Finally, a new devlog!! This one took sooo long to make. It's really hard when I have to split my time between a thousand things, and game development takes a lot of time in general, but here we are! I would love to hear what you think about the progress we've made on the game in this one. And if you're new here, do you like the idea of "Hooked"?
Love the idea❤❤ But I have an idea for the cooking, how about if you make cake or something like that you can decorate it with some things you’ve collected like berries icing and other things!
One suggestion. When it comes to the level design, I suggest grouping objects together instead of spacing them out evenly. Put stuff like mushrooms or small stones near larger objects like fallen logs and rocks, bushes near trees, etc. And group trees together more densely in some areas. If you have things too evenly distributed, it just looks contrived and unappealing. Things tend to naturally group together in reality. Use it to sorta fade larger objects into the scene with incrementally smaller objects leading away. Use props and foliage to frame the paths and areas the player is expected to navigate, like you would with a fence. A cozy game should be relaxing to look at, random/chaotic prop placement will subconsciously make people feel stressed. Definitely something to look into, as there is more psychology put into level design than people think. Its also very important for the vibe and presentation of the game. I'm both an artist, and have some experience in level design, so thankfully I at least have some sort of idea of what I'm talking about here lol. Your art and style looks great btw! Very professional looking! I'll have to keep up with your devlogs!
Hey G7ue, thank you so much for your feedback and for liking the art! You bring up a really valid point here. I honestly never thought of that as a problem, but I completely agree with you. All the trees, logs, mushrooms, and bushes were placed almost at random, and that makes everything look a bit chaotic. I'll definitely have to do some research on map design and better understand how those things work, and then update the map as well. Thanks again for your feedback, I appreciate it a ton! 😊
yes! in stardew valley the chaotic spread of foliage and rocks and stuff is overwhelming… i want to just break down areas when i want to expand or need materials, so i wish it would look nice when i don’t need the area yet
@@realskyquest i don’t think that was my original issue- if it’s a mess after unlocking and i have to clean it up, fair, but it always being messy where i can see it from the start is super stressful
I think you have a winner here. The graphics look beautiful and your vision is perfectionist and well thought, there is no doubt this could be a great success! It will take a few years to have a proper game done, but I think this will be your rocket launch as a successful game developer. You'll just have to fight burnout and time passing by. Also your English is very good! Good luck and keep up the good work! 🙂
Woah, thank you so very much for your kind words! I'm so glad to know people are excited about the game, it makes all the time I put into it feel worth it. Your comment has really made my day. ❤️❤️
Thank you so much for your kind words! I'm glad you like my art. The game's color palette is still a work in progress, but I'll be more than happy to share it in the future when it's finished.
Hey there! I just wanted to say that you are an incredible artist. I don't have much experience in pixel art, but seeing your game fires up an urge in me to try it. I love your style and pixel art, and it can't be understated how skilled you are. I also noticed that you have a very in-depth plan for the game, and I can't wait to see where this goes :D
Thank you!! Your kind words mean a lot. 😊 Being a solo developer means wearing many hats and that can be quite challenging, but it's incredibly rewarding. Knowing that people can appreciate the result makes it all worth it. ❤️
I just started developing a game solo and i must say, you are very inspiring. You also show your failures witch are of course also part of game development. Great Work. I am certain that this game is going to be awesome!
It's interesting to follow your gamedev log. This is gamedev theory upside down. You create something that looks good first before even thinking about the type of game you'll make. This gives you constraints right of the bat, which can be a good or a bad thing. It can force you to think creatively with the options at your disposal. It can also limit your freedom preventing you from creating something really unique. This is not the wrong or the right way to do it, that's what makes it so interesting. Keep it up!
Hey, thanks a lot! I completely agree with you. And a mistake can actually be a good thing if you learn from it. This time I feel like I really did, and I've come to understand the importance of doing some planning and thinking before diving into things.😅
Not so sure about the date cards, for instance at 18:08 . There seems to be a pixel-y/computer-y text with a typing effect, with a VCR style filter, over cinematic landscape shots. I'd personally only pick one theme, as they all fight for attention. Beyond that, though, excellent video and amazing looking game! Looking forward to watch this channel skyrocket.
Also for the text reveal effect, if you're doing the typing cursor and sound effect, you gotta reveal the letters one at a time like typing effect, instead of horizontally masking it 💀
This is gorgeous. As a fellow artist I really appreciate all the little details as well as the overall visual presentation. I'd play this game for the visuals and character creator alone! Although I am of course looking forward to seeing some gameplay in future devlogs. One thing I noticed is that when it's raining you can still see those cloud shadows. They're cool in general but make it seem like there are way too few clouds for it to rain everywhere. I think it would look better if you disable them on rainy days to give the impression of the entire sky being overcast. The lighting change does wonders here. Also consider making the clouds move slower for a more relaxed and realistic vibe.
Thank you for the nice words, I'm so glad to know you like the game! 😊 Also, you have a great eye for detail, I definitely agree with you about the clouds. I'll make sure to note that down and come back to it when I fully implement the weather system.
@@LostGameDev Thank you very much! I work in graphic design, so it's kind of my job to see this kinda thing :) I have dabbled in game making as well so I've learned from that too. By the way I love how you handle feedback. Keep up the great work!
Thank you so much for making handwritten captions! I've barely started the video but I just want to say thanks, because so few creators make the effort and it's so very much appreciated. I'm not even deaf or hard of hearing, personally, I just find videos easier to process with captions.
Absolutely! As a non-native English speaker, I was concerned that my accent might make it difficult for some viewers to follow my videos. But I didn't want to use UA-cam's auto-generated captions because they're often full of mistakes so I made them myself. You're actually the first person to bring this up, so I'm really glad to hear that some people are finding them helpful ❤️
@@LostGameDev Your English is great, I can follow your speech as well as anyone's. Though I'll take the opportunity to give a small correction: in English, pier is pronounced "peer", while the way you say it sounds like "pyre", which is a pile of combustible material, often for burning a body in an open air cremation ("funeral pyre"). Just thought I would let you know because I always appreciate when someone lets me know I've been mispronouncing a word. Otherwise your English is excellent. Also the progress in this video is incredible, looking forward to seeing how the game develops!
