If i had a nickel for every devlog series about a fast-paced indie FPS series currently on youtube where one of the primary mechanics is reorganizing your fingers to access different weapons, I'd have two nickels
This game is immensely cool, and you're insanely talented to be doing this all on your own with everything made by yourself, it's honestly commendable If I have to say one thing, the infinite scrolling text looks super cool and aesthetic, but I think you really have to limit it to only the most important stuff to convey, because when so many things are infinite scrolling text it just becomes disorienting and you don't really even know what infinite scrolling text to pay attention to, sometimes it bleeds into the background because you think it's just an aesthetic detail, when its actually telling something important
I love the look of the game, but I feel that all of the noise and dithering makes it difficult to focus on anything, since everything on screen is moving. It's just too much. It looks good, but I probably wouldn't be able to play for more than 20~ minutes before getting eye strain. It was difficult to finish this video. You should probably add some settings to tone down the noise and constant moving text a little.
I can't play games that put eye strain on me, for example when it's too dark or when it applies shaders to entire game screen. It looks cool at first but quickly becomes annoying.
I think that is kinda the whole point of the game.. to simulate "sensory overload", as a complimentary thing to the Altered Sensorium name. Honestly, I would welcome even some super chaotic sound effects, so the game would be an utter complete chaos. Something perfect for tryhards, that can filter all of these out and do some insane stuff in the game.
I love the aesthetic of this game, it's so unique! But I would like to ask about accessibility settings? Because even just watching this video is making me motion sick lmao
I absolutely agree, but personally it’s not because of motion sickness. I have autism, and this game seems like it could be a visually cluttered and overstimulating NIGHTMARE! I’ve played and enjoyed Ultrakill and the DOOM games, and their gameplay is awesome. It would be a shame for me and others not to be able to enjoy or play this game because of the style it uses. I know that a lot of this is part of the game’s design, but that shouldn’t be a reason to NOT make *some* optional accessibility options to turn some features down/off. This game looks awesome, and following along with the development videos has been interesting, but I can imagine various different types of people having trouble with some of these design elements… I would love to hear what jhd thinks of these concerns, and what approaches might be considered! Personally, I think the ability to turn off the scrolling text and standard HUD and crosshair options would go a long way! 👍 also never add motion blur to this oh my good please just don’t do it BTW: I understand that not all games are for everyone, but this game is exactly my type of fun. Hell, even the newer DOOM (1993) releases on Steam and consoles have accessibility options appear FROM THE START, such as high-contrast mode, replacing doom’s own font with modern plaintext, and turning off screen effects.
i think you shouldnt be so scared of slower gameplay. On that note, I really dont think the pattern-reload hinders the speed at all anyways - and either way it's really cool and unique and would feel super satisfying once you start getting fast at it, so it should stay in for that alone. I think for like a sniper it should be a super long and stupid path with loop-de-loops. love the fluid sim, thats cool
10:34 - This would make a SICK looking title screen, where the pool is made of blood and the hand is coming out. In addition, you could have the hand's palm facing away and all the different fingers as the buttons, but the start one is the middle finger, so it looks like its pulling the finger at you when you press the start. Another feature you should consider!
You'll definitely want to consider spending some time on making the visuals clearer for the player. In many of these clips, I had trouble telling walls, floors, and pillars apart from each other. This would especially become an issue during fast-paced combat where you're moving around a lot. It'd feel pretty awful to get stuck on something you couldn't really see and die or take a bunch of damage as a result.
I think the compression definitely doesnt help with the visual noise as clean pixel borders just get mulched into complete slop. It might still be visually busy, but I think that can probably be worked on as he goes
@@thomoski While UA-cam's compression does plays a role in how bad the video looks, there's definitely some other issues as well still. The screen tends to be very visually busy, for example. There's a lot of noise and animated textures wherever you look. The lighting needs more range as well. Other than areas where there's bloom (which is a bit too bright judging by the video), every area is fairly dim. As a result, there's pretty low contrast in those areas which makes things blend together more. Also as someone said in another comment, even if the majority of the issue happened to be UA-cam's awful compression, it'd still leave a bad impression on people who might otherwise be interested in the game but write it off due to how bad the lightning can look in UA-cam videos. He'd be undermining his own efforts by ignoring this issue if he's planning on selling the game.
Yeah, and while I personally can read the text just fine, I can definitely see a future where the game comes out and there's an avalanche of people begging for accessibility options making the text more legible and static.
text vignette would be cool if it represented the character's thoughts, like having it say "fuck" when you take damage, or become more intense when looking at - say for example - a cigarette or something. building off of that itd be cool if there was some sort of annoying parasite enemy (kinda like the crawler guys) that headcrab onto you, and if you dont get them off somehow in like 5 seconds then it makes the vignette progressively cover more of the screen until it's completely covered (at which point you die). yuh
Some things: First of all you are - again - very talented! Watching your videos, explaining things you do in such a simple yet detailed way shows that you know your stuff well. Secondly: the aesthetics have a downside and an opportunity. The downside is that you really don't know what orientation are the enemies, which way are they facing. The opportunity is that you could highlight weak points with the characters that you are showing, even if it is just a minor little bit more red colour point on the enemy it would communicate with the player really well, and it would be a good feedback loop. A personal opinion on the fingers: I loved the guns part more, especially with the custom reload. You didn't address the problem that switching between fingers with a menu really takes you out of the action. All that said it is a project of yours, and we can see that you truly put in the effort both into the game and into the videos, and I want to thank you for that. Have a nice day!
