Making My Own Roguelike Game With Bow Combat - Devlog #1
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- Опубліковано 16 вер 2021
- I began working on a Roguelike Game with bow and arrow mechanics. I really enjoy playing roguelike games like risk of rain and so I wanted to try and make one myself.
Discord Server: / discord - Наука та технологія
Enemy concepts:
A Tanky boy who can take the arrows and prevent any non charged or non perfect arrow from piercing
A Support enemy who can protect enemies near themselves by blocking arrows, but cannot protect themselves and always runs away
A enemy healer
A long range enemy archer (Just like you)
A enemy that splits into more enemies (slime)
Other Ideas:
A combo system for piercing enemies
A Score System
Points that can be used for money
Arrow Upgrades
I love the enemy piercing combo idea. It adds a layer of depth and skill when you get rewarded for lining up your enemies before attacking. Perhaps enemies only drop health if they are killed in a piercing combo.
With the idea of the "Support" enemy. Could add a "trick behaviour" where one enemy can aim at the Support enemy in order to reflect the arrow fired by this enemy, creating a new angle for the player to avoid being hit.
Boss Idea: A copy of the player which when aggroed, mirrors all of the players actions with a 1 sec delay; ex: player shoots an arrow at the boss (who is horizontal to the player at all times (though a significant distance is maintained from the player so they don't just point blank fire at each other. )) The boss is hit by the arrow, takes damage, and then fires an arrow back towards the player at the same angle. The boss is only reactive (this works because the player must defeat the boss before moving on to the next level.), and has all gear and upgrades that the player has, thus the player must learn to dodge their own attacks. This better's the players knowledge of their kit as they get to play against it, and allows them to see their good and bad tendencies. It would work fairly well for a first boss as it would mean that the player has to have a significant understanding of the game, it's mechanics, and how they themselves play the game, in order to move on to the next level; a sort of "final tutorial". Before they move on to harder stages. Maybe afterwards the boss returns as a less-common enemy or mini boss to allow the players to check their progress? Idk, sorry for the word-wall, let me know what you think if you don't mind though?
This boss idea is quite cool and definitely interesting. I don't know if it would fit a roguelike game very well but I will keep it in mind and maybe test it out! Thanks :)
@@timberdev it does sound like the Copycat special enemy found in some roguelikes
Enemy Concept:
An enemy that’s completely invisible, deals moderate damage, every now and again flashes and blinks into view. All you can see when invisible is the odd particle appear
I am really liking this so far. Maybe something to add would be to dim the players light on the player model when health is lower. Good luck!
The game looks really kool especially the character model. The combat system is on point. Keep it up! :)
model?
*cool
@@sadaroni I meant to so kool. kool is cooler than cool :D
@@KamranWali i have realized what i have said 9 hours ago but I’m 9 hours wiser and i understand my mistake now and i have to say it really is “kool” (said in a wizard voice)
@@sadaroni 👍You are now a wizard Sadaroni. (said in Hagrid voice)
Beautiful art! So simple, but the shades of the polygons give it a great feeling of depth. The square particles and bow loading on the player are very satisfying as well.
I really enjoy small programming channels
they feel so relatable ig
This game looks great. I really like the simple art style and how the player eye follows the mouse around!
such a clean, simple and amazing art! looks futuristic and soo dynamic. I love it! good job!
love the art style, this looks amazing for the first devlog
Those particle effects makes it even cooler.
This project looks awesome! As i was watching I was thinking 'This guy should play SNKRX', and then you brought it up! Man, I love roguelikes
Enemy Ideas:
Explodes on death (possibly destroying some terrain?)
Short ranged explosive attack
Weaker enemy that spawns smaller versions of itself to swarm the player
Has a shield or protected state
Pierces terrain and obstacles
Goes invisible for a brief period of time
One that jumps high out of range before landing on top of the player
Small, quick enemy that stops to charge a heavy attack
Requires a "perfect arrow" to kill (Extremely rare, maybe just used for bonuses?)