Ohh, I see. I realized after I posted the video that I mispronounced the word "tier," but never noticed I did the same with "pier". Thank you so much for mentioning it so that I can correct it in future videos! And thanks for all the kind words as well! 😊
I really love the way the game looks so far! I'll definitely wishlist it, the controls seem simple and i really like that too, thanks for sharing the progress with us :)
just a little detail. I think it would look better, if the lilipads would move with the waves, now it kinda looks like they are some kind of lilipad-shaped rock
Hey, that's a great idea! I definitely think adding some floating animations to the lily pads would be perfect. I'll make sure to add that to my to-do list! 🙂
That's awesome to hear! Thanks a bunch for the kind words. Once everything I'm working on is ready to be showcased, I'm super excited to post the next devlog.😊😊
I said this once and ill say it again this would 100% be my dream game, these devlogs are crazy, even though the huge gap in time from #1 to #2 I see that it was worth it, all of the work put in the game so far is incredible, honestly I can't wait for hooked to come out this is amazing, it's crazy to see how a far a person can make a game in around 6 months. All the best of luck to you man.
OMG, thank you! I really appreciate your support and enthusiasm for the game! I put a lot of effort into this project, so your words mean a lot to me. I know there was a bit of a gap between updates, but I'm glad you see it was worth it. Thanks again for your kind words!😊
Neat update showcase, especially editing. The fairly long required time for the grid priority pathfinding, sprite visualisation hierarchy and some other comparatively basic concepts suggest that one or two game-development courses according to the game would be suitable. This is not meant condescendingly, but rather to save time both in your learning process as well as the game development efficiency.
this so cool been watching u from ur first video on this channel, u have improved alot hahaha well ur art was also good but i like this new art as well ❤
Yo, the art style is VERY CLEAN. I haven't watched anything yet but if it's your stuff... Keep going. Art style goes a really long way, especially if it's cohesive across the entire game.
2 minutes in... Wow. Yeah man. Keep going. I wrote EXACTLY what you were wondering about your art before I even knew anything about it. From someone whos done graphic design for 11 years, mate, you're going to take this places. Stardew started and came out of no where, yours can be the next one man.
I was VERY compelled to support you on patreon last night when watching this. This normally doesn't happen and so it says a lot about the quality of what this game is going to be like. I can't financially in the situation i'm in but the fact I even tried to work out if I could speaks volumes. I hope that you're able to find a way to finish it even if the stars don't align because i'd imagine this is apart of your journey man, it's an amazing start that you have and the philosophy you're applying shows it will be a banger. I wishlisted it and will definitely buy it when it's out. @@LostGameDev
Hey This is so inspiring, i've been struggling to find a game ideas for years and seeing this game you are making kind of gives me a few ideas. Keep up the good work.
Oh, that sounds really cool! I'm not entirely sure about the specifics of how to make it happen, but I'm definitely gonna try it when I start working on the weather system. 😊
@@LostGameDev check the distance between the player and the rain droplet that hit the ground (this can be precomputed). use the direction of that resulting vector to pan the audio accordingly. use the vector norm to adjust the volume of the droplet sound accordingly. something along the lines of that. edit: you can even get a little crazy and implement sound filtering based on the distance vector, but that's probably overkill.
You are sooo flippin cool man! Liked and subscribed. Good luck with your game, doing so much on your own is impressive but take some rest every now and then.
I thought I had never heard about this game until you mentioned the Twitter discussion about the lamps, I remember that Tweet! It's looking really nice, the game looks like one I would play c: looking forward to it! I'm surprised it never crossed my mind the reason Stardew only updates the clock every 10 minutes, I had never thought about it that way even though user experience should be one of my areas of expertise, I learned something new today! I also wanted to mention that you might want to tune the bird take off and landing animations, they seem to be always at the same height
Wow, that's so cool, thank you so much!😊When it comes to the birds, are you referring to the animation sprites and how large or small the bird appears?
@@LostGameDev the moment they land and take off from the ground spot, is as if they were gliding very very close to the ground. I don't think it has anything to do with either of the things you mentioned, i think it should be tuneable with the position animation you do after spawning them
I noticed the bird thing too. I think what you should do is to literally move the bird up on the screen when it is in the air. When they land, you can move them down to indicate that they are actually on the ground now. Consider adding a shadow below the birds as well Either way, I love those little birbs
I haven’t played isometric games in years but the original Genesia game was my childhood love. And I have totally forgotten about the square island view that it had - which the start of this video suddenly bought back in my mind. The square floating island that scrolls into the next square… there’s something really appealing about it
Scrolling back through the video, there’s something really cute about the self contained island. Even if the next tile gradually reveals as you approach the next one or something
Hey! I think floating islands are certainly more attention-grabbing, but I do believe removing them was the right choice for the game. I always have to consider the gameplay perspective as well.😊
First video I see of this series and have to say I’m really impressed so far! One suggestion is that it might be nice to add some sort of image effect over the game to give it a blue tint. This works really well to sell night instead of just a dark overlay.
You could repurpose your old movement system as a command system for controlling NPCs or pets. I imagine having a dog that follows you by default; but you can also click on the screen and your character makes a little whistle sound and the dog goes to where you clicked. Maybe there can be some simple tasks that a pet can do for you (like fetch/pick up items from the ground or search an area)
Hey, here's a few quick ideas: The clock could be like a pocket watch that you can open/close whenever you want, that way, the game feels more relaxed and time doesn't make players want to rush. Also, you don't have to fully scrap the tile selecting to walk pathfinding algorithm - birds and other animals could use a simplified version of that by walking to randomly selected tiles
Hey, thank you so much for the clock idea, I actually really like it! One thing that comes to mind, as far as the player experience goes, is how players would feel having to constantly open and close their pocket watch to check the time instead of glancing at the corner of the screen. But implementing such a system shouldn't be too hard, so I'll definitely consider it and let you guys playtest it and give me feedback on it.😊 I also agree with the pathfinding algorithm, it could definitely find its use in different systems.🙂
@@LostGameDev Wow! I didn't actually even expect you to see this, let alone get such a wonderful long response, goes tos show that you care and that is one of the most important things from game developers
@@Campake Of course, I always answer! You took the time out of your day to leave a comment, and I believe it's only fair to do the same. 😊Thank you so much for your kind words and support!
