Thank you!! Ahh yes.. the mark of any good game. I want the players to not have to care about lore unless they look for it, so i like that idea a lot :)
I Like the Sideway Gun pos It is Super Fun to Watch and Unique and Cool. Keep it👍(As your Intervention of Showing the Cool Gun Models🤣🤣🤣). And also If there is Aim Down sight , then It will Be much more Cooler.
Awesome job! Btw you can stop the guns from clipping through the walls by using two cameras (one for the gun and another for the actual game). Also the tilted gun looks better because holding the gun directly in front of you makes the arms look goofy.
Thank you! Yea i know that, but ive just been too busy with other stuff to worry about that now, because two cameras also uses a lot more performance so ill have to find ways to optimise. I could probably make the arms look more natural, but i still just really like the sideways weapons :)
Something id definitley reccomend is adding a dirt mask to the bloom it makes everything look 10 times better and takes 2 seconds to drag a texture into the post processing volume
1:46 this art is next level... the animation is incredible... and the voice acting, the special effects... wow... O wait, this is not the new peppa pig episode? shi-
- you should make light weight guns such as the revolver, pistol, and uzi/smg held by 1 hand (the right hand). - The reload animation for the smg would be flicking the gun to the left the mag then falls and with the left hand put in the new mag and maybe pulling that bolt thing. - Consider adding movement such as wall running, wall jumping, nade boosting like in apex or titanfall, maybe fun movement abilities awell
6 shot revolver theory: Limited Ammunition as a Security Measure: By equipping the robots with 6-shot revolvers, the creators may have intentionally limited their firepower as a security measure. In case the robots were to malfunction or be hacked (as you are doing), they wouldn't have access to a high-capacity weapon that could cause widespread destruction. But hey that's just a theory an OMNIPRESENCE THEORY! thanks for reading this game is gonna have some lore
also new idea for mechanic echanger which stands for experience changer because it changes your experience like damage, screenshake, range and other factors change the gameplay and i double checked(You wont get sued)
Oh yea. Ive a bunch of games im trying to get through but ill definitely play it, especially because its on xbox game pass so i dont have to buy the game.
Okay, as a fellow unity dev, this game is looking great. A few quick suggestions. 1. You probably know this already, but robots don't look like rectangles. You may want to spend some time in blender on the enemies lol. 2. Add a bit of a story, an opening cutscene or something is fairly easy to implement, adds a lot to the game, and can give a better sense of what the objective of the game is. But this is very subjective and only add it if it follows the ideas you have for the game. 3. I think the tilted gun is good, but it is easier on the player's eyes and covers up less of their view if you move it to the right a little. 4. If you want to capture that satisfying feel of games like superhot, I recommend adding a system for sliding and wall jumping, like Titanfall. This makes the player able to do cool looking combos, makes the game feel more exciting, and improves the movement system a lot. Overall, great job and I will def play this game once it's out.
So ive basically tackled most your suggestions in my newest devlog. And if you are kinda interested in the story of the game theres a little description of the story on my steam page. Thank you btw for all the suggestions these are awesome, you bascially read my mind with this comment
Wow epic progress on the game, I would recommend not making the UI to big otherwise it might make the player feel like everything is bunched up into one space, other than that its looking pretty good!
Thank you:) Yea i think the screen is quite busy, but ill try strike a nice balance between immersion and gameplay, in my next devlog ill show some of the work ive been doing on the UI
@@DonJuanTF2 I already have a double barrel shotgun in my game, maybe i could turn it into a sawed off? That could be cool. Dont worry your english is great :)
I Like the Sideway Gun pos It is Super Fun to Watch and Unique and Cool. Keep it👍(As your Intervention of Showing the Cool Gun Models🤣🤣🤣). And also If there is Aim Down sight , then It will Be much more Cooler.
