached to one room, which greatly increase the creativity for puzzlebox dungeons. You would also be able to manage new mechanics much better with a good learning and difficulty curve that you have better control on it. It also depend on what type of game you want to make, but I personally feel that pre-made dungeon isn’t as much restricted in level design than random generation
I just played the demo it was amazing I have one suggestion could you please put a sound for when you swim like you did when you push a monster in to the water please reply to this comment your videos mean so much to me
Hello, so I just started watching this series I think it is really cool, just stumbled on your channel a couple of days ago. What library or game engine are you using to make this game with?
I've tried the game and It really nice, but theres something i noticed that should be fixed: the Fire weapon is way too op, i mean It takes 0 skill and It deals a lot of damage, and It also stops the little eye bulbs' dash making them unable to hit you.
Procedually generated dungeon would be better, every playthrough would be different and adds replay-value. What doesn't make sense is those screen fade-outs in dungeons, would be nicer if map parts would be bigger and loading new maps would happen less often.
Looks awesome so far! I've been messing around with Monogame and I stumbled upon your videos, but I notice you use love2d here. Is there any reason why you use love2d over monogame? How is performance?
I agree with the decision to not to procedural generation. I think games like Zelda are so good and beautiful because many aspects are "handcrafted" and designed with a lot of intent. I also think with procedural generation the game might be too similar to the game soul knight Regardless, the game looks great! It's amazing to see all the progress that has been completed, it already looks beautiful!
What song is playing at the start of the video? I feel like I've heard it hundreds of times but I can't for the life of me remember where it comes from...
@@Challacade THANK YOU! I felt like I was about to go crazy trying to find where it came from. These devolgs are great and really inspiring, by the way!
hand designing every single one of the dungeons would not be a good idea from a time management standpoint. It really depends on how many you're planning to make, but I would not suggest reusing the same dungeon layouts either.
I think having dungeons be handcrafted is almost always better in this context, but you could also put in some endless minigame dungeon somewhere that is procedurally generated to get a nice mix of the two if you wanted to
Just to add, im sure everyone is familiar with Wizard of legend, very good dungeon crawler with procedural dungeons, maybe something to help draw inspiration from.
I know this was a year ago, but Secrets of Grindea does this exact thing.
looking back to the first concept of the game to now, super impressive! Love your work Challacade, cant wait for when the game in completed!!!
man the boss fight theme which is a leitmotif of the dungeon theme is awesome
Game looks great. I do believe that the procedural stuff should be limited to just specific areas so that you can plan the dungeon design to be more challenging. But on a whole your game looks to be coming along great and I will definitely pay for the final version.
Happy to work with you @Challacade ! Awesome video, can't wait for more updates on the game 🎮 🎶
Looks great! Catching a lot of Mana Spark feels here
I like both hand generated design along with random generation. Spelunky, for instance has hand designed ‘rooms’ to which certain elements are randomly picked, then a cleanup pass happens to ensure quality.
Its amazing how much you grew!
Just watch all the vids in the series. Caught up now and can enjoy the new stuff :D looking forward to the next vid.
I love the music. It’s s perfect. If there’s one thing I don’t really like though, it’s the portal( I don’t see the point and it makes the game look even more like minecraft). I personally prefer the randomly generated dungeons because it adds a little more challenge and mistery.
The game plays so smooth and lovely, keep it up, love it!
The combat looks SSMOOTH!! Subbed
I was wandering through yt when I saw your video. Your game looks really nice and the gameplay seems nice too. I look forward to see what it willl become :D. You ve got yourself a new fan
Weehee! New devlog! I LÖVE those! (get it?)
Love the look of this! Maybe you could design a bunch of individual rooms by hand, the procedurally place them? That way each room is hand designed, which is likely way more polished and challenging, yet, each time you enter a dungeon it'll be a random assortment of rooms available in that specific dungeon.
Looking great man. Love the artstyle and how smooth it all looks. Good enough to make me click demo link (I never play demos). Keep up the good work!
