New Metroidvania Inspired Overworld (Roguelike Devlog #19 - Patch Quest)
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- Опубліковано 16 тра 2024
- Thanks for following along with Patch Quest development! :D
This month's changes are NOT found in the Fall Public Beta. However, you can still play that beta for free via the #public-beta channel of the PQ Discord server. NOTE: THIS BETA WILL BE TAKEN DOWN ON THE LAST DAY OF FEBRUARY! So this is the last chance to try it, before the game comes to Steam.
▶ / discord
You can also wishlist Patch Quest on Steam:
▶ store.steampowered.com/app/13...
And you can follow development on Twitter, too:
▶ / patchquest - Ігри
Watch til the end, and you will hear a special secret sound.
Bonus Sound!
Ahahah lol
uhUh
😆
Either Megolovania, Rick Roll, or screech
That charged shot mechanic is a stroke of genius! Love your compromise between metroidvania and roguelite level design too, I think it’s a strong move
I still love the diverse number of facial expressions that PAC has XD
4:09
I don't know _why_ slapping the crystal makes an old gnome laughing sound, but I sure know I enjoy it.
The smaller "sub" areas are a really cool addition! Nice idea that potentially keeps the random generated rooms feeling unique to the players^^
(oh and you got some weird audio at 8:38 , not sure if YT is screwing with your Vid, or if that's an editing mistake)
Let's never speak of 8:38 again
Good choice
@@LycheeGameLabs it's PAC isn't it
4:03 "give it a good slap and turn it on"
I'm going to miss the old reload blast. It was nice to have a difficult, high-ish level mechanic to practice. Like Metroid's wall jump or bomb hopping, it made it feel like I had acquired skills and hadn't only improved because of power ups / upgraded.
Same here, I like the new one a bit more, but the old one was so much more...satisfying. The perfect timing made it feel like I've achieved something.
Risk of Rain 1 did it pretty well with the sniper class imho, where you have to reload every shot and the right timing gives a damage boost for the following shot. For charged attacks I think the solution in the video works better.
When hearing modern game theorists discuss exploration maps, they heavily discourage the use of icons like the “what’s that” question mark. It may serve your purposes for making sure the player finds the way to open the door, yet, I would consider not marking it to encourage the feeling of having found it on one’s own if exploration is a major goal of this project.
Good point! I think it would be also nice to get the map where you walked so far later, if you explored even further. This way the focus is just one exploration once to reach a goal as you mentioned but not on really explore it in full detail to memorize it.
So far I think I would prefer to have not a map at the early stage because of the reason you mentioned.
eh, i feel like the game is already difficult so this is sorta like a way to balance it out. Though; Despite not agreeing with your point, it is pretty well of a point.
Try commenting this in the discord server as it would be seen better
YES A NEW VIDEO (i am so looking forward to this game!)
I am so hyped about the new map!
I prefer to have a bit of randomness in the map, like a selection of mini-maps that could be slotted in
The new blaser is a great idea.
It moves away from a mechanical challenge to a strategic challenge.
The player needs to evaluate how long it is worth to stop shooting to find the perfect shot, delaying the reload.
Really well done.
For me the core of gaming is offering interesting decision, and you made that happen.
(Of course this is a bit more complicated and i liked the old system in theory and it had benefits as well)
It's great to see a beautiful mix of some of my favorite gaming genres, Keep up the great work!!! :)
I love watching these, you're able to take something simple like a devlog and make it so entertaining. You're honestly an inspiration man! Also, loving the metroidvania map acclimation as well :)
I loved the UI during map area switching saying you where are you going. Seriously, it's amazing. But when you're at the top half of the screen, it goes out of that. Maybe in that situations you should display it under the player. Anyway, I'm loving these videos, I'll surely shop this Game. GG.
even tho I didnt watch yet I know this is quality content
"by giving this a good slap, we can turn it on"
- lemon, 2021
but seriously your game looks super cool good job
How is it that this keeps getting better and better!