As someone who always felt pretty stressed out by the time in stardew valley I really appreciate you taking this into consideration. Maybe you don't have any way of telling the time on your person at all. You could tell by the lighting and the behavior of your surroundings what time it is. And if you need to know more precisely you could then look at stuff like a clocktower in a village or a grandfather clock in a house. This may or may not work well but I thought I'd share anyways. It probably also depends on how important scheduling stuff will be in this game.
@@thisisamalya Honestly, more great ideas. However, I feel like something like this would very much depend on the players themselves (and the game itself), some people like enjoying stardew valley peacefully, whereas others prefer min-maxing.
Hi! I recommend focus in the gameplay, this is the most important part of the game, it can be really pretty and cozy (and trust me, your game naled it), but without a really good gameplay, people will just get bored and not play for so long. Remember to give players a reason to stay engaged with your game, like colectables, prizes, etc. Good luck, wish you the best!
Hey, thank you for the feedback! I totally agree with you on the importance of gameplay, but I do want to mention that there was a reason behind my focus on the art and making the game appealing. I knew that I didn't want to develop this game behind closed doors - I wanted to create these devlogs! The reality is, even if your game is amazing, the first impression counts a lot. If all I had to show was a basic mockup, it might have discouraged people from giving the game a chance - at least, that was my thought process. Now that we have some art in place (even if it's not final), I can finally dive into gameplay mechanics! 😊
This project looks incredible and I can see this being very popular with the Stardew Valley fanbase and others similar, keep going man! Steam page is really well executed too ;)
Yo, happy to see a new video from you! The quality of your videos have really gone up by a lot! Also your game looks really cool so far and I love your pixelart! Good luck on the development 🙂
Hey, thank you so much! That's really awesome to hear! Best of luck on your journey, and please feel free to share your progress with the community on our Discord server.😊
This the the kind of game I've been searching for. I've played a ton of farming sim with my friend then I encountered Dredge. I have not found any game that scratch the itch the Dredge left me. I pray for a successful release for you.
I really love this game! One thing that catched my eye is that the clouds' shadows are still showing at night (there is no light source unless moon is really bright) and when it's raining (all sky is one big cloud probably). I think it could look better if those shadows were there only on sunny days ⛅
Hey, I’m so glad to hear you like it! Thanks a ton for the feedback, it means a lot. I completely agree with you. In fact, it's something I've already been working on since the last update, and I'm planning to highlight it in the upcoming devlog. As a little sneak peek: there's a completely dynamic weather system in Hooked on the way, where clouds always have unique shapes. They change size and shape dynamically at runtime based on the weather and time, and that fixes all problems you mentioned.
Thank you!Trust me, it's easy to doubt your artistic abilities - I go through that too, despite receiving lots of compliments. We all tend to be hard on ourselves, but that's just part of the creative journey. The truth is, we often think we're not good enough because we see room for improvement, and that's a sign that you're on the right path!
Just a random idea I had while seeing your "bird getting scared" mechanic: If you intend to add some sort of perks, one of them could be that the player is able to go near wild animals like birds.
I would like to recommend one suggestion. Put the time ui on the pause menu no one has to look at the time all the time. And on the pause menu it will be like an achievement like yeah I have spent an year on this game. Btw love these devlogs.❤
Hey, thanks for the suggestion. Placing the clock in the pause menu would require players to pause the game every time they want to check the time, instead of being able to quickly glance at the top of their screen. Not sure if that's something I want for players. I'll need to think about it a bit more.😊
@@LostGameDev if players can always see the time they will be wary of time and will play you game less resulting in less engagement anyways its your call make a good decision.👍
Game's looking great! You definitely achieved some immaculate cozy vibes :D. Why not try adding a bit more life to the whole enviroment by utilising....animations... Having some simple trees sway, wind formations, leaves falling could definitely elevate your game and make it feel more alive! Looking forward to the next develog :)
Thank you for the feedback! I completely agree with you. Creating animations can be time-consuming though, and now that we have some art in place, I think it's a good idea to shift gears and start working on some gameplay. But we'll certainly come back to art and animations (probably multiple times) - I took notes of everything you mentioned.😊
Thank you so much for your kind words and support! Best of luck with your project, and I hope my game can continue to inspire and encourage you as you work on it!
I just came across the video and it caught my attention! Although selling for a higher price with train could be a nice way to have players keep playing to maybe build the train or train station I thing having the products being sold localy for more money but take longer to sell and have the train be faster and instant would be a good balance while keeping the building aspect of the train station
If you ever decide that WASD movement would be better after all, you can use an edge collider 2D to wrap a collider around an object. Should work in isometric.
Hey, thanks for your suggestion. As I mentioned in the video, we're going to stick with WASD movement for now. As for the colliders, I believe the issue can be solved using either 2D edge colliders or polygon colliders but I opted for the second option. Haven't encountered any problems so far, but we'll see if I need to change it in the future.😊
I'm super excited about this and can't wait to play it. I think the music you used in the videos is super chill and I look forward to more videos. Also I really hope you put it on the switch eventually. It looks perfect for it and I don't play PC games very often as I am more on the go usually and a van lifer. I really want to play this and if not on switch I'll have to delay buying it until I get a better laptop. But it looks like it's going to be a while and I hope you have a ton of luck while building this but take your time so I also have time to get a way to play this on PC.
Hey, thank you! I think it would be really cool to publish the game on other platforms than PC, like the Switch! That would involve hiring a team to do the porting once the game is ready, but we're a bit far from that. One step at a time.😊
What a game! It's amazing, I really like this art style and gameplay, it's great. I think if it could be multiplayer, so we could fish together, farm, trade, build, more and more things....it would be better.