Also for the virus meter, I think youre trying to replicate like caution stripes, I recommend removing the virus symbol since it looks a bit out of place, making the bar much thinner, making the grey stripes black, and also make them diagonal like you see on caution tape. I know it isnt the final design but if you like the caution idea then I'd try this. Personally I think the countdown is the better option, its more precise, and it feels more rewarding to like, get a switch on the last .3 seconds or something. I think the numbers also give players a better sense of how much time they have, instead of having to look at the meter One last way to do this is to add a small meter close to the crosshair, so you never have to look away from the crosshair when things get intense.
this is more gameplay related which might conflict with what you want this game to be because I'm not you and this is your game, but give some rewards for getting closer and closer to the end of the timer and switching at the last second, maybe a short damage boost, speed boost, or even have some sort of score (but then you might get accused of copying ULTRAKILL). This might entice players to take risks and it'll have their adrenaline pumping trying to see far close they can cut it, a good idea for an achievement on steam at least.
@@N_S_K_A_ I genuinely absolutely love this idea, im not just saying that because you put a lot of effort into the comment, i actually love it thank you!!!!
Ill definitely be changing it and i agree, especially if i display like milliseconds, it will put a lot more preassure on the player and make them more stressed to switch
I actually have made the map like 4x as big since last devlog just for that reason, i want to add grenade jumping or something cool like that definitely.
I got an idea for the switch mechanic: I as a viewer I was really confused when the switch happened und wich robot it took over... so my idea was to have a slow motion camera movement translation from the first robot to the one which is took over. Also not straight to the other robot... kinda side ways so you can see both robots at once. If you need any more information about the idea just ask 😁👍
Ive thought about that exactly, and i think ill definitely try it out, its a really good idea, my only worry with that is making the very fast paced combat too slow in some parts, im definitely going to at least have a trail going from the robot you just came from to the one you are currently at to show that you have moved. Thank you for the suggestion
I like the tilt, I just think sometimes its a bit too extreme, like for thee shotgun. Having every gun be tilted almost the exact same looks weird, maybe have the tilt differ between weapons to demonstrate the different proportions and weights of each weapon. But overall, you should keep it.
also, maybe you could add viewmodel settings for the guns? like sliders for the x, y and z axis (maybe even rotation)? Or at least a minimized viewmodel setting. Not necessary, but it would be a good way to get something everyone likes.
@@N_S_K_A_ Ill definitely add that its a great idea, but i dont think i could do the sliders because the reload animation has to be done from a preset pose, so if i change that, the reload would look really weird haha
@@Wishbone_Games no problem, I was thinking about tf2's viewmodels and how easily you can change their position, they make it look so easy (thank you for considering my ideas, I hope they get your game closer to your vision, I can't wait to see the full product!)
@@N_S_K_A_ Yea you know if i wasnt a one man team, i could definitely make the setting, but when designing my game i have to keep in mind that im the one doing everything so need to set myself priorities. Maybe at the end of development if i have time ill give this a shot. Thank you for your suggestions :)
I just found your channel and wanted to watch your vlogs from start to finish and the revolver part gave me an idea because i'm pretty good at making stories Basically: This virus thing that can take over the skele-robot things could be some guy that got digitalized against his will and was used for experiment reasons and since he's virtual now he hates everything sci-fi/futuristic stuff so (somehow) finds a bunch of old weapons because if it ain't broken don't fix it, so that could explain why the old guns in the future, a dude from like 20-something or 19-something on a digital future world from a robot modern look using old weapons to stop machines or something like that
I actually really like that idea, ill definitely keep that in mind, but ill probably have to do that a little later when the game is closer to completion
@@Wishbone_Games Yeah. For this time in development it's a bit too extreme to just do everything I said for the next devlog. But thanks for enjoying my idea though! But here's a little more to remember for my idea: for the shooting, don't really change how it shoots, just add a little twist to the weapon. For the whip, you don't really need anything to change, maybe a re-texture but just keep it as a regular simple whip.
