I'm here and I'm excited Post veiwing edit: I really like the heart canisters and skill tokens, I feel like that's a good way of doing it. It does slightly remind me of LoZ, but honestly I think that's a good thing. They way you made your quest system makes me want to restructure the system I just made for my project, but also I won't do that because I'm not a masochist. The inventory types is also a neat feature, not to mention good anti-spagghetti code. All in all I'm super excited to play this game when it's done, it looks like tons of fun!
This game is looking really really amazing. I'm surprised how much functionality you have been able to push into GameMaker. I would have been pulling my hair out. That said, when you talked about the event system, I couldn't help but think about how Godot would be perfect for this. Because it primarily promtes the use of events and event listeners. In a way that is really simple and straight forward. Godot is more suited for building complex and flexible RPG type games. But this looks wicked cool. Cant wait to try this game out. Respect dude!
at times it does almost feel like you have to implement another game engine inside of gamemaker itself to get something usable for a project of any complexity. and gamemakers lack of object orientation doesnt make that any easier. godot was actually on my list of engines to look into after this project, though im not a huge fan of GDscript (nor am I a fan of GML really)
@@IDoZYT Yeah, I get you. Godot's really trying to appeal to first_time programmers and first time game devs. So I later realized why they went that direction. Similar to GameMaker in many ways. But scripting language aside, it's game design philosophy is really unique and intuitive if you have fair understanding of game design. It will seem almost natural. But I'm not here to promote godot. I really like Archvale. Mechanics and looks. I just feel your pain. I can imagine the hair-pulling knowing that you have to put ALL THAT together in GM. These devlogs, really motivate me. Cheers!
you really don't know GameMaker if you're surprised by someone doing basically anything on 2D on it, as long as you do your game on a modular way(using more scripts than events for example) anything can be done and somewhat easy too, and most times faster than in other engines
@@LightVelox nothing about this game is "basic". These mechanics arent easy to pull off in game maker. Even the first few dev logs of this game pointed that out. Im curious if you have made a game that closely resembles this one. I would definitely like to see it. And if you want, i will show you mine as well (made in game maker). And im also curious to see the games you have made using the "other" engines.
@@kidando I never said it was basic, but it's something definitely doable in game maker without much problems, biggest problem is debugging and the lack of a unity-esque inspector for setting references, other than that it doesn't fall behind other engines in 2d, I never really released anything in game maker even though i used it for 6 years, it was mostly for learning game dev, currently i'm only working on a game called "RE:SS3D" easy to find if you want to search, it's open source
I just started game dev as a hobby. I come from a programming background and I just wanted you to know that I love your videos. You tackle your problems with a lot of finesse! Congratulations on your work
It's amazing the ability you have to just scratch ideas that you think don't fit the game and just take them off. It's great to see that you know where the game is and where you want it to be
The game looks great. The project is envolving a lot, and now your videos look extremelly profesional. When youtube algorithym decides to recommend you in the way you deserve, please remeber the old subs;)
It must have been a tough choice cutting out the entire leveling system. I think your new solution seems great though, its similar to Breath of the Wild's progression actually. I also loved how you went in deaf with explaining the new quest and inventory systems. Because as you said, it sounds simple until you try to actually do it. I went through a similar journey trying to make pause/settings/controls menus that don't break when you cycle trough them. Now I can set up new menu screen types quick and easy.
Great game dude! I was wondering though, approximately how long do you think the game will be when it's done? Also, how long do you think it will take to make(do you have a deadline?) Good luck on your game!
Looks very nice. Like link's awakening on steroids. You can add mines where you enter from one point and exit from another point which can be in a different biome. Btw which engine are you using?
Hey! Great game dude! I just binged all the devlogs and I can't wait until the demo! There are two things I want to say: 1. Why are some things tilted to the right and others that aren't tilted at all? To be honest this isn't really important it was just bugging me a little. 2. Will this be moddable? It seems like a great game and I think there would be a ton of potential if you add some mod support on release. Thanks for reading!
I kinda liked the leveling system. Maybe if there was an XP cap where if you reach a certain point you can’t level up further until you complete a certain criteria, it would be less dependent for the player. Then it offers the ability to be able to level up if your having trouble with the game, but not in a sense to make the game trivial.