For the love of god please move the candle from underneath your monitor! The little flame will still create a lot of heat which may damage your monitor and not to mention the soot which will slowly accumulate over that section of your monitor. That out of the way, a cute and satisfying art style like the one you're heading towards really adds a lot to this project.
My solution to your pathfinding problem is to get rid of the pathfinding entirely, move back to a wasd directional movement, but everytime the player presses a button to move in a direction by one unity, send a raycast to that point to check your logic for if that point is a spot it can move to and then cancel the movement and animation if it can not walk in that direction, which can be very easily accomplished if you make your movements a looping while true coroutine with a break or return inside of it based on a condition, would only take a couple of functions to pull off and the end result is a hybrid solution to your desire to not use colliders. Another solution would have been to fake the 2D isometric environment while having it actually be a 3D environment where each tile is actually a cube with an isometric sprite as its child that faces the camera, setting it up to align visually exactly like how it would if you just placed them in 2D and making sure that the cubes you place that are behind other objects get their child sprite destroyed or culled or something automatically so you can easily prototype the level without having to constantly check to see if you are wasting memory by having sprites sit behind other ones that wont even be visible and therefore also avoiding z writing issues automatically due to the nature of the 3D space.
Hey! The script I used was made by Scott Steffes, and he has a UA-cam video that walks you through how it works. There are a few scripts in the package, but you just need to attach one to your game objects to get them sorted. 😊
Finally, a new devlog!! This one took sooo long to make. It's really hard when I have to split my time between a thousand things, and game development takes a lot of time in general, but here we are!
I would love to hear what you think about the progress we've made on the game in this one. And if you're new here, do you like the idea of "Hooked"?
Love the idea❤❤ But I have an idea for the cooking, how about if you make cake or something like that you can decorate it with some things you’ve collected like berries icing and other things!
Add a "tofu" toggle so I don't have to hurt animals. Fishing for tofu blocks 😂
I love isometric art and this game is very attractive.
One suggestion. When it comes to the level design, I suggest grouping objects together instead of spacing them out evenly. Put stuff like mushrooms or small stones near larger objects like fallen logs and rocks, bushes near trees, etc. And group trees together more densely in some areas. If you have things too evenly distributed, it just looks contrived and unappealing. Things tend to naturally group together in reality. Use it to sorta fade larger objects into the scene with incrementally smaller objects leading away. Use props and foliage to frame the paths and areas the player is expected to navigate, like you would with a fence.
A cozy game should be relaxing to look at, random/chaotic prop placement will subconsciously make people feel stressed. Definitely something to look into, as there is more psychology put into level design than people think. Its also very important for the vibe and presentation of the game. I'm both an artist, and have some experience in level design, so thankfully I at least have some sort of idea of what I'm talking about here lol.
Your art and style looks great btw! Very professional looking! I'll have to keep up with your devlogs!
Hey G7ue, thank you so much for your feedback and for liking the art! You bring up a really valid point here. I honestly never thought of that as a problem, but I completely agree with you. All the trees, logs, mushrooms, and bushes were placed almost at random, and that makes everything look a bit chaotic. I'll definitely have to do some research on map design and better understand how those things work, and then update the map as well.
Thanks again for your feedback, I appreciate it a ton! 😊
yes! in stardew valley the chaotic spread of foliage and rocks and stuff is overwhelming… i want to just break down areas when i want to expand or need materials, so i wish it would look nice when i don’t need the area yet
@@cryingwatercolours true, but it's a part of stardew valley, you gotta do hard work to earn something
@@realskyquest i don’t think that was my original issue- if it’s a mess after unlocking and i have to clean it up, fair, but it always being messy where i can see it from the start is super stressful
@@cryingwatercolours yeah, its the most stressful part of stardew valley for me as well
Bro concernedape really inspired a whole generation of solo devs
Your game looks fantastic. That's a benchmark of how isometric games should look like.
Oh my, that's such a sweet compliment. Thank you very much!
I think you have a winner here. The graphics look beautiful and your vision is perfectionist and well thought, there is no doubt this could be a great success! It will take a few years to have a proper game done, but I think this will be your rocket launch as a successful game developer. You'll just have to fight burnout and time passing by. Also your English is very good! Good luck and keep up the good work! 🙂
Woah, thank you so very much for your kind words! I'm so glad to know people are excited about the game, it makes all the time I put into it feel worth it. Your comment has really made my day. ❤️❤️
This is really cool! Isometric pixel art games like this are surprisingly rare even in the indie game scene. I'm very excited for it!
Hey! I'm so happy to hear you're excited about the game, thank you! 😊
This is a super ambitious project and it looks like you're making great progress! Awesome work.
Thanks a bunch Rugbug!❤️
your Game Art is soooo gooooood! can u give your game colour palate.I recommend you use 2 monitor and eye care.
I think you should use dual monitor
Thank you so much for your kind words! I'm glad you like my art. The game's color palette is still a work in progress, but I'll be more than happy to share it in the future when it's finished.
Watched your first devlog when it came out - the progress between first and second is like night and day.
Keep going it's looking great!
Thanks a lot Joel! I'm really glad you like it. 😊
Hey there! I just wanted to say that you are an incredible artist. I don't have much experience in pixel art, but seeing your game fires up an urge in me to try it. I love your style and pixel art, and it can't be understated how skilled you are. I also noticed that you have a very in-depth plan for the game, and I can't wait to see where this goes :D
Hey, thank you so much for the nice words!! I'm so happy to know you like my art style.😊
I would recommend not putting a candle below your monitor 💀
I'll make sure to buy some artificial ones. 😅
@@LostGameDevyaa that's better 😅
@@Don-zo3tsI think that's 🙃
Lol that had me concerned too
fr my monitor melted….💀 AND IT WAS A NEW MONITOR AAAAA
This is the first video that I genuinely wish was 1hr+, I love the way you explain stuff. The game looks so good so far, I'm definitely getting it :)
I was worried that it might be too long, but omg, thank you so much!! So glad you enjoyed it. ❤️
Looks great
Thank you!! Your kind words mean a lot. 😊 Being a solo developer means wearing many hats and that can be quite challenging, but it's incredibly rewarding. Knowing that people can appreciate the result makes it all worth it. ❤️
I just started developing a game solo and i must say, you are very inspiring. You also show your failures witch are of course also part of game development. Great Work. I am certain that this game is going to be awesome!