thanks! and thanks for the feedback. I've had it on my to-do list for a while to add enemy weakpoints (which would also indicate orientation, etc.) but I haven't really settled on how I want to do things yet/found a good way to integrate it with the current aesthetic and gameplay
I also thought the reload was a nice touch and the constant action (including quick level transitions) were really important for the game type. Having menu's detracts from it. If weapon upgrades are a thing in the game they should be Crysis style holding the gun up while still letting the player move around. The thing the game has going for it most is the action and constant motion, I really think the menus are a bad idea and the finger thing is kinda meh. But to each their own, of course. Unfortunately I saw this as a step back instead of forward for the gamedesign.
Good to see you're still alive. If you're writing C you should consider using __attribute__((overloadable)) for math functions. then you can replace functions like v2_norm() and v3_norm() with just norm(). I'm also very impressed by how you got shadows, lights, and AI pathing to propagate through the portals.
Small criticism, those currency heads definitely look like they are attacking you when you collect them. If I was a new player, I think that would scare the shit out of me, I would probably assume that they are enemies, and avoid shooting them for a while before realizing that I was supposed to collect them. Maybe having a more passive "item-y" animation would be better, like they pop off the wall and become small and hover and spin, or something like that.
woah there's so much visual style to this, always cool to see what can be done from a more programming focused approach to game art. an interesting transition for any of the times the scrolling text is fully on screen is maybe to have the new text start scrolling in from the right
Using a markov chain for the text is absolutely genius and a completely unique move. That's super super cool and I don't think I've ever seen anything like it before in a game.
I was on your channel yesterday looking for a new one of these videos! You inspired me to start learning opengl and writing games from scratch. This series is probably my favorite cs/programming series on UA-cam.
Just echoing what others are saying: The game looks good! But i definitely think you should turn down some of the aesthetic (or at least provide toggleable options) cause I had to take breaks while watching this due to motion sickness. Love the effort!
To help with enemy visibility, you could perhaps consider having them be slightly emissive, have them gently pulsing from within, like some weird demonic spawn, maybe emitting a small amount of light (point-light like) too.
I dont know if its the youtube compression or smthn, but im finding the game has a lot of visual noise atm, making it kind of hard to parse whats going on on-screen. Will the final game have options to turn some of the effects off?
looks like this one just got eaten up by compression :'( I promise that it's much more visually understandable in-game (and that some of the more extreme effects will have toggles!)
@@jdh If you export your video as 4k, even if it's 1080p source footage, UA-cam will use a better bitrate for it. Which is as far as I know the only way to combat this.
Hope you do a lot of play testing with the finger picking at the start. Players will probably just keep using the same thing for every level once they find one they kind of like and stop experimenting.
I found this series during my first year of college studying game development, and now I'm starting my third year. I have learn that i am a little insane when it comes to coding, but I'm not crazy enough to even touch rendering. it is truly insane to me how good your game now looks. keep it up.
Love the series! Can't even imagine how one person could write all that from scratch, crazy. How bout the finger replacing being more in game, and hot-swappable? Just animate the hand to go more to the center, and somehow make it keyboard swappable. This way one could do two hands too, just press a key on which hand one wants to swap. Would be also maybe less immersion breaking? Running around dodging enemies while swapping fingers cause they ran out of idk fingernails sounds like it could lead to lots of intense moments.
The scrolling floor and ceiling textures, and floor text are a bit much for me. They're making me slightly nauseous. It's a cool effect but I don't know if it's a great idea from accessibility perspective unless the scrolling can be changed in options, as it seems likely some people won't be able to play this due to that effect.
If I had a penny for every devlog series about a fast-paced indie hack-n-slash currently on UA-cam where one of the primary mechanics is killing enemies to regain blood and therefore health, I'd have 2 cents (love this series btw, keep it up)
if he actually finishes the game this time, its gonna get indie game of the year reward or some shit, i feel like ive never seen a more original and innovative game, graphics wise
I have found that I don't get motion sick very easily, and I really love the different sensations and effects going on. that scrolling text diagonally in different layers is pretty awesome. I like it personally.
This game certainly looks unique, and I love the ideas! But in general, I think the massive amounts of fast-scrolling text and the UI are very hard to look at! This game does not look very readable, basically meaning it has a lot of visual clutter which can be disorienting or very distracting… 🥹 I would love to see some accessibility settings to control how they appear, where they appear, or to turn them off/replace them with static implementations -w- I could sit here and list the many things that could be tweaked, but no one has asked me to, so I won’t. Just… PLEASE! Keep accessibility in mind for the future of this game’s development!!😭
Good progress, project is looking solid. I would just say that it seems pretty inconvenient to read your health when you move, with the bar wobbling constantly and the overall game is looking like a big fever dream,
You should make the arm, hand, and fingers deform and squash as you run, jump, turn, and shoot. Like it's an inflated plastic bag full of blood. That, combined with the fluid simulation would be brutal.