I love the look of this game. I'm sure my own game can take inspiration from this, amazing! I think that procedural dungeon generation is more ideal because it makes the game more replayable, like Archvale.
Your videos are great, simply superb!
Hand Crafted Dungeon is nice for polished looks. You can also pool a set of them with the Boss Room Tagged "BossRoom" and Spawn a boss at random so even if a player gets a familiar layout the end result is random. Though the boss room would need to obey the function of the boss if there were any environmental effects. I like the style of this!
This is incredible! Ive always been interested in this type of thing but have never gotten into it
Aaahh... bomberman 64 background music. This sounds so good, relaxing and nostalgic.
Giving me some beholder vibes and I love it.
Also the series of BossKey from Game maker’s toolkit is a great demonstration of the level design behind each Zelda dungeons. It helped me a lot design mine!
Subbed. Cool project man.
Game looks really interesting, I’ll be sure to keep an eye on its progress ❤
You could theoretically handcraft Dungeon rooms and give them each a requirement so that they randomly get attached to each other whilst also following a certain rule.
For example that no error occurs the "Dungeon Boss Room" (if u have that ofc) cannot be attached to the "Shop Room"
I'd say keep the procedural generation but combine it with handcrafted rooms. Spelunky uses this approach and I absolutely love the levels in that game, always interesting but recognizable at the same time. Also maybe add some secret rooms filled with goodies? Always feels great to find one of those 😁
Nice game! One thing I noticed when I downloaded the demo and fought the boss, is that I can combo the boss to oblivion infinitely with auto attacks or that flame attack. Also, the flame attack makes the game lag a bit.
I know its pretty early in development, but cool game so far! Keep it up!
I think a procedurally-generated world with handcrafted dungeons is a good blend.
Okay I played the game and it was so nice. Smooth animatioon, nice sound effects and good enemies.
One criticism is that in the second area the coin becomes blended with the environment making it hard to find, also the game should slow down when opening the inventory and there should be a magnet type effect to pull the coin towards the player
for the boss: an eye ball that follows you like super mario 64 would be a cool touch
I think handcrafted dungeon story mode, and a "procedural trial" you can connect with as extra level challengees for rewards at trial completion.
procedural is a mixed back, you create vast oceans but it ends up being so shallow that it really doesn't matter. I prefer making hand made dungeons etc
Why not mix both approches? Special dungeons and/or main dungeons could be handcrafted but smaller ones are generated to keep things fresh?
I liked your shorts a lot :) The games progress is amazing!
I echo this sentiment a thousand times.
Very nice the walking animation is a huge improvement it was a bit jarring before. Good progress. You can make some hand designed prefabs to use for the procedural generation and have a little of both with random details being added in as well.
i played a game a while ago, and they hand crafted a few rooms then used a precedually generation to generate and place these rooms together so this way the levels where still generated but it was done from a selections of completely build room. this was a 3 d game thou
I love what you do, it's awesome work. I really like the Zelda saga and I could swear that you do too 😅. I look forward to your game and don't regret subscribing.
For the procedural gen, keep using it but change where it’s applied!
Instead of having a room be *generated, handcraft rooms and have them procedurally connected to each other.
Also random enemies in room.
Example from my memory is Bullets Per Minute, RoboQuest and maybe Enter the Gungeon on steam
Enter the gungeon is a great example. Every room is handcrafted down to enemy placements with some variants that are pulled from (Sometimes a Blue Shotgunkin spawns instead of a red) and sometimes certain doorways don't exist, but they all link together with and create your level. It's a good system, allowing for nice rooms that feel fair (Sometimes, bullet patterns can be a bitch and a half sometimes) while keeping each run nice and varied.
Your game is coming along nicely. As an old school 2D gamer, I would highly advice not using procedurally generated levels. People that play these games like to memorize every square inch of every map, become experts in the games, and that makes hand crafted levels a must. Just my opinion though. The music and are are fantastic, btw. Kudos to the people that worked on them.
I think you should look into graph grammers. It helps make your procedural generation have a hand-crafted feel.
I would also look into Moonlighter dungeons for inspiration as well.