This is so dope, I'm so jealous you got to a point where you've got a product you're excited about. Care to share the path you had to get here? Did you have to fight any motivational problems, when did you get hooked into the project?
motivation has always been an issue for me; with university and real work, spending your free time working on something you don't enjoy is really quite a miserable experience. i've been trying to make a bullet hell game like this for years now (you can see on my channel that i've gone through lots of iterations). it took quite a while to find a design i really like, and archvale ended up being that! most games i have a constant "what if the game was this instead" feeling and it makes it very hard to continue and not restart, but i've never really had it with archvale. sadly, i don't know what that secret was to finally latching onto this project. i don't know what about it is so fulfilling to me or enjoyable to work on. i'm worried about finishing the game, moving onto another game and ending up the same as before, disliking every project i make. all that matters for now though is im enjoying making archvale! im sorry if this isn't of much help to you, i really am not sure how exactly i ended up liking this project more than others i've worked on before. perhaps it's as simple as "this one is actually decent"!
Hey, I was wondering how you started with Archvale? I mean in what order did you build things and how long they took? The reason I ask is that your first devlog looked very good and there was a decent amount of gameplay already
Your videos are inspiring :) I have a small question - you publish devlogs with your content. Don't you worry about your game and idea will be stolen by somebody?
Very solid system. Each time I am thinking what is this when you ARR killing all the monsters around. This cloud on the ground? Right before items spawning. What it should inform about?
Really important note: I noticed that once you enter the world, you can see in the mini map where each enemy is. I think that is not a good thing. You kinda remove the element of surprise and giving the player the choice of avoiding those enemies if they wanted to. I think a better way is that they appear on the mini map IF you have seen them already because you received that information. Otherwise, you shouldn't know where they are at. Peace and good luck with the design. Design is the hardest part in gamedev, not the technical stuff. At least to me haha edit: typo
hey thanks for the note! it's actually important that the player knows where the enemies are since they are explicitly rewarded for killing them all and "clearing" a room. i do agree with what you're saying though, and when I play I don't even look at the map unless im hunting a final enemy. perhaps a better solution would be to have some arrows point to enemies that are offscreen if you've been in a room for too long?
hey, just following up to say a huge thanks for this insight. we've actually opted to completely remove that UI element; it served little purpose besides showing where enemies are and where exits are, both of which just stopped you from looking at the actual world and made you look at some boring simplified view. now the ui is much cleaner and the game is more fun :)
hey i really like the look of your game. It has inspired me to get into game dev. I am working on basic movement and animations for attacking, and i am wondering how to play the attack animation while running? I know how to play them individually but this causes the player to stop and is not as exciting.
depends on what engine you're using. if you're using unity, you just have to make a transition between any animation state in the unity animator and your attack animation. This should make it so that it transitions between any animation (so running, dashing, etc.) into the attack animation. hope this helps.
How long have you been working on this and how long do you think you have left in the game. I am asking because as a new game developer myself I would like to do what you are doing here on UA-cam but I am not sure when I should start posting what I have. This game looks amazing and the progress you are making with each video seems mindblowing. I can't wait to play this game.
its never too early to share! honestly with devlog videos, your target audience is mostly other gamedevs. they can relate to new projects and watching them be built up from scratch, so i wouldn't hold off! i've been working on archvale for just over a year now, and im not 100% certain how much longer it's going to take (a lot depends on how much I can concentrate on this project during uni)
Hey, the game looks great! Any reason you haven't created a steam page yet? These cool devlog videos would really help you build up your wishlist! You probably know all this already but it's really worth doing as soon as possible :)
I dont know if this works in the language youre using, but in for loops like at 8:14, it would be better optimized if you break the loop if it's purpose is done, e.g. completed = false. In JS just typing 'break;' works but idk about your language
Hey I recently came across your devlogs and I'm pretty excited for your game! And I was wondering if you still need someone who does music and sfx for the game. Hit me up if you're interested.
Did anybody here play or played Knights of Pen and Paper+1 and 2 ? If you've played and is a developer as well, is It too hard to make a similar game but Online like a MMORPG ?
@@gx3305 we've reworked sprinting to no longer require stamina, which has helped out with slower stuff! certain weapons are meant to have lower attack speeds than others :)
Actually CubeWorld made the mistake to remove the leveling system. After that with no skills etc. the progression felt really boring and unworthy. Just something to keep in mind...
i've played cubeworld before and after alpha. nothing about XP from killing mobs was what made the game good. its a lack of any permanent upgrades at all across the game that have made the progression unsatisfying. of course there are relics but the bonuses are meaningless. that won't be the case in this game!
I just started game dev as a hobby. I come from a programming background and I just wanted you to know that I love your videos. You tackle your problems with a lot of finesse! Congratulations on your work
Can’t wait for it to be archvaiable
Nice.
I see what you did there ....