No matter what you do, don't make it tactical it should be fast paced btw loved the Dev log😅also i like told think that this the modern version one stickman in fps genre. I think why they using the old revolver becouse in the future every thing i's so based on ai that you can't use them,they are useless because they are controlled by ai and that's my game theory 😅.I loved the idea a guy in like 23000 so pissed off by the ai and the robots that he made a killing bot to wipe them all from the face of the world idk it's very funny for me☺️ Edit:I just realized you said it will be fast paced i should have watched the video first 😅
Hahahaha i read your mind in the video obviously... i like the idea a lot and i do agree that its kinda funny the dude just made a virus because hes pissed, ill have some little cutscenes throughout showing just how evil this company is that makes the robots :)
The gun being held in a normal position makes it look right shooting a weapon is proven to be less accurate. In real life when shooting rappidfire full out holding the gun sidewat would make it difficult to hold on to perhaps cgoing around corners you might cant the weapon a bit but not completly on it side. You could bend the support arm elbow so it aims down it would make it look right plus addin so the left hand every now and then regrips the forgrip it would appear more normal position looks and makes more sense. Also I have a some robots I made in blender would you care to try them in you game they are pretty cool
I know that it looks "right", but i think it might just be because every other shooter does it that way, so im trying to be a bit unique. I think I could write the rapidfire part off as the robots just having really good recoil stabilisation systems, and i can definitely make the post look better, i just didnt want to spend too much time on it, ill show off a better version in my necxt devlog and ask you guys again. I actually have a very specific idea for what the robots will look like, but thank you for the offer :)
@Wishbone Games Hey man want to make sure you know I am in no way knocking the fact you're trying to make it more unique of a shooting system by canting the weapon and yes when peaking sights around a corner the weapons can't any where from 22 to 45 degrees possibly but In an open area it will cause in accuracey when engaging a target. So if that's the case why not setup it up so q and e keys to allow the player to choose if they want to can't the gun or not Also I wish I knew how to make games I am trying to learn unreal 5 but it's slow going so far I look forward to youre next Devlog
@@davestomper3428 Dont worry, i know youre just giving your opinion and i genuinely like the idea of the "Q" or "E" to cant the gun, i just think my game is a bit too fast paced for the player to even think about that, as youll see in my next devlog its even more fast paced than last time. As for UE5, i cant really give any advice, but just know that a lot of people make the mistake of thinking that just because they use UE5, its going to make them a better gamedev and make the learning a lot easier, but its not the case, so dont be discouraged by slow progress, i abandoned like 10 projects before i ever released a game, ive been doing gamedev for over 3 years and i only released my first game last August, so dont dont give up :)
I actually have that planned aswell hahah, so ill try have that in within the next couple devlogs, probably not the next one because ive a lot of other stuff to get done, thank you:)
I like the idea but im not sure how good that would be for the closed rooms that i have planned for the game, ill definitely think about how i could add something like that
@@Wishbone_Games if it's closed rooms then something like phase dash from TF2 could also work, but tweaked it's like insta dash/flash type dodge to move around faster or something
Someone actually recommended an idea that if youre near an enemy, you can jump off them and create distance, which is a really good idea in my opinion and similar enough to your idea aswell.
Im not sure how useful it would be because most the stuff i would say is already on youtube somewhere, but if you want to learn 3d modelling i think "Grant Abbitt" is a great channel to watch
idea: using pistol will display the tilted hand using shotgun will display the middle one and using rifle/smg will display the default Add camera shake and knockback while shooting shotgun too and add more Ŗ̷̺̼͔͆̀̃̌E̴̛̦̪̕F̸͚̖̥͗̂͊L̶̡͓̱̥͋̃̀̐͜E̸͉͙̪͕͠Ć̸͕͎̘̫̪̉T̸̼̓I̶͈͖͊̏͠Ȏ̶̢̹̻̟͔͕̓́͝N̶̤̭͉̮͙͒̌͐
I like that idea, but im thinking that the sideways gun could be a good way to recognize my game, like if someone saw the sideways gun, they know its my game, just creates a more unique style to it. I do agree though i definitely need more Ŗ̷̺̼͔͆̀̃̌E̴̛̦̪̕F̸͚̖̥͗̂͊L̶̡͓̱̥͋̃̀̐͜E̸͉͙̪͕͠Ć̸͕͎̘̫̪̉T̸̼̓I̶͈͖͊̏͠Ȏ̶̢̹̻̟͔͕̓́͝N̶̤̭͉̮͙͒̌͐
What do you think of the progress? What way of holding the gun is your favourite? (WISHLIST NOW)
Great progress and make sure to hide some secret lore. The tilted gun is epic.