Omg, thank you so much! I wish you all the best on your game dev journey! ❤️😊
This is looking great! Can already tell a lot of effort has gone into it. Can't wait to see how it evolves.
Thank you JCunliffeUK, so glad to hear you like it! 😊
It's interesting to follow your gamedev log. This is gamedev theory upside down. You create something that looks good first before even thinking about the type of game you'll make. This gives you constraints right of the bat, which can be a good or a bad thing. It can force you to think creatively with the options at your disposal. It can also limit your freedom preventing you from creating something really unique. This is not the wrong or the right way to do it, that's what makes it so interesting. Keep it up!
Hey, thanks a lot! I completely agree with you. And a mistake can actually be a good thing if you learn from it. This time I feel like I really did, and I've come to understand the importance of doing some planning and thinking before diving into things.😅
Great Job! I was literally watching the last devlog, when i realized you uploaded this one!
Thank you, hope you enjoyed it! 😊
@@LostGameDev I did, thanks!
Not so sure about the date cards, for instance at 18:08 . There seems to be a pixel-y/computer-y text with a typing effect, with a VCR style filter, over cinematic landscape shots. I'd personally only pick one theme, as they all fight for attention.
Beyond that, though, excellent video and amazing looking game! Looking forward to watch this channel skyrocket.
Also for the text reveal effect, if you're doing the typing cursor and sound effect, you gotta reveal the letters one at a time like typing effect, instead of horizontally masking it 💀
Thank you for feedback and I'm glad you enjoyed the video!😊
Often times it’s harder to avoid a problem than actually solve it we’ve all been there
This is gorgeous. As a fellow artist I really appreciate all the little details as well as the overall visual presentation. I'd play this game for the visuals and character creator alone! Although I am of course looking forward to seeing some gameplay in future devlogs.
One thing I noticed is that when it's raining you can still see those cloud shadows. They're cool in general but make it seem like there are way too few clouds for it to rain everywhere. I think it would look better if you disable them on rainy days to give the impression of the entire sky being overcast. The lighting change does wonders here.
Also consider making the clouds move slower for a more relaxed and realistic vibe.
Thank you for the nice words, I'm so glad to know you like the game! 😊 Also, you have a great eye for detail, I definitely agree with you about the clouds. I'll make sure to note that down and come back to it when I fully implement the weather system.
@@LostGameDev Thank you very much! I work in graphic design, so it's kind of my job to see this kinda thing :)
I have dabbled in game making as well so I've learned from that too.
By the way I love how you handle feedback. Keep up the great work!
@@thisisamalya That's so cool! Thank you so much, and I wish you best of luck with your work! 😊
Thank you so much for making handwritten captions! I've barely started the video but I just want to say thanks, because so few creators make the effort and it's so very much appreciated. I'm not even deaf or hard of hearing, personally, I just find videos easier to process with captions.
Absolutely! As a non-native English speaker, I was concerned that my accent might make it difficult for some viewers to follow my videos. But I didn't want to use UA-cam's auto-generated captions because they're often full of mistakes so I made them myself. You're actually the first person to bring this up, so I'm really glad to hear that some people are finding them helpful ❤️
@@LostGameDev Your English is great, I can follow your speech as well as anyone's.
Though I'll take the opportunity to give a small correction: in English, pier is pronounced "peer", while the way you say it sounds like "pyre", which is a pile of combustible material, often for burning a body in an open air cremation ("funeral pyre"). Just thought I would let you know because I always appreciate when someone lets me know I've been mispronouncing a word. Otherwise your English is excellent.
Also the progress in this video is incredible, looking forward to seeing how the game develops!
Ohh, I see. I realized after I posted the video that I mispronounced the word "tier," but never noticed I did the same with "pier". Thank you so much for mentioning it so that I can correct it in future videos! And thanks for all the kind words as well! 😊
I really love the way the game looks so far! I'll definitely wishlist it, the controls seem simple and i really like that too, thanks for sharing the progress with us :)
Thank you so much for your support and kind words! Your wishlist means a lot!😊
just a little detail. I think it would look better, if the lilipads would move with the waves, now it kinda looks like they are some kind of lilipad-shaped rock
Hey, that's a great idea! I definitely think adding some floating animations to the lily pads would be perfect. I'll make sure to add that to my to-do list! 🙂
Super inspiring and honestly a great video. Good stuff dude
Thank you!!
genuinely love your positive attitude, looking forward to the game development and game in general :)
Thank youu!!
Everything looks SO adorable!! Incredibly excited to see the future development of this game!
Thank you so much, it's nice to hear that!! 😊
This was so inspiring and helpful ! We will be waiting for the rest of the devlog ! :)
That's awesome to hear! Thanks a bunch for the kind words. Once everything I'm working on is ready to be showcased, I'm super excited to post the next devlog.😊😊
Your art style is absolutely beautiful! Great work, can't wait to see more from you!
Hey, thank you very much!😊
Wow this project looks absolutely amazing, everything looks so beautiful and cosy already! I´m very excited for this game!
OMG, thank you so much for all the excitement! Constant comments like yours are what help me never run out of motivation!
I love the palette, and it all just looks so amazing!!
Thank you so much!!
Feeling cozy already, can’t wait to see this game grow!
Aw, thank you so much apoxfox! Glad you like they way it looks so far.😊
Reaaally nice progress, i´m loving the art style!! Looking forward to the next one. Good job man
Thank you! I'm really happy to hear you like the new art! ❤️
Wow, great progress. Can't wait for the next one. Keep it up 💪
Thanks a bunch!! ❤❤
I said this once and ill say it again this would 100% be my dream game, these devlogs are crazy, even though the huge gap in time from #1 to #2 I see that it was worth it, all of the work put in the game so far is incredible, honestly I can't wait for hooked to come out this is amazing, it's crazy to see how a far a person can make a game in around 6 months. All the best of luck to you man.