Each of the sub-sytems you add to the game are like lifetime projects I could never complete - and there are so many of them I'm so blown away you deserve 10 trillion subscribers.
It's very interesting to see the predictive text system you're using, which is part of the foundation of how things such as autocomplete and large language models work. Nicely done.
Finally, the Hand-Gun genre gets another entry. As a bit of crit on one of the enemy designs; due to the way that you're rendering the enemies, their silhouettes are the really important thing compared to a lot of other parts of their design, since it's extremely difficult to see any sort of depth past that filter. You did a good job on most of the enemies, but I think the Big Mouth suffers from this the most, since from the vid it looks like from most angles it's hard to really tell what they are. The hand and mother are probably the best examples of using the silhouettes well.
This is seriously sick, i'm a part of the 42 network coding schools where we have to code in c and i can't imagine getting anywhere close to this level yet. Also love the artstyle, concept and how the gameplay looks!
I started working on a game in raylib as complete beginner to C and programming in general. Your videos have been a great source of motivation and make me wanna continue even if pretty much everything i want to implement involves a lot of time and frustration figuring out how things work It's great to see that your game is finally starting to look like a game and not just a cool tech demo
I really like the configurable fingers system but I feel like it would benefit from an equivalent to the shotgun spinning for more of that tactile enjoyment. If you’re even considering an “ammo” system that is, maybe the hand closes into fist and the fingers “charge up” before flashing. Otherwise, the game looks great and I love the name you chose. I also love the generated poems in the portals after each level.
Fully forgot about this project, glad it’s back though. The new hand gun system reminds me of another indie game I can’t quite remember the name of, but I’ll edit this if I remember.
A cool idea I had while watching is what if blood can resurrect you right after dying, so if you kill an enemy right as it kills you then you'd get resurrected right after the consumed screen pops up. I mainly think this'd be cool cuz you could have a section in a level that's basically an unavoidable death trap but after dying you get deposited in a pool of blood that revives you to full health, metal gear solid 3 fake death pill style. Could be a flesh factory where a piece of meat machinery carries your corpse into a vat of blood or an Indiana Jones style boulder trap that pushes your corpse into a blood puddle from the previous victims for example.
UA-cam compression really loves this game, can't wait to get it myself so i can actually see what's going on! You could also try rendering and uploading at a higher resolution, which should give better results
Also it would be nice to add some contrast between how things are rendered. I think the enemies would look better, stand out more if they didn't have text rendered inside them, but had more definition/detail. Otherwise everything blends together and it would make them more frightening. It's really impressive how you're able to do all the work yourself (code, creating characters, animation), hope you keep working on it.
One big thought I have is exaggerating the enemy animations will probably make their motions and intent communicate a whole lot better - and make them more visually grabbing during gameplay in the process, so win-win there. Looking hella good, though!
7:37 this alone probably took at least a few weeks. Can we just take a moment to appreciate that he just coded an SPH sim, a detail most players will never notice, for a health display, in C? He could have used some perlin noise texture magic, but NO he had to learn fricking hydrodynamics.
Love the look of this! The colors are super nice and vibrant, and all the text makes for such an interesting look. Super excited about this. For the edge-effect around enemies, maybe something like a chromatic aberration would fit the look of the game better.
thanks! the enemies already have some chromatic aberration (everything that gets bloom gets some chromatic aberration right now), but maybe I could try making it more extreme instead of the edge effect to make things match the look better.
I got the vibe immediately that your health/blood should also be the ammo, encouraging accuracy and adding more pressure to the gameplay. Blood for the blood god!
I'm actually so curious to know your journey in computer science from the very begining to now. Your videos always inspire and blow my mind with what it seems to be a deep understanding of computers and problem solving in general. I think it would be a interesting video and to show how much time and effort did it take to get you here.
I think you could keep the eyeball and have the constant text that shows on screen or other elements show on it like when you press reload it shows your ammo count. I think it would help reduce some of the visual flair which some people could appreciate a bit.
Loving the look and design on this! Love the insight into the code, the furthest I've ever gotten with my own engines is those Wolf3D-style ones and rendering a cube in OpenGL. Love the look of your editor too, it gives so many options for basically everything. The editor being unstable is just following in an ancient tradition where that was the expected behaviour of level editors, so that seems fitting.