I just realized the 'l' was missing after the 'i' :(
I'm here and I'm excited
Post veiwing edit:
I really like the heart canisters and skill tokens, I feel like that's a good way of doing it. It does slightly remind me of LoZ, but honestly I think that's a good thing.
They way you made your quest system makes me want to restructure the system I just made for my project, but also I won't do that because I'm not a masochist.
The inventory types is also a neat feature, not to mention good anti-spagghetti code.
All in all I'm super excited to play this game when it's done, it looks like tons of fun!
This game is looking really really amazing. I'm surprised how much functionality you have been able to push into GameMaker. I would have been pulling my hair out. That said, when you talked about the event system, I couldn't help but think about how Godot would be perfect for this. Because it primarily promtes the use of events and event listeners. In a way that is really simple and straight forward. Godot is more suited for building complex and flexible RPG type games.
But this looks wicked cool. Cant wait to try this game out. Respect dude!
at times it does almost feel like you have to implement another game engine inside of gamemaker itself to get something usable for a project of any complexity. and gamemakers lack of object orientation doesnt make that any easier. godot was actually on my list of engines to look into after this project, though im not a huge fan of GDscript (nor am I a fan of GML really)
@@IDoZYT Yeah, I get you. Godot's really trying to appeal to first_time programmers and first time game devs. So I later realized why they went that direction. Similar to GameMaker in many ways. But scripting language aside, it's game design philosophy is really unique and intuitive if you have fair understanding of game design. It will seem almost natural.
But I'm not here to promote godot. I really like Archvale. Mechanics and looks. I just feel your pain. I can imagine the hair-pulling knowing that you have to put ALL THAT together in GM.
These devlogs, really motivate me.
Cheers!
you really don't know GameMaker if you're surprised by someone doing basically anything on 2D on it, as long as you do your game on a modular way(using more scripts than events for example) anything can be done and somewhat easy too, and most times faster than in other engines
@@LightVelox nothing about this game is "basic". These mechanics arent easy to pull off in game maker. Even the first few dev logs of this game pointed that out. Im curious if you have made a game that closely resembles this one. I would definitely like to see it. And if you want, i will show you mine as well (made in game maker). And im also curious to see the games you have made using the "other" engines.
@@kidando I never said it was basic, but it's something definitely doable in game maker without much problems, biggest problem is debugging and the lack of a unity-esque inspector for setting references, other than that it doesn't fall behind other engines in 2d, I never really released anything in game maker even though i used it for 6 years, it was mostly for learning game dev, currently i'm only working on a game called "RE:SS3D" easy to find if you want to search, it's open source
I just started game dev as a hobby. I come from a programming background and I just wanted you to know that I love your videos.
You tackle your problems with a lot of finesse! Congratulations on your work
Can we get a proper stamina bar unlike the tiny one above the player because with the camera shake and effects it’s kinda hard to focus on.
might be a good idea, i'll play around with some concepts :)
It's amazing the ability you have to just scratch ideas that you think don't fit the game and just take them off. It's great to see that you know where the game is and where you want it to be
Cmon man! I check your channel atleast twice every day waiting for the next Archvale video! Great videos btw!
Wow the game looks AMAZING! New sub here, great work man 💪
Another fantastic video, can't wait to see where this game goes.
love the devlogs, keep up the awesome work!
for those not in the discord, join, we have cake sometimes!
Another amazing devlog!
This game is looking incredible. I can't wait to see what you come up with next!! :)
ok so i just found your channel and i love it! keep posting more frequently
Good luck with this, you have come a long way with it.
Just found ur channel, and I’m in love with this game already. I’m just making my first game in unity rn.
Yum
Looks amazing! 😍
Wow this game looks super interesting! Good work on this
I think this channel will grow quickly in the near future.
so much hype bro
Awesome!! Keep going
Looks very nice. 💥
Well done so far! Subbed waiting for next devlog...
The game looks great. The project is envolving a lot, and now your videos look extremelly profesional. When youtube algorithym decides to recommend you in the way you deserve, please remeber the old subs;)
It must have been a tough choice cutting out the entire leveling system. I think your new solution seems great though, its similar to Breath of the Wild's progression actually.
I also loved how you went in deaf with explaining the new quest and inventory systems. Because as you said, it sounds simple until you try to actually do it. I went through a similar journey trying to make pause/settings/controls menus that don't break when you cycle trough them. Now I can set up new menu screen types quick and easy.
Great game dude! I was wondering though, approximately how long do you think the game will be when it's done? Also, how long do you think it will take to make(do you have a deadline?) Good luck on your game!
