My Indie Roguelite Shooter Now Has a Name (and a Steam Page!) - Gunforged Devlog 10
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- Опубліковано 20 січ 2023
- 🕹️ Wishlist Gunforged on Steam! store.steampowered.com/app/22...
Artists featured in this video:
Trampiton: www.behance.net/trampiton
Luanmaximino: www.behance.net/luanmaximino
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In this devlog for my indie roguelite shooter I announce the final name and the release of the Steam store page! I also cover all of the other changes that were made to the game, including level and visual improvements, new enemy types, and more!
#godot #gamedev - Наука та технологія
Hi all! Wishlist Gunforged here: store.steampowered.com/app/2258480/Gunforged/
Thanks so much for your support, exciting things are coming!
voidigo is such an underated game, i'm glad that you took the attack telegraph from it.
A suggestion for the oil gun, oil always makes me think of making people flammable, maybe if the enemies that are hit with it walk into the candles in the room they can get set on fire.
added to my wishlist, keep going
You could create 'elite' versions of enemies with different colored skins. Mushroom artillery enemy for example would spawn the little mushroom bombs, but upon landing maybe they throw out a couple of tiny artillery strikes further. More area denial.
Awesome video! Your devlogs are super entertaining and I can't wait to see what the future of Gunforged holds.
I bought your course on Udemy and am currently half way through it, but I just realised you're working on your own game which is super exciting to follow! Looking forward to see the final result!
Really love your UI design, it's super clean and the icons and all are easy to understand! I think consistent pixel size is important for pixel art style games, but on the other hand, I really like how you've handled sprite animations, scaling sprites to make them look bouncy and jiggly works well for the style of this game. At the end of the day, you can't really avoid making compromises!
This is so exciting I'm very happy for you
Dang, the game is really taking shape, all the new content is amazing
looks great
Looking awesome! Just got a wishlist from me.
Thank you!
I feel like you're a master at game feel, your games are so satisfying. This game is sick! Amazing job man!
Brilliant progress on the game and awesome name.
Thanks so much!
the game is really taking shape and looks amazing! excited to see you make the soup enemy next stream!
Congratulations!
I'm loving how for this game has come! Looking g forward for the next livestream!
Ohhh turtle boss make it “shoot” out 3 turtle shells that split in the direction of the player when it lands. 😎
Thank you for your Godot Utilities. I like the way your State Machines work. I may have some questions about them if I catch one of your streams.
I've never seen you channel before, I just got this video on my recommendations page but Imma wish list it because I wanna help you out
Thank you! I hope you stick around as well to see the development progress :)
Perhaps the turtle enemy shooting out bullets could be an elite version of the battle? Everything is looking so good. I was a bit concerned with the change of art style a handful of devlogs ago, but it's really worked out.
Thanks so much!
Just found one of your devlogs and really enjoying them! The variety of guns is awesome. I feel like you must have gotten some inspiration from one of my all time favorite games, Liero. I saw the "banana gun" and figured you must have played it. Lookin forward to seeing more! :)
I actually have never heard of that game, but banana guns seem to be a common silly thing to do in games haha
Thanks so much for your kind words!
Wishing well and scramble gun, reminded me of soul knight
Wishlisted 👀
this looks awesome! As for crituiques I feel like the dungeon area looks to bright and sterile to be a dungeon. I also think that a jungle area would be super neat
I agree, I will most likely be updating the dungeon tileset in the future👍
@FirebelleyGames The current "Dungeon" arena would make a nice "Castle" arena later down the line and the "Dungeon" arena could be given a more grimy and dilapidated look, that way you aren't wasting that beautiful arena. You could even use that as an opportunity to integrate lighting as a game mechanic for the dungeon level, with enemies being harder to see in certain areas etc.
random idea: Make turtle knockback you and place some traps in the room, maybe even a bookshlef that will collpase at player
Great name choice.
Thank you!
Awesome 👍👍👍
gungeon at home:
godspeed!