Great work! New tech and style looks dope! Enemy design feedback: I think the munchers have a really difficult silhouette to make out. I think if you added something bright and glowing in the eyes and mouth, they would look so much cooler and be more readable and would improve readability for gameplay. Would also be neat if the left hand was a buff and the right hand was a weapon. So, the left hand can allow you to slow down time, set a point to teleport back to for safety, move faster, bleed slower, shield from projectiles, homing projectiles, etc. That would be dope! Also, I feel like the finger mechanic is really, really sweet but confusing. I think you could come up with some clever names for the weapon combos and display them above the hand. Side-note: If you did do a two-handed thing, what will you grab the fingers with? IDK? Maybe a mouth? I think it would be kinda funny if the cursor was a pair of teeth, like the toy, that would bite the fingers off, and bite the disconnected fingers to move them around! That would be so sick and totally fit your aesthetic! Your menu could use the teeth and your buttons could be meat or even fingers pointing in from the sides of the screen with tattoos or something crazy like that! Like, on the main menu, you "bite" the settings finger and the hand pulls away from being bitten and drags you into the settings menu where new hands appear with options...? Just a random idea! Like your game!
I was inspired by your first 3d devlog to make my own doom-like engine, and while it isn't as far along as what you have made, it was a great learning experience
I was just wondering how this project was doing like yesterday lol. I think your game idea is extremely cool, the aesthetics and visuals feel so extremely surreal and I can already imagine how complex different combinations of fingers can be.
I'd suggest making the heartbeat sound optional as some people can get pretty extreme discomfort from heartbeat sounds. I have a bit of a palpitation problem and heartbeat noises in games tend to worsen it and make me uncomfortable. Aside from that tidbit I really like the overall style so far.
I totally like the technical details in the video. They are very very interesting but damn do iget motion sickness by just looking at the video... and this honestly is the first game where i get it.
You should definitely consider adding a "video compression algorithm friendly" graphics mode that gets rid of a lot of the effects that mess up video compression so you can show stuff off better on youtube
This is such a cool idea. I’m imagining almost a Metroidvania where you unlock new abilities by finding your fingers. As an example, once you collect an index finger and thumb, you can use a finger gun as a ranged weapon. It could also be cool to just launch your fingers like in Plok! Edit: And flipping enemies off would just blow them up lol
jdh is evolving, he's not rewriting it from scratch this time
And he’s not going more lower level!
Next video:
I didn’t like the look and feel , so I started all over in Assembly
@@grafdersteinchen135 to be fair there is not a lot lower he could go
@filiflo the video following that: I didn't like how it looked so I rewrote everything in raw binary
@@gustavoshigueo I guess from there he could hardware program it into its own machine.
@@grafdersteinchen135 next video: making transistors from silicon
New jdh video woooooooo!
Now i can finally be obsessed with game dev again(i have never even rendered a 3d cube)
(yet)
me
Render the cube! Do it!
Most relatable comment I've ever read
Just have to quickly learn c and setup and learn neovim to start
If i had a nickel for every devlog series about a fast-paced indie FPS series currently on youtube where one of the primary mechanics is reorganizing your fingers to access different weapons,
I'd have two nickels
what is the second one?
@@eineatombombe Void Collector by Seth Newlin
which isnt a lot but its weird that it happened twice
huh, the finger toggling mechanism Void Collector has looks super cool! i think I'll keep my method of finger-reconfiguration though :)
i thought the EXACT same thing
maybe when the player gets low on blood, you could reduce the amount of color pallete (8/16/32/../256 etc), as a way of "loosing conciousness"?
This was the first thing that popped into my head when he was talking about the color palettes lol. Would be super cool
This would get trippy really fast, especially if the health value changes sharply.
This game is immensely cool, and you're insanely talented to be doing this all on your own with everything made by yourself, it's honestly commendable
If I have to say one thing, the infinite scrolling text looks super cool and aesthetic, but I think you really have to limit it to only the most important stuff to convey, because when so many things are infinite scrolling text it just becomes disorienting and you don't really even know what infinite scrolling text to pay attention to, sometimes it bleeds into the background because you think it's just an aesthetic detail, when its actually telling something important
I love the look of the game, but I feel that all of the noise and dithering makes it difficult to focus on anything, since everything on screen is moving.
It's just too much. It looks good, but I probably wouldn't be able to play for more than 20~ minutes before getting eye strain. It was difficult to finish this video. You should probably add some settings to tone down the noise and constant moving text a little.
I can't play games that put eye strain on me, for example when it's too dark or when it applies shaders to entire game screen. It looks cool at first but quickly becomes annoying.
UA-cam compression is definitely messing with the graphics, but I have to agree, this kinda looks overloaded with effects
Weak
I think that is kinda the whole point of the game.. to simulate "sensory overload", as a complimentary thing to the Altered Sensorium name. Honestly, I would welcome even some super chaotic sound effects, so the game would be an utter complete chaos. Something perfect for tryhards, that can filter all of these out and do some insane stuff in the game.
I enjoy the moving textures personally, but I agree that there’s nothing to lose by providing a setting to tune the intensity of the effects
I love the aesthetic of this game, it's so unique! But I would like to ask about accessibility settings? Because even just watching this video is making me motion sick lmao
incidental visual damage is part of the experience
A lot of the noise-based effects he's using don't play well with UA-cam compression. I suspect it'll be better in game.
youtube compression does horrific things to visuals like this unfortunately
I believe it's the scrolling textures and text, this kind of thing is known to cause motion sickness in some people.
I absolutely agree, but personally it’s not because of motion sickness.