OMG, thank you! I really appreciate your support and enthusiasm for the game! I put a lot of effort into this project, so your words mean a lot to me. I know there was a bit of a gap between updates, but I'm glad you see it was worth it. Thanks again for your kind words!😊
I have mad respect for this man right here, keep it up man
Omg, thank you!! ❤❤
The game looks amazing so far and the devlog was edited to perfection, very fun to watch.
Thank you so much! Glad you like it, it takes a ton of time to make these videos.😅
Neat update showcase, especially editing. The fairly long required time for the grid priority pathfinding, sprite visualisation hierarchy and some other comparatively basic concepts suggest that one or two game-development courses according to the game would be suitable. This is not meant condescendingly, but rather to save time both in your learning process as well as the game development efficiency.
Definitely nailed the cosy vibes! See you in 6 months :)
Thank you! Don't worry, it won't happen again.😅
This game looks brilliant! It was really interesting to hear how you solved the isometric rendering issues. Can't wait to see more!
Thank youu! ❤️❤️
Im so glad i found you!! This game makes me feel warm and fuzzy inside! Can't wait to follow your progress!!
Omg, thank you so much! Glad to hear you like it. ❤❤
Just added to wishlist! cant wait, looks so cute - based on the looks, i'd defs be playing this on stream :)
Thank you so much! That means the world to me.
I love your art style so much
Thank youuu!
Im excited to finish this video, ive re watched the first 2 devlogs a few times cause i was excited for this one lol
That's crazy lol. Thank you so much!!
That was inspiring man, thanks. Good luck with your game.
Thank youu!
this so cool been watching u from ur first video on this channel, u have improved alot hahaha well ur art was also good but i like this new art as well ❤
Woah, first video?! That's crazy! Thank you so much! ❤
@@LostGameDev how come u removed the other videos that u uploaded initially
Yo, the art style is VERY CLEAN. I haven't watched anything yet but if it's your stuff... Keep going. Art style goes a really long way, especially if it's cohesive across the entire game.
2 minutes in... Wow. Yeah man. Keep going. I wrote EXACTLY what you were wondering about your art before I even knew anything about it. From someone whos done graphic design for 11 years, mate, you're going to take this places. Stardew started and came out of no where, yours can be the next one man.
Thank you so very much for your kind words!! I'm really glad to hear you like it.😊
I was VERY compelled to support you on patreon last night when watching this. This normally doesn't happen and so it says a lot about the quality of what this game is going to be like. I can't financially in the situation i'm in but the fact I even tried to work out if I could speaks volumes. I hope that you're able to find a way to finish it even if the stars don't align because i'd imagine this is apart of your journey man, it's an amazing start that you have and the philosophy you're applying shows it will be a banger. I wishlisted it and will definitely buy it when it's out. @@LostGameDev
Such a great devlog! Can't wait to see more! Very inspiring!
Thank youu!!
this is a very well edited video
I know the hard work you have done!
new sub❤❤
Thank you so much and welcome!!😊
Wow! Thanks you for you time making this devlog video! Your game looks amazing! Good luck with that! I’m going to a wishlist page 😄
Thank you very much! I'm really happy to hear that you like the game.😊
The art style is so beautiful... I wish I could draw so well...
Thank you! I'm really glad you like the art style. Practice makes perfect, and I'm sure you'll develop your own unique style in no time!
Hey This is so inspiring, i've been struggling to find a game ideas for years and seeing this game you are making kind of gives me a few ideas. Keep up the good work.
Hey, thank you! I'm so very glad to hear that my game has inspired you.😊
would love dynamic rain sounds based on the droplet hitting the ground relative to the player location. simple to implement and is good for atmos.
Oh, that sounds really cool! I'm not entirely sure about the specifics of how to make it happen, but I'm definitely gonna try it when I start working on the weather system. 😊
@@LostGameDev check the distance between the player and the rain droplet that hit the ground (this can be precomputed). use the direction of that resulting vector to pan the audio accordingly. use the vector norm to adjust the volume of the droplet sound accordingly.
something along the lines of that.
edit: you can even get a little crazy and implement sound filtering based on the distance vector, but that's probably overkill.
You are sooo flippin cool man! Liked and subscribed. Good luck with your game, doing so much on your own is impressive but take some rest every now and then.
Woah, thank you so much!!❤️I'll do my best to be careful and get some rest so I don't burn out.😅
I thought I had never heard about this game until you mentioned the Twitter discussion about the lamps, I remember that Tweet!
It's looking really nice, the game looks like one I would play c: looking forward to it!
I'm surprised it never crossed my mind the reason Stardew only updates the clock every 10 minutes, I had never thought about it that way even though user experience should be one of my areas of expertise, I learned something new today!
I also wanted to mention that you might want to tune the bird take off and landing animations, they seem to be always at the same height
Wow, that's so cool, thank you so much!😊When it comes to the birds, are you referring to the animation sprites and how large or small the bird appears?
@@LostGameDev the moment they land and take off from the ground spot, is as if they were gliding very very close to the ground.
I don't think it has anything to do with either of the things you mentioned, i think it should be tuneable with the position animation you do after spawning them
@@Rikaisan Hmm... I'm honestly not quite sure what you're referring to.
I noticed the bird thing too. I think what you should do is to literally move the bird up on the screen when it is in the air. When they land, you can move them down to indicate that they are actually on the ground now.
Consider adding a shadow below the birds as well
Either way, I love those little birbs
I haven’t played isometric games in years but the original Genesia game was my childhood love. And I have totally forgotten about the square island view that it had - which the start of this video suddenly bought back in my mind. The square floating island that scrolls into the next square… there’s something really appealing about it
Scrolling back through the video, there’s something really cute about the self contained island. Even if the next tile gradually reveals as you approach the next one or something
Hey! I think floating islands are certainly more attention-grabbing, but I do believe removing them was the right choice for the game. I always have to consider the gameplay perspective as well.😊
bro you are amazing i love the vibe you create for the video and the game😍
Aw, thank you so much!!😊
First video I see of this series and have to say I’m really impressed so far! One suggestion is that it might be nice to add some sort of image effect over the game to give it a blue tint. This works really well to sell night instead of just a dark overlay.