Thank you!! Ahh yes.. the mark of any good game. I want the players to not have to care about lore unless they look for it, so i like that idea a lot :)
I Like the Sideway Gun pos It is Super Fun to Watch and Unique and Cool. Keep it👍(As your Intervention of Showing the Cool Gun Models🤣🤣🤣). And also If there is Aim Down sight , then It will Be much more Cooler.
Sibewas plees
*Sideways*
Awesome job! Btw you can stop the guns from clipping through the walls by using two cameras (one for the gun and another for the actual game). Also the tilted gun looks better because holding the gun directly in front of you makes the arms look goofy.
Thank you! Yea i know that, but ive just been too busy with other stuff to worry about that now, because two cameras also uses a lot more performance so ill have to find ways to optimise. I could probably make the arms look more natural, but i still just really like the sideways weapons :)
not like you could just position the arms differently like they do in every shooter...
@@calvinkohl6220 Not kidding it wouldve taken me like 20min to pose the arms, so i just did it the lazy way..
Something id definitley reccomend is adding a dirt mask to the bloom it makes everything look 10 times better and takes 2 seconds to drag a texture into the post processing volume
I literally havent thought of that yet so thank you so much, i love how they look :)
@@Wishbone_Games No problem man, discovered it recently and its just amazing
@@Foyxx ill have it added by next devlog :)
@@Wishbone_Games sick
1:46 this art is next level... the animation is incredible... and the voice acting, the special effects... wow... O wait, this is not the new peppa pig episode? shi-
Damn i was really hoping you wouldnt notice... But thank you for the positive feedback on my masterfully crafted animation
- you should make light weight guns such as the revolver, pistol, and uzi/smg held by 1 hand (the right hand).
- The reload animation for the smg would be flicking the gun to the left the mag then falls and with the left hand put in the new mag and maybe pulling that bolt thing.
- Consider adding movement such as wall running, wall jumping, nade boosting like in apex or titanfall, maybe fun movement abilities awell
Sorry i somehow completely missed this, ive replied now to your new comment :)
Looks neat as hell keep going buddy
Thank you so much:)))))
6 shot revolver theory:
Limited Ammunition as a Security Measure: By equipping the robots with 6-shot revolvers, the creators may have intentionally limited their firepower as a security measure. In case the robots were to malfunction or be hacked (as you are doing), they wouldn't have access to a high-capacity weapon that could cause widespread destruction.
But hey that's just a theory an OMNIPRESENCE THEORY! thanks for reading this game is gonna have some lore
Thats great i love that idea thank you, ill get your enemy model idea ready for next week, also saw your reviews on my games thank you very much!
good progress
Thank you :)
btw i didnt try to get you sued but it sounded cool
also new idea for mechanic echanger which stands for experience changer because it changes your experience like damage, screenshake, range and other factors change the gameplay and i double checked(You wont get sued)
@@AC-mu2qq Hahaha, thats something someone who wanted to get me sued would say 🤔
@@Wishbone_Games nah man i dindnt it sounded cool
5:02 there is such a game. recently released High on Life. finished it few days ago and I'm extremely satisfied
Oh yea. Ive a bunch of games im trying to get through but ill definitely play it, especially because its on xbox game pass so i dont have to buy the game.
Okay, as a fellow unity dev, this game is looking great. A few quick suggestions.
1. You probably know this already, but robots don't look like rectangles. You may want to spend some time in blender on the enemies lol.
2. Add a bit of a story, an opening cutscene or something is fairly easy to implement, adds a lot to the game, and can give a better sense of what the objective of the game is. But this is very subjective and only add it if it follows the ideas you have for the game.
3. I think the tilted gun is good, but it is easier on the player's eyes and covers up less of their view if you move it to the right a little.