I have autism, and this game seems like it could be a visually cluttered and overstimulating NIGHTMARE! I’ve played and enjoyed Ultrakill and the DOOM games, and their gameplay is awesome. It would be a shame for me and others not to be able to enjoy or play this game because of the style it uses.
I know that a lot of this is part of the game’s design, but that shouldn’t be a reason to NOT make *some* optional accessibility options to turn some features down/off.
This game looks awesome, and following along with the development videos has been interesting, but I can imagine various different types of people having trouble with some of these design elements…
I would love to hear what jhd thinks of these concerns, and what approaches might be considered! Personally, I think the ability to turn off the scrolling text and standard HUD and crosshair options would go a long way! 👍 also never add motion blur to this oh my good please just don’t do it
BTW: I understand that not all games are for everyone, but this game is exactly my type of fun. Hell, even the newer DOOM (1993) releases on Steam and consoles have accessibility options appear FROM THE START, such as high-contrast mode, replacing doom’s own font with modern plaintext, and turning off screen effects.
i think you shouldnt be so scared of slower gameplay. On that note, I really dont think the pattern-reload hinders the speed at all anyways - and either way it's really cool and unique and would feel super satisfying once you start getting fast at it, so it should stay in for that alone. I think for like a sniper it should be a super long and stupid path with loop-de-loops. love the fluid sim, thats cool
10:34 - This would make a SICK looking title screen, where the pool is made of blood and the hand is coming out. In addition, you could have the hand's palm facing away and all the different fingers as the buttons, but the start one is the middle finger, so it looks like its pulling the finger at you when you press the start. Another feature you should consider!
You'll definitely want to consider spending some time on making the visuals clearer for the player. In many of these clips, I had trouble telling walls, floors, and pillars apart from each other. This would especially become an issue during fast-paced combat where you're moving around a lot. It'd feel pretty awful to get stuck on something you couldn't really see and die or take a bunch of damage as a result.
I think the compression definitely doesnt help with the visual noise as clean pixel borders just get mulched into complete slop. It might still be visually busy, but I think that can probably be worked on as he goes
@@thomoski While UA-cam's compression does plays a role in how bad the video looks, there's definitely some other issues as well still. The screen tends to be very visually busy, for example. There's a lot of noise and animated textures wherever you look. The lighting needs more range as well. Other than areas where there's bloom (which is a bit too bright judging by the video), every area is fairly dim. As a result, there's pretty low contrast in those areas which makes things blend together more.
Also as someone said in another comment, even if the majority of the issue happened to be UA-cam's awful compression, it'd still leave a bad impression on people who might otherwise be interested in the game but write it off due to how bad the lightning can look in UA-cam videos. He'd be undermining his own efforts by ignoring this issue if he's planning on selling the game.
Yeah, and while I personally can read the text just fine, I can definitely see a future where the game comes out and there's an avalanche of people begging for accessibility options making the text more legible and static.
text vignette would be cool if it represented the character's thoughts, like having it say "fuck" when you take damage, or become more intense when looking at - say for example - a cigarette or something. building off of that itd be cool if there was some sort of annoying parasite enemy (kinda like the crawler guys) that headcrab onto you, and if you dont get them off somehow in like 5 seconds then it makes the vignette progressively cover more of the screen until it's completely covered (at which point you die). yuh
seconding this, that would be an amazing subtle way to drop lore on the player character
yuh
@@octtburr yuh. dap ✋🤝
yuuuuh
Some things:
First of all you are - again - very talented! Watching your videos, explaining things you do in such a simple yet detailed way shows that you know your stuff well.
Secondly: the aesthetics have a downside and an opportunity. The downside is that you really don't know what orientation are the enemies, which way are they facing. The opportunity is that you could highlight weak points with the characters that you are showing, even if it is just a minor little bit more red colour point on the enemy it would communicate with the player really well, and it would be a good feedback loop.
A personal opinion on the fingers: I loved the guns part more, especially with the custom reload. You didn't address the problem that switching between fingers with a menu really takes you out of the action.
All that said it is a project of yours, and we can see that you truly put in the effort both into the game and into the videos, and I want to thank you for that. Have a nice day!
thanks! and thanks for the feedback. I've had it on my to-do list for a while to add enemy weakpoints (which would also indicate orientation, etc.) but I haven't really settled on how I want to do things yet/found a good way to integrate it with the current aesthetic and gameplay
I also thought the reload was a nice touch and the constant action (including quick level transitions) were really important for the game type. Having menu's detracts from it. If weapon upgrades are a thing in the game they should be Crysis style holding the gun up while still letting the player move around. The thing the game has going for it most is the action and constant motion, I really think the menus are a bad idea and the finger thing is kinda meh.
But to each their own, of course. Unfortunately I saw this as a step back instead of forward for the gamedesign.
11:00 if you make a soundtrack for the game it would be so cool to have it synced up to like a drum or any lower frequency
Good to see you're still alive. If you're writing C you should consider using __attribute__((overloadable)) for math functions. then you can replace functions like v2_norm() and v3_norm() with just norm(). I'm also very impressed by how you got shadows, lights, and AI pathing to propagate through the portals.