You could repurpose your old movement system as a command system for controlling NPCs or pets.
I imagine having a dog that follows you by default; but you can also click on the screen and your character makes a little whistle sound and the dog goes to where you clicked. Maybe there can be some simple tasks that a pet can do for you (like fetch/pick up items from the ground or search an area)
Hey, thank you so much for the idea! That's actually a pretty good one, I definitely want to implement something like that for pets.😊
The art style looks soo lovely! It was also interesting to see how you solved the isometric sprite sorting issue. Great job all around!!
Hey, thanks a ton!! I spent waaay too much time on the art, so I'm really happy to know you like it.😅
Your art and the quality of the videos are top notch. Would love to hear more on your background!
Thank you so much for your kind words! I don't really have a background in game development, I'm pretty new to it.😅
Subscribed! Wishing you the best of luck on this new journey and can't wait to follow the progress. 🙌
Thank you so very much!!😊
this game oooks amazing!! you nailed the style
Thank you! ❤❤
It's looking amazing, good luck i will look forward your game!
Thank youuu!❤️
Hey, here's a few quick ideas:
The clock could be like a pocket watch that you can open/close whenever you want, that way, the game feels more relaxed and time doesn't make players want to rush.
Also, you don't have to fully scrap the tile selecting to walk pathfinding algorithm - birds and other animals could use a simplified version of that by walking to randomly selected tiles
Hey, thank you so much for the clock idea, I actually really like it!
One thing that comes to mind, as far as the player experience goes, is how players would feel having to constantly open and close their pocket watch to check the time instead of glancing at the corner of the screen. But implementing such a system shouldn't be too hard, so I'll definitely consider it and let you guys playtest it and give me feedback on it.😊
I also agree with the pathfinding algorithm, it could definitely find its use in different systems.🙂
@@LostGameDev Wow! I didn't actually even expect you to see this, let alone get such a wonderful long response, goes tos show that you care and that is one of the most important things from game developers
@@Campake Of course, I always answer! You took the time out of your day to leave a comment, and I believe it's only fair to do the same. 😊Thank you so much for your kind words and support!
As someone who always felt pretty stressed out by the time in stardew valley I really appreciate you taking this into consideration. Maybe you don't have any way of telling the time on your person at all. You could tell by the lighting and the behavior of your surroundings what time it is. And if you need to know more precisely you could then look at stuff like a clocktower in a village or a grandfather clock in a house.
This may or may not work well but I thought I'd share anyways. It probably also depends on how important scheduling stuff will be in this game.
@@thisisamalya Honestly, more great ideas. However, I feel like something like this would very much depend on the players themselves (and the game itself), some people like enjoying stardew valley peacefully, whereas others prefer min-maxing.
Hi! I recommend focus in the gameplay, this is the most important part of the game, it can be really pretty and cozy (and trust me, your game naled it), but without a really good gameplay, people will just get bored and not play for so long. Remember to give players a reason to stay engaged with your game, like colectables, prizes, etc. Good luck, wish you the best!
Hey, thank you for the feedback! I totally agree with you on the importance of gameplay, but I do want to mention that there was a reason behind my focus on the art and making the game appealing.
I knew that I didn't want to develop this game behind closed doors - I wanted to create these devlogs! The reality is, even if your game is amazing, the first impression counts a lot. If all I had to show was a basic mockup, it might have discouraged people from giving the game a chance - at least, that was my thought process. Now that we have some art in place (even if it's not final), I can finally dive into gameplay mechanics! 😊
@@LostGameDev Totally agree! I personally will be very interested to see your mechanic creation process, I'll be looking forward to it.
you deserve the subs for the relaxing game making! 🎉
Thank you! 😊
This project looks incredible and I can see this being very popular with the Stardew Valley fanbase and others similar, keep going man! Steam page is really well executed too ;)
Whoa, it's so encouraging to hear that. Thank you!! ❤❤
This art style is stunning
Thank youu!
Yo, happy to see a new video from you! The quality of your videos have really gone up by a lot! Also your game looks really cool so far and I love your pixelart! Good luck on the development 🙂
Yo! Glad to hear you liked it Gabest, thanks a lot! ❤
bro this looks soooo good🔥🔥🔥😭 i wish i could make pixel art this good
Thank you very much!! Making art takes a lot of time, but I have no doubt that with a little practice you can get better than me!😊
I want to learn pixel art, anime drawing, and isometric game development like you.
Game looks Awesome. I found my path to choose😊
Hey, thank you so much! That's really awesome to hear! Best of luck on your journey, and please feel free to share your progress with the community on our Discord server.😊
THE ART TURNED OUT SO GOOD
Thank you so much! Glad you like it.
This the the kind of game I've been searching for. I've played a ton of farming sim with my friend then I encountered Dredge. I have not found any game that scratch the itch the Dredge left me. I pray for a successful release for you.
Aww, thank you so much! I'm glad to hear you're excited for the game. Your support means a lot!
I really love this game! One thing that catched my eye is that the clouds' shadows are still showing at night (there is no light source unless moon is really bright) and when it's raining (all sky is one big cloud probably). I think it could look better if those shadows were there only on sunny days ⛅
Hey, I’m so glad to hear you like it! Thanks a ton for the feedback, it means a lot. I completely agree with you. In fact, it's something I've already been working on since the last update, and I'm planning to highlight it in the upcoming devlog. As a little sneak peek: there's a completely dynamic weather system in Hooked on the way, where clouds always have unique shapes. They change size and shape dynamically at runtime based on the weather and time, and that fixes all problems you mentioned.
This looks so great!! Look forward to following your progress☀️
Thanks so much, it means a lot!! 😊
As a dev myself who has zero artistic ability, I hate you. This game has my dream style! Absolutely gorgeous!
Thank you!Trust me, it's easy to doubt your artistic abilities - I go through that too, despite receiving lots of compliments. We all tend to be hard on ourselves, but that's just part of the creative journey. The truth is, we often think we're not good enough because we see room for improvement, and that's a sign that you're on the right path!