4. If you want to capture that satisfying feel of games like superhot, I recommend adding a system for sliding and wall jumping, like Titanfall. This makes the player able to do cool looking combos, makes the game feel more exciting, and improves the movement system a lot.
Overall, great job and I will def play this game once it's out.
So ive basically tackled most your suggestions in my newest devlog. And if you are kinda interested in the story of the game theres a little description of the story on my steam page. Thank you btw for all the suggestions these are awesome, you bascially read my mind with this comment
@@Wishbone_Games great minds think alike lolll
Wow epic progress on the game, I would recommend not making the UI to big otherwise it might make the player feel like everything is bunched up into one space, other than that its looking pretty good!
Thank you:) Yea i think the screen is quite busy, but ill try strike a nice balance between immersion and gameplay, in my next devlog ill show some of the work ive been doing on the UI
i love titled middle, never seen something like it
Thank you! Im really gald you like it!
@@Wishbone_Games if you plan on adding shotgun something like force of nature from tf2 might be cool for game. Sorry if poor English
@@DonJuanTF2 I already have a double barrel shotgun in my game, maybe i could turn it into a sawed off? That could be cool. Dont worry your english is great :)
I like the weapons sideways too!
Thank you!!!
I Like the Sideway Gun pos It is Super Fun to Watch and Unique and Cool. Keep it👍(As your Intervention of Showing the Cool Gun Models🤣🤣🤣). And also If there is Aim Down sight , then It will Be much more Cooler.
Im not sure if an aim down sight will suit my game since its so fast paced. But thank you :)
Also for the virus meter, I think youre trying to replicate like caution stripes, I recommend removing the virus symbol since it looks a bit out of place, making the bar much thinner, making the grey stripes black, and also make them diagonal like you see on caution tape. I know it isnt the final design but if you like the caution idea then I'd try this. Personally I think the countdown is the better option, its more precise, and it feels more rewarding to like, get a switch on the last .3 seconds or something. I think the numbers also give players a better sense of how much time they have, instead of having to look at the meter One last way to do this is to add a small meter close to the crosshair, so you never have to look away from the crosshair when things get intense.
this is more gameplay related which might conflict with what you want this game to be because I'm not you and this is your game, but give some rewards for getting closer and closer to the end of the timer and switching at the last second, maybe a short damage boost, speed boost, or even have some sort of score (but then you might get accused of copying ULTRAKILL). This might entice players to take risks and it'll have their adrenaline pumping trying to see far close they can cut it, a good idea for an achievement on steam at least.
@@N_S_K_A_ I genuinely absolutely love this idea, im not just saying that because you put a lot of effort into the comment, i actually love it thank you!!!!
Ill definitely be changing it and i agree, especially if i display like milliseconds, it will put a lot more preassure on the player and make them more stressed to switch
I recommend adding some weapons or mechanics that can make you move rly fast and make some areas a bit more open and bigger, speed in games is so fun
I actually have made the map like 4x as big since last devlog just for that reason, i want to add grenade jumping or something cool like that definitely.
I got an idea for the switch mechanic:
I as a viewer I was really confused when the switch happened und wich robot it took over... so my idea was to have a slow motion camera movement translation from the first robot to the one which is took over. Also not straight to the other robot... kinda side ways so you can see both robots at once. If you need any more information about the idea just ask 😁👍
Ive thought about that exactly, and i think ill definitely try it out, its a really good idea, my only worry with that is making the very fast paced combat too slow in some parts, im definitely going to at least have a trail going from the robot you just came from to the one you are currently at to show that you have moved. Thank you for the suggestion
I like the tilt, I just think sometimes its a bit too extreme, like for thee shotgun. Having every gun be tilted almost the exact same looks weird, maybe have the tilt differ between weapons to demonstrate the different proportions and weights of each weapon. But overall, you should keep it.
also, maybe you could add viewmodel settings for the guns? like sliders for the x, y and z axis (maybe even rotation)? Or at least a minimized viewmodel setting. Not necessary, but it would be a good way to get something everyone likes.