Small criticism, those currency heads definitely look like they are attacking you when you collect them. If I was a new player, I think that would scare the shit out of me, I would probably assume that they are enemies, and avoid shooting them for a while before realizing that I was supposed to collect them. Maybe having a more passive "item-y" animation would be better, like they pop off the wall and become small and hover and spin, or something like that.
this is incredibly impressive. you clearly have had a lot of fun with this project and it shows. can't wait to play this some day
Oh, good, you're not dead. (Thought since you had no vids for 8 months.)
That’s just his upload schedule :)
@@ph0eniix02 true
I don't think it was something to worry tho
@@ph0eniix02Yeah, you right, he just randomly goes off screen for about half a year and then comes out with a masterpiece out of nowhere.
I didn’t even notice! I thought it was just a couple months. (I have a lot of people I follow with sparse upload schedules)
woah there's so much visual style to this, always cool to see what can be done from a more programming focused approach to game art. an interesting transition for any of the times the scrolling text is fully on screen is maybe to have the new text start scrolling in from the right
Using a markov chain for the text is absolutely genius and a completely unique move. That's super super cool and I don't think I've ever seen anything like it before in a game.
check out dwarf fortress for more mindblowing procedural generation. and also the pcg wiki :D
I love the lengths that you go to just to avoid having to draw sprites on the screen
I was on your channel yesterday looking for a new one of these videos! You inspired me to start learning opengl and writing games from scratch. This series is probably my favorite cs/programming series on UA-cam.
OMG IT FINALLY HAPPENED
I have been rewatching the last 10 videos for 7 months
FINALLY 🎉🎉🎉
Just echoing what others are saying: The game looks good! But i definitely think you should turn down some of the aesthetic (or at least provide toggleable options) cause I had to take breaks while watching this due to motion sickness. Love the effort!
Damn it! Not again! Remember what I told you last time?
i'm keeping my promise!
@@jdh Force of habit, with a title like that, it sent me into a shock.
@@Plexxl understandable you are forgiven
@@jdh Wait, just saw the end of the video. That half counts.
This can be turned into a fully fledged 30 $ steam game, just add a vague story and a few more levels and features.
This is crazy! Keep it up, holding on to a project over that long time is extremely hard and challenging. Thank you so much for this detailed update!
Brother, I admire your skills as a programmer, you are my inspiration, greetings.
To help with enemy visibility, you could perhaps consider having them be slightly emissive, have them gently pulsing from within, like some weird demonic spawn, maybe emitting a small amount of light (point-light like) too.
Your game has inspired me to start making my own sector engine. Love your aesthetic.
I dont know if its the youtube compression or smthn, but im finding the game has a lot of visual noise atm, making it kind of hard to parse whats going on on-screen. Will the final game have options to turn some of the effects off?
To add to this, anyone else getting queazy looking at it in fullscreen?
The dithering and intense bloom on hit markers kinda give me a headache
The compression definitely doesn't help. It is really nauseating indeed
looks like this one just got eaten up by compression :'(
I promise that it's much more visually understandable in-game (and that some of the more extreme effects will have toggles!)
@@jdh If you export your video as 4k, even if it's 1080p source footage, UA-cam will use a better bitrate for it. Which is as far as I know the only way to combat this.
@@7Mirinoyeah, I’m getting a headache
Hope you do a lot of play testing with the finger picking at the start. Players will probably just keep using the same thing for every level once they find one they kind of like and stop experimenting.
You are basically making a devil dagger style game
this is one of the coolest twists on the "low poly retro" art style i have ever seen, this looks amazing
not talking about the gameplay at all but i low key liked the asthetic from the previous vid more
I found this series during my first year of college studying game development, and now I'm starting my third year. I have learn that i am a little insane when it comes to coding, but I'm not crazy enough to even touch rendering. it is truly insane to me how good your game now looks. keep it up.
Bro found his password
shut up
Yeah he had pay me to get that darn virus off of his computer 💻
@@TheRealFoodCat RansomWare Moment
This is the first time I'm seeing this dude, game looks like Ultrakill + Violent company or whatever it was called
@@БогданКрименюк lethal company?
Love the series! Can't even imagine how one person could write all that from scratch, crazy.
How bout the finger replacing being more in game, and hot-swappable?
Just animate the hand to go more to the center, and somehow make it keyboard swappable. This way one could do two hands too, just press a key on which hand one wants to swap. Would be also maybe less immersion breaking? Running around dodging enemies while swapping fingers cause they ran out of idk fingernails sounds like it could lead to lots of intense moments.
The scrolling floor and ceiling textures, and floor text are a bit much for me. They're making me slightly nauseous. It's a cool effect but I don't know if it's a great idea from accessibility perspective unless the scrolling can be changed in options, as it seems likely some people won't be able to play this due to that effect.