Just a random idea I had while seeing your "bird getting scared" mechanic: If you intend to add some sort of perks, one of them could be that the player is able to go near wild animals like birds.
That sounds like a great idea. I will definitely consider it!
never played any of the games you listed at the start but excited to see how the game comes out in the end!
Thank you so much!! So happy to see people who haven't even played these types of games getting excited about Hooked. It really means a ton to me! ❤️
The Art Looks Amazing
Thank you!
hallo
It looks so good 💯😊
Thank you!!😊
This feeds my desire for a beautiful art style like. Battle Network, FF tactics advanced,Disgaea
I would like to recommend one suggestion. Put the time ui on the pause menu no one has to look at the time all the time. And on the pause menu it will be like an achievement like yeah I have spent an year on this game. Btw love these devlogs.❤
Hey, thanks for the suggestion. Placing the clock in the pause menu would require players to pause the game every time they want to check the time, instead of being able to quickly glance at the top of their screen. Not sure if that's something I want for players. I'll need to think about it a bit more.😊
@@LostGameDev if players can always see the time they will be wary of time and will play you game less resulting in less engagement anyways its your call make a good decision.👍
I dont fish but this looks like such a great game! Cant wait to follow this devlog along.
Game's looking great! You definitely achieved some immaculate cozy vibes :D. Why not try adding a bit more life to the whole enviroment by utilising....animations... Having some simple trees sway, wind formations, leaves falling could definitely elevate your game and make it feel more alive! Looking forward to the next develog :)
Thank you for the feedback! I completely agree with you. Creating animations can be time-consuming though, and now that we have some art in place, I think it's a good idea to shift gears and start working on some gameplay. But we'll certainly come back to art and animations (probably multiple times) - I took notes of everything you mentioned.😊
This game looks amazing congrats on your progress
Thanks a bunch, Toby!!❤️
holy crap man this is awesome :D
Thank you!
I started trying Unity 2 weeks ago for creating exactly this game!! Wow, like my mind is on the screen. *added to wishlist*
Thank you so much for your kind words and support! Best of luck with your project, and I hope my game can continue to inspire and encourage you as you work on it!
Wow, great job! Game looks amazing!
Thanks a ton! 😊
good work... looking forward to see more progress
Thanks.😊
I just came across the video and it caught my attention!
Although selling for a higher price with train could be a nice way to have players keep playing to maybe build the train or train station I thing having the products being sold localy for more money but take longer to sell and have the train be faster and instant would be a good balance while keeping the building aspect of the train station
Hey, thanks for the suggestion - sounds like a good idea! I'll note it down and we'll see how well it fits into the game when I implement the train.😊
If you ever decide that WASD movement would be better after all, you can use an edge collider 2D to wrap a collider around an object. Should work in isometric.
Hey, thanks for your suggestion. As I mentioned in the video, we're going to stick with WASD movement for now. As for the colliders, I believe the issue can be solved using either 2D edge colliders or polygon colliders but I opted for the second option. Haven't encountered any problems so far, but we'll see if I need to change it in the future.😊
I'm super excited about this and can't wait to play it. I think the music you used in the videos is super chill and I look forward to more videos. Also I really hope you put it on the switch eventually. It looks perfect for it and I don't play PC games very often as I am more on the go usually and a van lifer. I really want to play this and if not on switch I'll have to delay buying it until I get a better laptop. But it looks like it's going to be a while and I hope you have a ton of luck while building this but take your time so I also have time to get a way to play this on PC.
Hey, thank you! I think it would be really cool to publish the game on other platforms than PC, like the Switch! That would involve hiring a team to do the porting once the game is ready, but we're a bit far from that. One step at a time.😊
Wow long time no see man 😅
And the game looks great 🎉
Thank you, glad you like it!😊
The character design is so awesome! Wishlisted
Thank you so much! I'm glad you like it.😊
What a game! It's amazing, I really like this art style and gameplay, it's great.
I think if it could be multiplayer, so we could fish together, farm, trade, build, more and more things....it would be better.
Thank you so much! Multiplayer isn't my top priority at the moment, but it's definitely something I'd love to work on down the line!😊
@@LostGameDev I hope I can play your game as soon as possible!
For the love of god please move the candle from underneath your monitor! The little flame will still create a lot of heat which may damage your monitor and not to mention the soot which will slowly accumulate over that section of your monitor.
That out of the way, a cute and satisfying art style like the one you're heading towards really adds a lot to this project.
Thank you for the warning.😅 I've replaced that candle with some artificial ones, and (as far as I know) the screen is in good condition.😊
looks very charming!
Thank you!❤️
My solution to your pathfinding problem is to get rid of the pathfinding entirely, move back to a wasd directional movement, but everytime the player presses a button to move in a direction by one unity, send a raycast to that point to check your logic for if that point is a spot it can move to and then cancel the movement and animation if it can not walk in that direction, which can be very easily accomplished if you make your movements a looping while true coroutine with a break or return inside of it based on a condition, would only take a couple of functions to pull off and the end result is a hybrid solution to your desire to not use colliders. Another solution would have been to fake the 2D isometric environment while having it actually be a 3D environment where each tile is actually a cube with an isometric sprite as its child that faces the camera, setting it up to align visually exactly like how it would if you just placed them in 2D and making sure that the cubes you place that are behind other objects get their child sprite destroyed or culled or something automatically so you can easily prototype the level without having to constantly check to see if you are wasting memory by having sprites sit behind other ones that wont even be visible and therefore also avoiding z writing issues automatically due to the nature of the 3D space.
this game looks really cool!
Thank you so much, glad to hear you like it!
I need to do some checking around. Would reeeeally love to learn how you did your isometric sorting using that line script you mentioned
Hey! The script I used was made by Scott Steffes, and he has a UA-cam video that walks you through how it works. There are a few scripts in the package, but you just need to attach one to your game objects to get them sorted. 😊
@@LostGameDev thanks 😁 your work was reminding me of someone named jmw327 on twitter