Nice video, gave me some ideas! Thanks :)
Still very nice ! Keep going :D
Keep it up!!!! :D
Bro this is crazy.
Wow! This is a super game!
Looks great so far, you have actually inspired me to start working on a game very similar, but with less bullet hell elements.
this is fucking great, as a game dev i support whatever u make, may it be my style of game or not
Taking the Cube World approach eh? Interesting.
So cool!
Looks very nice. Like link's awakening on steroids. You can add mines where you enter from one point and exit from another point which can be in a different biome. Btw which engine are you using?
Hey! Great game dude! I just binged all the devlogs and I can't wait until the demo! There are two things I want to say:
1. Why are some things tilted to the right and others that aren't tilted at all? To be honest this isn't really important it was just bugging me a little.
2. Will this be moddable? It seems like a great game and I think there would be a ton of potential if you add some mod support on release.
Thanks for reading!
I kinda liked the leveling system. Maybe if there was an XP cap where if you reach a certain point you can’t level up further until you complete a certain criteria, it would be less dependent for the player. Then it offers the ability to be able to level up if your having trouble with the game, but not in a sense to make the game trivial.
I’m really excited for this game. I’ll edit this comment after I finish watching.
You watching on rewind bro?
This is so dope, I'm so jealous you got to a point where you've got a product you're excited about. Care to share the path you had to get here? Did you have to fight any motivational problems, when did you get hooked into the project?
motivation has always been an issue for me; with university and real work, spending your free time working on something you don't enjoy is really quite a miserable experience. i've been trying to make a bullet hell game like this for years now (you can see on my channel that i've gone through lots of iterations). it took quite a while to find a design i really like, and archvale ended up being that! most games i have a constant "what if the game was this instead" feeling and it makes it very hard to continue and not restart, but i've never really had it with archvale. sadly, i don't know what that secret was to finally latching onto this project. i don't know what about it is so fulfilling to me or enjoyable to work on. i'm worried about finishing the game, moving onto another game and ending up the same as before, disliking every project i make. all that matters for now though is im enjoying making archvale! im sorry if this isn't of much help to you, i really am not sure how exactly i ended up liking this project more than others i've worked on before. perhaps it's as simple as "this one is actually decent"!
@@IDoZYT I had the same experience with whatever creative endeavor I touched: throw shit at the wall until something sticks. Thanks for the reply!
Hey, I was wondering how you started with Archvale? I mean in what order did you build things and how long they took? The reason I ask is that your first devlog looked very good and there was a decent amount of gameplay already
Your videos are inspiring :) I have a small question - you publish devlogs with your content. Don't you worry about your game and idea will be stolen by somebody?
Very solid system. Each time I am thinking what is this when you ARR killing all the monsters around. This cloud on the ground? Right before items spawning. What it should inform about?
NOOOO! XP IS THE WAY TO GO
woo
4:42 I'm interested to know what does in those strings?
Really important note: I noticed that once you enter the world, you can see in the mini map where each enemy is. I think that is not a good thing. You kinda remove the element of surprise and giving the player the choice of avoiding those enemies if they wanted to. I think a better way is that they appear on the mini map IF you have seen them already because you received that information. Otherwise, you shouldn't know where they are at.
Peace and good luck with the design. Design is the hardest part in gamedev, not the technical stuff. At least to me haha
edit: typo
hey thanks for the note! it's actually important that the player knows where the enemies are since they are explicitly rewarded for killing them all and "clearing" a room. i do agree with what you're saying though, and when I play I don't even look at the map unless im hunting a final enemy. perhaps a better solution would be to have some arrows point to enemies that are offscreen if you've been in a room for too long?
hey, just following up to say a huge thanks for this insight. we've actually opted to completely remove that UI element; it served little purpose besides showing where enemies are and where exits are, both of which just stopped you from looking at the actual world and made you look at some boring simplified view. now the ui is much cleaner and the game is more fun :)
IDoZ that’s cool! Yup that is a great idea too! Good luck with the rest :)
Great insight!!
You know I was thinking that the XP system seemed out of place
Just wondering what game engine you're using to make this? Cheers
It would be nice if there was some cliffhangers at the end of these devlogs, like a new boss sleeping or something like that
hey i really like the look of your game. It has inspired me to get into game dev. I am working on basic movement and animations for attacking, and i am wondering how to play the attack animation while running? I know how to play them individually but this causes the player to stop and is not as exciting.
depends on what engine you're using. if you're using unity, you just have to make a transition between any animation state in the unity animator and your attack animation. This should make it so that it transitions between any animation (so running, dashing, etc.) into the attack animation. hope this helps.