I really like that idea, it would even more visual interest, thank you for the idea:)
@@N_S_K_A_ Ill definitely add that its a great idea, but i dont think i could do the sliders because the reload animation has to be done from a preset pose, so if i change that, the reload would look really weird haha
@@Wishbone_Games no problem, I was thinking about tf2's viewmodels and how easily you can change their position, they make it look so easy (thank you for considering my ideas, I hope they get your game closer to your vision, I can't wait to see the full product!)
@@N_S_K_A_ Yea you know if i wasnt a one man team, i could definitely make the setting, but when designing my game i have to keep in mind that im the one doing everything so need to set myself priorities. Maybe at the end of development if i have time ill give this a shot. Thank you for your suggestions :)
I just found your channel and wanted to watch your vlogs from start to finish and the revolver part gave me an idea because i'm pretty good at making stories
Basically:
This virus thing that can take over the skele-robot things could be some guy that got digitalized against his will and was used for experiment reasons and since he's virtual now he hates everything sci-fi/futuristic stuff so (somehow) finds a bunch of old weapons because if it ain't broken don't fix it, so that could explain why the old guns in the future, a dude from like 20-something or 19-something on a digital future world from a robot modern look using old weapons to stop machines or something like that
Last devlog: I made the game look rly gud
now: It's not too great at all... so i remade it
You know if i keep improving at a rate like this ill have made the best looking game that exists
ngl melee would be really cool
Im actually working on that rn haha, i hope to show you this cool sword im making in the next devlog :)
can not wait
vector's house looking ah map
LMAOOOOO
Idea: because you said the game takes place 100 years in the future, you could re-model, re-texture, or re-purpose the weapons to match the timeline.
I actually really like that idea, ill definitely keep that in mind, but ill probably have to do that a little later when the game is closer to completion
@@Wishbone_Games Yeah. For this time in development it's a bit too extreme to just do everything I said for the next devlog. But thanks for enjoying my idea though! But here's a little more to remember for my idea:
for the shooting, don't really change how it shoots, just add a little twist to the weapon. For the whip, you don't really need anything to change, maybe a re-texture but just keep it as a regular simple whip.
I made the shooting more JUICY for this next devlog so im curious to see what you think of it :)
@@Wishbone_Games Ooh! I'll make sure to get my opinion on it.
No matter what you do, don't make it tactical it should be fast paced btw loved the Dev log😅also i like told think that this the modern version one stickman in fps genre. I think why they using the old revolver becouse in the future every thing i's so based on ai that you can't use them,they are useless because they are controlled by ai and that's my game theory 😅.I loved the idea a guy in like 23000 so pissed off by the ai and the robots that he made a killing bot to wipe them all from the face of the world idk it's very funny for me☺️
Edit:I just realized you said it will be fast paced i should have watched the video first 😅
Hahahaha i read your mind in the video obviously... i like the idea a lot and i do agree that its kinda funny the dude just made a virus because hes pissed, ill have some little cutscenes throughout showing just how evil this company is that makes the robots :)
the weapon sideways gives me chappie vibes. so please add handguns and make your robot completely iced out with gold necklaces and chains n shit
Of course hahaha next gun will be a pistol dont worry :)
side ways gun is cool. ADD MUSTARD
My god how have i never thought of that, stay tuned for nex devlog, there will be MUSTARD
The revolver needs to have rounds in the drum. Without it it looks wrong. Apart from that, Amazing game!