That what development be
@@LycheeGameLabs I love development 😂🥺
I waited for so long lets see what will be in our next beta-
I love game dev channels, it's always nice to see a game being built from the ground up.
i may be backseating your development, but i think there could be some landmarks and monuments to make some tiles memorable, kinda like checkpoints
man this series is the best I've been here before the devlogs I wish I had discord
just make it lmao.
You are such a massive inspiration for me! I can not wait to play the game! It’s looking great!!
From an accessibility point of view it would be a good idea if there was a toggle for the charge mechanic where you didn't have to keep hold of the button as some users would struggle with this - but other wise it looks a lot better this way! Keep up the good work :)
The mix between both fixed and procedural is really cool idea.
Love to see your updates.
Love seeing all of your progress on this and its very motivating!!
Quite traditional turn based roguelike Tales of Maj'Eyal actually also does this kind of world design. It has a fixed world map and main dungeon layout. Details of dungeons are still randomized for each playthrough.
Nice to see solid progress. Getting to the point where the mechanics are finalised will be pretty exciting imo.
yay :D just got into your channel and you instantly upload
Brilliant progress! The world looks much better and doesn't throw you in at the deep end which is awesome to see.
I have just recently been getting recommendations from dev log channels which mostly have 30k subs and they're all amazing!
Love the new map idea! And can’t wait to see the fleshed out home base and pet mechanics! Early access can’t come fast enough! Haha
100% gonna get it when it comes out. Very cool.
Yes :>
Appreciate the attention paid to your own game's faults.
It's really important as game devs that we recognize whats not working. Good video. :)
Nice work man! Nice to see this game evolve. Maybe 1.0 this year?
i heard like a uh oh at the last like second of the video
That's just my shoddy editing work
yep
New to your channel and the game and wow this game is full of juice! I love it :D nice work!
The bullet / charge shot is really nice!
If I could suggest an ammo type, I'd suggest a bouncy bullet maybe? 👀
I've heard that there used to be a bucketload of bullets, including a bouncing bullet, but Liam removed it because of a lack of variety or something.
What if you could lure specific pets to your camp by growing specific fruits (like the ones for ammo)? This is like moshi monsters, and gives a fun collecting aspect to it. Or is there already a way of getting pets?
*insert something funny that you'll show your 2nd closest friend here*
OMG, I DON'T HAVE ANY FRIENDS! YZY!
A mirror.
These devlogs are awesome
I love the transition for the bonus feature XD
Timed mechanics like X on just-guard/dodge is always a blast, it's what made No More Heroes 1's secret bossfight so great.
That being said, the new Nutriblast iteration does seem like a better fit for your game.
I must say, as a game designer myself, I find very compelling the way you elegantly solve the flaws in your game's design. Congrats mate !
The changes look pretty sweet! My favorite change is a minor detail one that wasn't even mentioned. My main complaint is/was it doesn't feel like the patches the world are made of are really patches, but the terrain details like lighter or darker grass and plants being stuck to a grid make it feel like the patches are made of 4x4 "mini-patches."
It's much better but I still can't shake the feeling that the patches aren't truly random because of shapes that feel too natural even though they're across tiles like walls of bushes. I get why walls across two tiles are needed for game play, so what if instead of two tiles with a wall on the left, there's sometimes one with bushes on its left and the tile to its lower left has a wall of bushes on its right? It still makes a wall of bushes, a slightly wonky one, but it'd feels more randomized.
P.S. Happy New Year. :)
The artwork is ammazing.Gonna be a great game.
I thought the animals were the most fun as you unlocked their abilities. After playing the open and closed beta, I thought instantly grabbing an animal with 3 abilities seemed unfair. I think it would be fun if when you initially get each animal, you have to unlock their abilities by performing tasks, but from then on (after unlocking them) you still have to level them up to get the abilities. Just a thought.
I finally got the public beta to work and the game is so fun and addicting!
Oh Patchlantis is awesome. I really like the new changes :-)
I cant wait to play the game!
This game is amazing keep up the good work
BONUS SOUND
This game is just beautiful! Very good
wow this game is so frickin sweet dawg
This game is going to be so good!
loving the videos :)
I love the new blaster!
I could see thing game doing really well on Steam. I have it wish listed now!