I like it!
looks great so far :D
maybe you could have one of the dungeons be procedurally generated, and one that is not procedurally generated just to test them both out and compare? then you could go from there
Love a bit longer videos!
Ill be working on making the vids longer ☺️
@@Challacade Amazing!
great idea 👍👍
srry if its not about the dungeon but i think that the enemy should drop more than one coin (i came up with this idea watching the hollow knight coin system)
THIS GAME IS SICK!
A couple points of feedback:
- The swing felt clunky and slow. You swing and then it feels like you pause for a second while you give up your movement and it just felt horrible in general to use.
- The dodge roll almost never came up. there were no enemies for which the dodge roll was actually necessary which meant my main point of avoidance for enemy attacks was just circling them.
- The Boss's charge attack has no telegraph, same with the little eyes too.
That's all.
EPIC 😎😎😎😎
I can't wait for when this is released and people start calling it a souls like just because it has a roll button also love the art it reminds me of terraria with some inconsistencies but somehow still looks amazing
Really nice game. I think generated ways which lead from one handcrafted room to another should work best for the main game, than for some meaningful parts of the story should be purely handcrafted passages (for example a run from the monster thing) and for little dungeons (like the bomb cave) it could be totally generated up to 10 rooms.
The eye enemys are the babytype of the boss. So it would add to make em more believable if there would be eyeballs which shoot instead of the dash attack. Or if this is switched by a coin every time you came to the room. So the backtrack would be more interesting.
Also there could be nests and queens which spawn the enemys until destroyed/killed, so in the room are no enemys for 2/3/5 times you go in. If a room is fully cleaned you can give the player in some rooms the possibility to make a campfire to restore a bit health.
Health could be refilled by mushrooms which also give the player a handicap for a short time.
Apples could be the save alternative. And campfires the most save one. Big foot like meat could make you slow for a while... By doing so this is like a mini game within the game.
If you hold the shoot key when firing arrows they may fly longer range. Bombs could explode when you release the key. So the boomerang doesn't need to do damage but is a mobile obstacle when first click is shoot, second hold position and third come back. All this leads to players feeling like little generals when this little tactical decisions work out.
Also you could consider some people using W-A-S-D and not the arrows because it would fit better with using e for extermination inventory. And when "i" is the normal one both are not that overcrowded.
This are just my thoughts after playing the demo @Challacade . Keep going!
Have to correct myself: W-A-S-D is possible to use but did not work at first start. No blame here I tried it on Windows 8.1. Second start it worked there too. In Win10 it worked from first start. ... But the 2 inventorys would still be a nice thing.
I don't know how I got here, but I'm glad the Algorithm brought me here.
I think the dungeon should have a trip wire with a crossbow trap and I think you should design a couple rooms and then make the game pick random ones
Nice looking game,i played the demo and i have a sugestion,it would be cool if you would add different weapon types with different stats,an example:Katana-fast,less damage but gives a bleed effect wich will take a bit of life of an enemy every 2 seconds;Axe-big damage,kinda slow and it will stun enemies a LOT and others types
Shy Guy the slasher :D
you should do hand made dungeons with procedrial variations
So cool
can someone tell me the name of the style of this combat animation?
Cool!
i think having dungeons handcraftes is way better in games.
Games awesome
Suggestion: add mini bosses or locked rooms where u have to defeat all mobs to get a key to progress
Add traps like lava or arrow traps
New to this channel and everything looks great! Though I feel like the tree leaves are too similar in color to the grass. Without the outlines, they almost blend in.
Looking at the trees in some other top-down games (Stardew Valley, and A Link to the Past), you can see how much contrast there is between tree leaves and grass.
the animations are clean asf but it would be sick if the character had multiple different attack animations like for example add a random chance after pressing attack 3 times in a row for the character to do a 360 spin attack or sumthing like that
combine procedural dungeons with hand-built ones by making a variety of hand-built rooms or maybe groups of rooms and then placing those procedurally. so a slightly different approach to what everyone else is saying lol.
Awesome work! Are you going to come up with any puzzle mechanics like in LoZ?