Looking forward to play this on Release. Really looks great and interesting.
game looking great so far
Your game looks well made, and is easy to understand. There's not much visual clutter yet, and hopefully the bullets will have some sort of color blind mode to help others. Well if you have shock, then ice or water type guns, even blood, should have some sort of synergy with that. Another suggestion would be drops and boxes randomly spawned around the arena, that can either be used for temporary cover or obstruct approaching enemies. When broken they might act like those diablo barrels that may contain some coins/health/buff/ENEMIES. Enjoy the process and as my suggestion to all the devs I have worked with: Take your time and be open to the people about developments like these.
Grateful to see the progress of your work so far @FirebelleyGames. Just inspires me more to see how far I can get to my recent one.
Super happy to hear that!
awesome work man!! for the electrical debuff in order to add onto it or create build opportunities for it you should add a simple water gun that’s next to useless on its own but when paired with the lightning it chains every enemy around it!
For telegraphing attacks you may want to add red layer filled into the circles with a very low opacity. It'll be more readable "at a glance," when in the middle of tense fights.
I disagree. I think the clean line style is perfect already.
That godot bug is cool, I said it before you said that it was a bug :D
cant wait
Tbh that's a cool font
Epic!
it looks really good. I really really like the pixel art and juice. What I'd say though is the UI is a bit iffy in that it looks too flat to fit in this art style. The game itself looks really really good.
i wanna play this rn
wait this actually looks hella fun!
wishlisting right now :)
i hope the game will be compatible with the steam deck
do you happen to have a reference for how you implemented the smoothly blending attack telegraphing (not having the overlapping part of the circles show)? it looks really cool and I'd like to use it in my own projects too
It's a combination of things. Basically I use a CanvasGroup2D, draw a bunch of circles in children under the canvas group, and then apply an outline shader to the CanvasGroup node. Hopefully that points you in the right direction!
This game looks great, very much inspired by voidigo in every aspect but more arena based. I would love to see new characters and game changing choices implemented, inventing completely new play styles and choices always adds endless playability and skill to the game
Looks Epik
I really like that name!
You should add environmental particle effects! like leaves or dust flying around!
Mabye instead of having the arenas in a certain order it could be random, with each arena you complete the next one spawns more enemies and when a certain amount of arenas have been passed/beaten then you fight the final boss
I have thought about that as well, I will probably be testing that once I have more than 2 arenas👍
Fire vid!
I discoverd your channel and see that you are soo good. You said if we have some problem with something just say. And i think the walking animation is a bit rusty like the gun not moving when you move and your legs moves like a bicycle is just my opinion.
If you want to add more depth you could add a boss rush at the end of the game, and if you beat this boss rush you can get the choice to end the run or fight an even stronger final boss, i think this shouldn't be that hard to implement and it would add a lot more replayability
Just Wishlisted!
I hope you will be providing the Apple ARM version of the game on Steam as well, since you upgraded the project to Godot 4.
Thanks! There will be a version for all platforms :)
Every time I see those green dust particle bullets (shot by a hovering gun) at 2:34. I have a feeling they can damage the player. I guess playing the game it wouldn't be so.
Only red bullets can damage you - will think of ways to make this more obvious!
you should make a ability where whenever you dash a bomb gets put down from where are you started ur dash
First of all, great job! I was actually working on a game just like this, and with Godot! But in a much earlier stage. My attachments were dragged and dropped/attached. Looks like I’ll have to come up with something new
Keep going with your idea! It doesn't matter how similar our systems are :)
I loved the game, but my question is if it will have different languages
If you want hp to be a resource then that build needs to have enough hp or recover to actually get hit. Many games have effects that increases dps when hurt, but they become unusable because of how precious hp is.
The game's looking really good so far!
What platforms would you consider releasing Gunforged on besides steam, if any? Have you thought about navigating around godot's console port limitations and making a release for consoles?
My immediate goal is the desktop platforms (Windows, Mac, Linux). More will follow depending on the success of the game!
nice,
Is there any chance that the game has a co op mode? I know it's really hard to add multiplayer, but that would be really cool
do you think that the random encounters could contain combat as well? like a mini boss or something like that
Yeah I could do that, I'll write that down!