If I had a penny for every devlog series about a fast-paced indie hack-n-slash currently on UA-cam where one of the primary mechanics is killing enemies to regain blood and therefore health,
I'd have 2 cents
(love this series btw, keep it up)
I love how this is shaping up to be a superhot with a dark twist :) Awesome progression with the game, love the aesthetic!
if he actually finishes the game this time, its gonna get indie game of the year reward or some shit, i feel like ive never seen a more original and innovative game, graphics wise
Blood in hand is soo easy to fake, but you decided to run a whole multithreaded water physics simulation on CPU for 1 effect. 💀💀💀💀💀💀
I have found that I don't get motion sick very easily, and I really love the different sensations and effects going on. that scrolling text diagonally in different layers is pretty awesome. I like it personally.
This game certainly looks unique, and I love the ideas! But in general, I think the massive amounts of fast-scrolling text and the UI are very hard to look at! This game does not look very readable, basically meaning it has a lot of visual clutter which can be disorienting or very distracting… 🥹
I would love to see some accessibility settings to control how they appear, where they appear, or to turn them off/replace them with static implementations -w-
I could sit here and list the many things that could be tweaked, but no one has asked me to, so I won’t. Just… PLEASE! Keep accessibility in mind for the future of this game’s development!!😭
Bro please don't leave us again😭 u are a motivation to me
Good progress, project is looking solid.
I would just say that it seems pretty inconvenient to read your health when you move, with the bar wobbling constantly and the overall game is looking like a big fever dream,
You should make the arm, hand, and fingers deform and squash as you run, jump, turn, and shoot. Like it's an inflated plastic bag full of blood. That, combined with the fluid simulation would be brutal.
Each of the sub-sytems you add to the game are like lifetime projects I could never complete - and there are so many of them I'm so blown away you deserve 10 trillion subscribers.
settings/intermission menu should be called confingeration
"the heart" is so ominous as a level name, for some reason i expected the rooms to be all shaped like the interior of a heart
It's very interesting to see the predictive text system you're using, which is part of the foundation of how things such as autocomplete and large language models work. Nicely done.
What the fuvk why did you invent Cruelty Daggers
Finally, the Hand-Gun genre gets another entry.
As a bit of crit on one of the enemy designs; due to the way that you're rendering the enemies, their silhouettes are the really important thing compared to a lot of other parts of their design, since it's extremely difficult to see any sort of depth past that filter. You did a good job on most of the enemies, but I think the Big Mouth suffers from this the most, since from the vid it looks like from most angles it's hard to really tell what they are. The hand and mother are probably the best examples of using the silhouettes well.
The most painful realization is when you want to write a simple console application using windows.h and notice that you are on a Mac
This is seriously sick, i'm a part of the 42 network coding schools where we have to code in c and i can't imagine getting anywhere close to this level yet. Also love the artstyle, concept and how the gameplay looks!
Dude, you art direction is bonkers, in a great way. Can't wait to try out the game
Instead of Gaussian blur you can look into box blur, very similar effect with a lot less processing needed
I started working on a game in raylib as complete beginner to C and programming in general. Your videos have been a great source of motivation and make me wanna continue even if pretty much everything i want to implement involves a lot of time and frustration figuring out how things work
It's great to see that your game is finally starting to look like a game and not just a cool tech demo
bro's fighting a war against the youtube compression
Looks like Devil Daggers!!
Devil Daggers and Hyper Demon enjoyer ❤
It looks awesome!!
I really like the configurable fingers system but I feel like it would benefit from an equivalent to the shotgun spinning for more of that tactile enjoyment. If you’re even considering an “ammo” system that is, maybe the hand closes into fist and the fingers “charge up” before flashing. Otherwise, the game looks great and I love the name you chose. I also love the generated poems in the portals after each level.
Fully forgot about this project, glad it’s back though. The new hand gun system reminds me of another indie game I can’t quite remember the name of, but I’ll edit this if I remember.
A cool idea I had while watching is what if blood can resurrect you right after dying, so if you kill an enemy right as it kills you then you'd get resurrected right after the consumed screen pops up. I mainly think this'd be cool cuz you could have a section in a level that's basically an unavoidable death trap but after dying you get deposited in a pool of blood that revives you to full health, metal gear solid 3 fake death pill style. Could be a flesh factory where a piece of meat machinery carries your corpse into a vat of blood or an Indiana Jones style boulder trap that pushes your corpse into a blood puddle from the previous victims for example.
UA-cam compression really loves this game, can't wait to get it myself so i can actually see what's going on!
You could also try rendering and uploading at a higher resolution, which should give better results
Also it would be nice to add some contrast between how things are rendered. I think the enemies would look better, stand out more if they didn't have text rendered inside them, but had more definition/detail. Otherwise everything blends together and it would make them more frightening. It's really impressive how you're able to do all the work yourself (code, creating characters, animation), hope you keep working on it.
shoutout to devil daggers, keep inspring all these cool looking games ~10 years later
This is unhinged for a no engine game. Extremely good looking, very impressive!,
One big thought I have is exaggerating the enemy animations will probably make their motions and intent communicate a whole lot better - and make them more visually grabbing during gameplay in the process, so win-win there. Looking hella good, though!