I'm going to do my best; I think the dungeons are going to be smaller scale with a bit more focus on combat, but I'd like to incorporate puzzles into the gameplay, it will help a lot with pacing
can you make the controlles custemizeable?
Suggestions for dungeons
Handcraft the dungeons that you will access in main story
Make the dungeons procedurally generated where player will go to earn coins xp etc.
Take Pokemon games for example. The enemies in the battle tower are random but in the main story they are fixed.
Hand designed so speedruns are more consistent.
the eyeball reminds me of the eye of terror from dst (which is just the eye of cthulhu from terraria :3)
Can you give any advice for beginners indie dev ?ı ım starting any project and ı cant make in my mind always adding e new features and project be so complicated and ı give up how do you started dev and how many years have you been game dev ?
I love your video
Thanks for making a game about me 🤠
I think handcrafted dungeons are always better, in the same way how zelda dungeon work, the layout and possibilities of level design are much more high since you can make puzzle, parkour, or mechanics that isn’t restricted to only per room. So you will be able to make puzzles or fight that isn’t only atrached to one room, which greatly increase the creativity for puzzlebox dungeons. You would also be able to manage new mechanics much better with a good learning and difficulty curve that you have better control on it. It also depend on what type of game you want to make, but I personally feel that pre-made dungeon isn’t as much restricted in level design than random generation
I just played the demo it was amazing I have one suggestion could you please put a sound for when you swim like you did when you push a monster in to the water please reply to this comment your videos mean so much to me
You should call the boss poison eyevy
Hello, so I just started watching this series I think it is really cool, just stumbled on your channel a couple of days ago.
What library or game engine are you using to make this game with?
I've tried the game and It really nice, but theres something i noticed that should be fixed: the Fire weapon is way too op, i mean It takes 0 skill and It deals a lot of damage, and It also stops the little eye bulbs' dash making them unable to hit you.
Procedually generated dungeon would be better, every playthrough would be different and adds replay-value.
What doesn't make sense is those screen fade-outs in dungeons, would be nicer if map parts would be bigger and loading new maps would happen less often.
Just go with handcrafted dungeons, especialy if you need to introduce gimmicks to the player without text.
You should definitely handcraft the dungeons, they will most likely look better and it seems much easier to code in.
nice
I think hand designed dungeons are better than procedually generated
Looks awesome so far! I've been messing around with Monogame and I stumbled upon your videos, but I notice you use love2d here. Is there any reason why you use love2d over monogame? How is performance?
I agree with the decision to not to procedural generation. I think games like Zelda are so good and beautiful because many aspects are "handcrafted" and designed with a lot of intent.
I also think with procedural generation the game might be too similar to the game soul knight
Regardless, the game looks great! It's amazing to see all the progress that has been completed, it already looks beautiful!
Was your sword mechanics implementation just to spawn a trigger box in front of you and see if there are any enemies inside?
What song is playing at the start of the video? I feel like I've heard it hundreds of times but I can't for the life of me remember where it comes from...
That is Green Garden from Bomberman 64
@@Challacade THANK YOU! I felt like I was about to go crazy trying to find where it came from. These devolgs are great and really inspiring, by the way!
Very nice game 👍
Looks good so far and to the doungon it lookt a bit empty so i would say hand made
Isnt that boss just an Eye of Cthulhu?
what name music in game bro ?
Generate it! It will be more interesting when playing
Don’t know if this has been asked before but will the game have controller support?
It will! Might be a few more months before I can get that implemented, but it will be included.
do it manual .and PLEASE replace skeletons (with robots for example)
Why not both
nice video game
What game engine you use?
will have for android?
what game making engine u use
Löve2D and lua programming language
@@pawan4920 tjanks
Why its not pixel perfect 😭
i like the game
i wanna add the game project to godot pleassssssssssssssssssssssssssssss tell me how im new in godot and this will helps me sooo mush
hand designing every single one of the dungeons would not be a good idea from a time management standpoint. It really depends on how many you're planning to make, but I would not suggest reusing the same dungeon layouts either.
EoC