Hi i just discovered your Chanel and I think your game look really cool but I think it can be better by
1 different floor patterns
2 more thing to do on the floor not just kill enemy
3 different boss for each floor ex: gungeon,bidding of Isaac
4 maybe sinergy with item like worm+blood golem=blood golem with worm in it and make an explosion of worm instead of blood
5 enemy with special mechanic like flaying ennemis or underground ennemis
6 side effect on certain weapons like weapons that push you back
7 blacksmith between level like the shop
8 more details on the floor like dead tree for the grave harde, armor stand on the dungeon
9 curse
10 item from the shop directly on the floor or a table with the price underneath the item
11 not sur but maybe a starting hub with the dummy to practice and some png (talking dummy like rogue legacy 2)
12 tankier ennemis = bigger ennemis
13 can steal from the shop keeper with different type of gun like a gun that fire chain
14 swapping gun or mixing gun at the forge
15 item or something that can be good for you or bad for you
Remember I am just a normal dud and you can do whatever you want to do hop this will be seen and a lot of hope for your game going in my wishlist
Thanks for the ideas and suggestions!
Could you make a godot C# course? It would be awesome.
Looks amazing can't wait to play it, can you to a short tutorial on how you animate the characters??
It is on my todo list!
@@FirebelleyGames Thanks 👍
Will there be more complex dungeons to explore in the future? it would be nice to have chests with unique loot
No, this is not a dungeon based game - it's more like Vampire Survivors and Brotato
@@FirebelleyGames uh ok, thanks anyway;) I played in the past 20 minutes untill dawn I think they are similar(?) Keep up the good work
hi! just wondering if you'd heard of a game called 20 minutes till dawn? similar type of game with a few neat features, might provide some ideas. also got gunforged wishilisted :)
I have yes, I'll be borrowing some inspiration from that game for sure!
Nice Game
Amazing Development but I see some issues.
The UI for choosing perks for your gun is kinda lackluster. I’m not sure if it’s just place holder or not but I think you should lean into the medieval / dwarven / crazy wizard themes.
Also while the player was moving around I found it kinda hard to look at the character with all the squash and stretch. I think you should add a slider in the settings to lower it (not entirely though)
You're right about the UI, I actually just got done overhauling it! I'll take your other suggestion into consideration, thanks!
yo, if you dont mind me askin, how did you make the danger circles merge in such a nice way?
I draw circles for each area. Each circle is a child of a CanvasGroup node in Godot 4. And I apply an outline shader to the CanvasGroup. That's it!
@@FirebelleyGames oh, thats a very elegant solution, cant wait for the release of godot 4.0, ty :)
Are you going to add different characters to play with like etg?
That is the plan, yes!
The game looks good but it really feels like areas don't have much relation to each other, it's like picking some random ideas and putting them together
Yes, that's exactly the idea. The locations are all going to be visually and thematically distinct - this will be made more apparent as development continues
Noita but a top down shooter, I'm interested
Why does the in-game crosshair not look like the crosshair on the main title thumbnail? White crosshair is so easy to lose track of.
The answer is because this game is WIP :)
@@FirebelleyGames Gotchu! very cool looking game btw!
honestly the first art had more appeal to me, second art just looks goofy af and the first art was sharp and had more 'violence' to it. the game is also sharp and there is room for polishing and sharpening
please have coop
There are just too many of these "game developers" who create the same copy-paste shit made in something like RPG game creator :'D
Is this enter the gungeon?
It's more like "Noita the Guntato"
uhh i kinda stole your game idea on accident xD
(i saw your devlogs before but took the dual wield mechanic)
love the game tho dude, also your artstyle makes me go *yes*
I think I prefer Luan's artwork over Trampiton's for the game's cover art.
nice update but uhm...why do you sound so robotic?
I don't know... should I be concerned? Haha
@@FirebelleyGames i guess what i was trying to say is that in this video it sounds like youre just reading from a skript unlike your other videos. dont know if thats the case its just something i noticed.