The gun being held in a normal position makes it look right shooting a weapon is proven to be less accurate. In real life when shooting rappidfire full out holding the gun sidewat would make it difficult to hold on to perhaps cgoing around corners you might cant the weapon a bit but not completly on it side. You could bend the support arm elbow so it aims down it would make it look right plus addin so the left hand every now and then regrips the forgrip it would appear more normal position looks and makes more sense. Also I have a some robots I made in blender would you care to try them in you game they are pretty cool
I know that it looks "right", but i think it might just be because every other shooter does it that way, so im trying to be a bit unique. I think I could write the rapidfire part off as the robots just having really good recoil stabilisation systems, and i can definitely make the post look better, i just didnt want to spend too much time on it, ill show off a better version in my necxt devlog and ask you guys again. I actually have a very specific idea for what the robots will look like, but thank you for the offer :)
@Wishbone Games Hey man want to make sure you know I am in no way knocking the fact you're trying to make it more unique of a shooting system by canting the weapon and yes when peaking sights around a corner the weapons can't any where from 22 to 45 degrees possibly but In an open area it will cause in accuracey when engaging a target. So if that's the case why not setup it up so q and e keys to allow the player to choose if they want to can't the gun or not
Also I wish I knew how to make games I am trying to learn unreal 5 but it's slow going so far
I look forward to youre next Devlog
@@davestomper3428 Dont worry, i know youre just giving your opinion and i genuinely like the idea of the "Q" or "E" to cant the gun, i just think my game is a bit too fast paced for the player to even think about that, as youll see in my next devlog its even more fast paced than last time. As for UE5, i cant really give any advice, but just know that a lot of people make the mistake of thinking that just because they use UE5, its going to make them a better gamedev and make the learning a lot easier, but its not the case, so dont be discouraged by slow progress, i abandoned like 10 projects before i ever released a game, ive been doing gamedev for over 3 years and i only released my first game last August, so dont dont give up :)
Imagine this had TF2 wall running tho and looks interesting can't say much cuz it's very early, but I'm looking forward to it.
I actually have that planned aswell hahah, so ill try have that in within the next couple devlogs, probably not the next one because ive a lot of other stuff to get done, thank you:)
@@Wishbone_Games oh and grapple hook every movement based game needs one, it's the law
I like the idea but im not sure how good that would be for the closed rooms that i have planned for the game, ill definitely think about how i could add something like that
@@Wishbone_Games if it's closed rooms then something like phase dash from TF2 could also work, but tweaked it's like insta dash/flash type dodge to move around faster or something
Someone actually recommended an idea that if youre near an enemy, you can jump off them and create distance, which is a really good idea in my opinion and similar enough to your idea aswell.
tilted looks epic
Thank you!!
Kill rooms remind me of the enemy gates from Skylanders
I love this game but I want rag dolls!
Plz
Thank you, ill get some in once i actually have an enemy model
can you do a tut on how to model please!
Im not sure how useful it would be because most the stuff i would say is already on youtube somewhere, but if you want to learn 3d modelling i think "Grant Abbitt" is a great channel to watch
OMG
DID YOU FINNISH? you are the best!! I want to make games like you! (My goal is to make a better game than Vanorant (I am 14))
upside down pls
I gotchu, stay tuned for next devlog :D
3:05 you made them ugly intensionally so you dont have to change it 😂
Shushhhhhhhhh, i didnt want to put too much effort cuz id have to re-pose everything and its just a pain hahah
Keep sideways its robot
Tilted, just like u like it
Trying to suppress the urge to say first.
I admire the restraint.. youre doing well!
tilted middle
idea: using pistol will display the tilted hand
using shotgun will display the middle one
and using rifle/smg will display the default
Add camera shake and knockback while shooting shotgun too
and add more Ŗ̷̺̼͔͆̀̃̌E̴̛̦̪̕F̸͚̖̥͗̂͊L̶̡͓̱̥͋̃̀̐͜E̸͉͙̪͕͠Ć̸͕͎̘̫̪̉T̸̼̓I̶͈͖͊̏͠Ȏ̶̢̹̻̟͔͕̓́͝N̶̤̭͉̮͙͒̌͐
I like that idea, but im thinking that the sideways gun could be a good way to recognize my game, like if someone saw the sideways gun, they know its my game, just creates a more unique style to it. I do agree though i definitely need more Ŗ̷̺̼͔͆̀̃̌E̴̛̦̪̕F̸͚̖̥͗̂͊L̶̡͓̱̥͋̃̀̐͜E̸͉͙̪͕͠Ć̸͕͎̘̫̪̉T̸̼̓I̶͈͖͊̏͠Ȏ̶̢̹̻̟͔͕̓́͝N̶̤̭͉̮͙͒̌͐