Hey man big fan, really loving your game it looks top notch.
I just wanted to say, I noticed when you lasso a creature and the rope overlaps with a bush, the bush doesn’t have the satisfying bounce effect that it does when you walk over it.
I was wondering if this was by design or a small oversight? I know its a minuscule.
Games looking great, really good work!
sick
I legitimately can’t wait to try this game! Where did you get your music and sfx? I would be really interested in a video covering all of that.
Looking fun.
Will say I like quicktime events, but dislike when those events don’t take into account whats happening around it; either pausing it/ making you invulnerable, or stun locking you to take heavy damage.
I want more stuff with the backpack npc, really cool guy
i have an idea,the idea is concerning a lite multiplayer aspect,something smaller like being able to invite five people to your island to show off your base camp and explore the island
I really like the change to the blaster - the previous version was fun, but it was frustrating to have to time your shot to the time frame and some times it would be useless if enemies were reflecting or frenzied. I have a question about the random rooms though. When exactly and to what degree are rooms randomerised? I believe you say they are randomised each run which I assume is going on adventure from the camp? If so, does that then mean that Shines will change each time? And what about gardens? I think it is a bit weird that this places you have been to changes monsters and fauna every time - then it may just feel like a random area of a certain type instead of being a specific place on the map (for instance you may want to head for a specific shine if you are low on health and know from a previous run, that this shine trades power ups for health etc.). I am thinking a bit like Diablo II does it with only generating a random world at the start of an area. On the other hand, I see that this will lead to less diversity over all and demand the player to explore further to find specific monsters, shines, which may be unwanted for PQ. Anyway, I enjoyed playing the public beta and look forward to the EA release :) Best of luck!!
He: nobody likes quicktime events
Me;I love quicktime events!
(I am a big Mario and Luigi RPG fan)
I love quick time Events too
Ashura's Wrath ones were cool. :D
@@Mewseeker eh,sorry, but never heard of it
@@mmgmismas I suggest looking it up then, it's anime in video game form. :)
Love the game hope you doin well
I'm also very interested in the pet interaction
YAY
Nice gnome sound you got there.
holup... WHAT DO YOU MEAN POLISH. Patch Quest already looks polished as hell... and plays like it too! (I've played the Fall Public Beta)
Random levels CAN be memorable. See Unexplored.
Loving the New Map!
Although some parts do look like a death zone
At least there's variety.
Yeeee!
You basically did a spelunking not randomized maps but the rooms or levels are randomized
neat
Please add it when you ride the mobs and you take them back to your base you drop them off and it ends your run. Allow you to ride them in the start of your next run
I love your "game feel"! Any recommendations on how I can learn to get game feel to your level?
DAMN this is SO cool
yoooo whats up i love your videos
I feel like you could something like grinding in Monster Hunter World, going killing some specific monsters a lot of times to gain a unique item or recourse from them. Great job overall! Lover everything.
some people: nice video! really helpful
most people: 8:39 Ue UUH
Your art style is awesome, how did you got so good at it, do you have an art background?
Im good at coding part but my art is pathetic
How did you go about designing your UI, how do you control what UI is up and which one comes next?
Love the idea! The art style feels like it doesn’t fit though...
Imagine a monster breeding mechanic 🤔🤔
Hey, it looks great! Have you thought about pet merging? Like if you're riding one and capturing another animal while you're riding, those two animals fuse? 🤔
Would you think to do a nintendo switch version too??
Poggers
I like it
👍
I’ve tried to download patch quest off discord and it just don’t work, anyone know why
Usually restarting Discord will fix all issues
your game looks awesome, when can i play it?
Will there be any multiplayer? Co-op ish?
OVERworld?
Theres gonna be an UNDERWORLD?
the charge mechanic could be mistaken for your gun overheating. just a tiny thing.
Kirby Star Allies + Enter the Gungeon
How did u generate the old map?
Who made the music for the beatiful music we can hear?
Much of the music is available here soundcloud.com/alextarrant/sets/patch-quest
Maybe add a upgrading bench which upgrades your weapons? Idk
maybe when it’s semi finished you can make a mobile version?
am just very interested in your game