7:37 this alone probably took at least a few weeks. Can we just take a moment to appreciate that he just coded an SPH sim, a detail most players will never notice, for a health display, in C? He could have used some perlin noise texture magic, but NO he had to learn fricking hydrodynamics.
This definitely needs some secrete lore and stuff. this has so much potential.
Love the look of this! The colors are super nice and vibrant, and all the text makes for such an interesting look. Super excited about this.
For the edge-effect around enemies, maybe something like a chromatic aberration would fit the look of the game better.
thanks! the enemies already have some chromatic aberration (everything that gets bloom gets some chromatic aberration right now), but maybe I could try making it more extreme instead of the edge effect to make things match the look better.
I got the vibe immediately that your health/blood should also be the ammo, encouraging accuracy and adding more pressure to the gameplay. Blood for the blood god!
Aw yeah, another video from one of my favorite insane game devs!
The watermarking is really neat looking
I'm actually so curious to know your journey in computer science from the very begining to now. Your videos always inspire and blow my mind with what it seems to be a deep understanding of computers and problem solving in general. I think it would be a interesting video and to show how much time and effort did it take to get you here.
I think you could keep the eyeball and have the constant text that shows on screen or other elements show on it like when you press reload it shows your ammo count. I think it would help reduce some of the visual flair which some people could appreciate a bit.
Been feeling burnt out on programming but this reignited my passion. Thank you Mr. Danish man.
Loving the look and design on this! Love the insight into the code, the furthest I've ever gotten with my own engines is those Wolf3D-style ones and rendering a cube in OpenGL. Love the look of your editor too, it gives so many options for basically everything. The editor being unstable is just following in an ancient tradition where that was the expected behaviour of level editors, so that seems fitting.
Text-Infused visuals have always been something of a joy for me, it kinda feels like the game is screaming obscenities and commands at you
This is absolutely stunning
Im at a loss of words. The programming of the game, the concept, visuals... Truly such an inspiration
this feels like faith like art and symbolism with ultrakill like gameplay and ideas
Great work! New tech and style looks dope!
Enemy design feedback: I think the munchers have a really difficult silhouette to make out. I think if you added something bright and glowing in the eyes and mouth, they would look so much cooler and be more readable and would improve readability for gameplay.
Would also be neat if the left hand was a buff and the right hand was a weapon. So, the left hand can allow you to slow down time, set a point to teleport back to for safety, move faster, bleed slower, shield from projectiles, homing projectiles, etc. That would be dope!
Also, I feel like the finger mechanic is really, really sweet but confusing. I think you could come up with some clever names for the weapon combos and display them above the hand.
Side-note: If you did do a two-handed thing, what will you grab the fingers with? IDK? Maybe a mouth? I think it would be kinda funny if the cursor was a pair of teeth, like the toy, that would bite the fingers off, and bite the disconnected fingers to move them around! That would be so sick and totally fit your aesthetic!
Your menu could use the teeth and your buttons could be meat or even fingers pointing in from the sides of the screen with tattoos or something crazy like that! Like, on the main menu, you "bite" the settings finger and the hand pulls away from being bitten and drags you into the settings menu where new hands appear with options...? Just a random idea! Like your game!
post void mentioned
I was inspired by your first 3d devlog to make my own doom-like engine, and while it isn't as far along as what you have made, it was a great learning experience
incredibly sick graphics
I love the non-standard "text-as-background" ui
I was just wondering how this project was doing like yesterday lol. I think your game idea is extremely cool, the aesthetics and visuals feel so extremely surreal and I can already imagine how complex different combinations of fingers can be.
The new graphics look like the madness of Cruelty Squad with the crunchiness and order of something like Cultic and it's great
Love how the vibe of the channel evolved from vaguely "10x dudebro" to "I took 40 benadryl and entered the Hatman Dimension"
I'd suggest making the heartbeat sound optional as some people can get pretty extreme discomfort from heartbeat sounds. I have a bit of a palpitation problem and heartbeat noises in games tend to worsen it and make me uncomfortable. Aside from that tidbit I really like the overall style so far.
I totally like the technical details in the video. They are very very interesting but damn do iget motion sickness by just looking at the video... and this honestly is the first game where i get it.
The fact that you built the graphics engine by yourself from scratch, and it looks so fucking good
You should definitely consider adding a "video compression algorithm friendly" graphics mode that gets rid of a lot of the effects that mess up video compression so you can show stuff off better on youtube
Next Video: "I finally ported my Game to Unity"
This is such a cool idea. I’m imagining almost a Metroidvania where you unlock new abilities by finding your fingers. As an example, once you collect an index finger and thumb, you can use a finger gun as a ranged weapon. It could also be cool to just launch your fingers like in Plok!
Edit: And flipping enemies off would just blow them up lol
Man, the game looks kinda deep fried. It looks cool though a bit overstimulating.
looks cool, some feedback is that when you shoot the masks and they fly towards you a new player might think they are enemies.
cool to see Post Void mentioned. the entire last video I was thinking about how much it reminded me of Post Void
Amazing to see all the work you've put into this. The idea of switching fingers out on your hand is really interesting!
this isnt just a game, its straight up art.