Very cool video, very cool game. Maybe take a look at dead cells, they might give you&your team additional input
How long have you been working on this and how long do you think you have left in the game. I am asking because as a new game developer myself I would like to do what you are doing here on UA-cam but I am not sure when I should start posting what I have. This game looks amazing and the progress you are making with each video seems mindblowing. I can't wait to play this game.
its never too early to share! honestly with devlog videos, your target audience is mostly other gamedevs. they can relate to new projects and watching them be built up from scratch, so i wouldn't hold off! i've been working on archvale for just over a year now, and im not 100% certain how much longer it's going to take (a lot depends on how much I can concentrate on this project during uni)
@@IDoZYT That makes sense. What is uni?
Add a metroidvania esque system where you can get certain abilities on certain levels that allow you to access different areas
I was confused about the XP when it was added for that reason.
I like that you removed the level system... I think finding loot and exploring are more fun.
The quest system can also be used for achievements. Achievements are just long running quests you didn't manually start.
yeah that's a great point! :)
Any chance of that procedural room generation tutorial?
Hey, the game looks great! Any reason you haven't created a steam page yet? These cool devlog videos would really help you build up your wishlist! You probably know all this already but it's really worth doing as soon as possible :)
currently going through some contract stuff with a potential publisher before we can set up our page :)
@@IDoZYT aaaaah, good luck!
I dont know if this works in the language youre using, but in for loops like at 8:14, it would be better optimized if you break the loop if it's purpose is done, e.g. completed = false. In JS just typing 'break;' works but idk about your language
Which programming language do you use ? And is this created in Unity or GameMakerStudio ?
Add dungeons!!
But seriously I'm loving this game, well done 👏
there are actually 2 dungeons in right now, just haven't shown them off yet - perhaps in the next devlog!
@@IDoZYT Ah good. I just really like the look of this game and I want it to be a game that I can play for long periods of time and still have fun
bro do u use any engine
what IDE do u use or text editor
what langs ,?
opengl or what ..;;
this is all in gms2 :) sidenote, in uni projects i've been using vscode/c++/sfml, but that's significantly more work than gms2!
@@IDoZYT yes i am using c++ and SDl
good luck your game is so goood
@@IDoZYT my ouusing saw the video with me he is not a devoloper or something
he said "why didn't he released it yet its so goood lo l"
Phops told me to comment
Hey I recently came across your devlogs and I'm pretty excited for your game! And I was wondering if you still need someone who does music and sfx for the game.
Hit me up if you're interested.
This is actually pretty clean code
Hey!
the menu looks exacly like the terraria one
Hes even made an Amethyst staff similar to terraria.
;)
QWEST?
Release date?? I’m ready to give you my money.
i'm working to get it done as fast as i can, but i can't say for sure im afraid!
Did anybody here play or played Knights of Pen and Paper+1 and 2 ? If you've played and is a developer as well, is It too hard to make a similar game but Online like a MMORPG ?
when Archvale going to be playable?
i'm working to get it done as fast as i can, but i can't say for sure im afraid!
I've watched some of your videos and I've gotta say, the game looks way more fun at 1.5x speed. give it a try
that's not really going to work with the bullet hell direction the game is going to be heading in during the mid-late game sadly!
@@IDoZYT maybe just speed up the character and selected enemies?
@@IDoZYT maybe it could just be player's movement and attack speed.
@@gx3305 we've reworked sprinting to no longer require stamina, which has helped out with slower stuff! certain weapons are meant to have lower attack speeds than others :)
@@IDoZYT fair enough. I'm just all about speed.
Can we get a beta?? 😏
You got rid of the cool death animation. :(
Add Runecrafting.
I think it is a good decision to remove the experience.
Some synergies may be better adapted to the game style.
Hi
you mustnot stop on devlog bc the youtube dont show your contct more
I know this sounds dumb, but if you put this on mobile as is I will buy and play it a lot. I only have an iPad but I want to play this game :/
Plz add so mutch u can play this forever, but then it issnt added and u make less money
you pulled a cube world and took away levels
Actually CubeWorld made the mistake to remove the leveling system. After that with no skills etc. the progression felt really boring and unworthy. Just something to keep in mind...
i've played cubeworld before and after alpha. nothing about XP from killing mobs was what made the game good. its a lack of any permanent upgrades at all across the game that have made the progression unsatisfying. of course there are relics but the bonuses are meaningless. that won't be the case in this game!
I just started game dev as a hobby. I come from a programming background and I just wanted you to know that I love your videos.
You tackle your problems with a lot of finesse! Congratulations on your work