Just push you, locking you in frames for half a second or so to let other enemies get close
Has a slowing effect on the player on hit
I don't have a full grasp on what exactly you plan the game to be, or look like yet, but I hope that these suggestions are useful, either as an actual enemy or just something to spur your own imagination. I look forward to seeing how this game turns out :D
Love the video! Super underrated for it's quality, and the game looks amazing too. I'm a big fan of the style of it. Keep up the great work! 👍
I love your style of games, very simple but very pleasing to look at!
Oh I was hoping you continue making games and devlogs. Very glad you're back!
Finally someone mentions Blazing Beaks, it's such a solid game but I've somehow never heard anyone talk about it.
Literally every game dev: "im gonna do this"
"but it was harder than i expected"
Wow, it's amazing how few lines of code and simple art/concept makes me want to play this so bad !
Keep up the good work !
Great job dude. It looks awesome. And the video quality is great. Good pacing, nice sound, enough to keep me entertained and interested till the end.
Really nice work man, you have a really good taste for colors!
You're so talented, keep up the great work !
Never heard anyone mention blazing beaks! So underrated
Great work, looking forward to seeing more progress on this game, it seems awesome!
You are the most underrated youtuber I've ever seen.
Nice and satisfying gameplay, I really like bow animation, keep it up!
wow game looks cool. I like the art style. Great work so far
That art style is fire
I really like this concept, keep going!! A recommendation is to have a indicator for the player to see when need to press to get a crit, and the indicator could grow with items or something
Looks so good with the art style
This video was so awesome to watch today and making a game is so cool :]
You could add more bows as upgrades, which change how to arrows work. Some ideas are:
-Explosive Bow, which makes arrows deal area damage
-Hunters Bow, which makes arrows curve towards enemies slightly
-Laser Bow, which swaps the arrows for laser beams that move super fast
-Multi-shot Bow, which fires 3 arrows
-Heavy Bow, which makes arrows move slower but deal more damage
-Flaming Bow, which makes arrows leave a small fire trail behind it, damaging enemies
Enemy idea :
A enemy that leave mines behind him
Enemy concept : green chonky boi
It was a very good video, and I want to see more!
I like the bow and arrow synch with the intro music lmao
Love the idea. Looking forward for more!
Great editing and game 🙌🏼
Great video! Looking forward to tracking your progress :) I love the input system, I recently put out a twin stick shooter controller using it and it makes it a dream!
Hey, I just stumbled upon your channel and I have to say I love the simplistic art
Man, the game looks awesome! Keep up the good work! :)
Alright so first of all, I think you struck goal with the artstyle, it's very visually pleasing!
And now for the enemy ideas, I thought about ones that would incentivise a certain approach to prevent players from just either charge shot or arrow spam at every encounter with no regard of the enemy type they're facing and such. I came up with two ideas:
-A bigger enemy which would release projectiles from the spot where you hit them with an arrow. would incentivise charging your shot to decrease the number of projectiles you have to deal with.
-An enemy with a rechargeable shield (about 3 seconds to recharge maybe?). The shield recharge gets restarted every time you hit said enemy with an arrow, would incentivise a more spammy approach.
Both ideas could also be combined for an elite/boss enemy which would have a shield that deflects your arrows back into you. Preferably the speed of the arrow should be retained from the moment you hit its shield, which would incentivise trying to time it to hit the shield just before the arrow loses all its momentum.
I'll be looking forward to updates on the game, it seems to have quite a bit potential.
Looks super cool and the actual video was really well put together. That's a sub from me :D
I like the visuals of the game, you don't see this style very often in games. The game itself also looks promising. Keep going!
Awesome stuff! Looking forward to the final product! :D
Holy shit I thought someone else was voicing the earlier videos in this channel. But it's you! Your voice aged like 5 years in the last 12 months.
Enemy Idea (more like 2 in 1): There’s a boss who gets stronger the more you shoot them. Starting out being fairly weak but gaining more health, speed, and damage the more you shoot it. The other enemies are minions. By killing the minions, you can kill the boss. The two enemies spawn in groups together in a 1:10 ratio , if you kill all ten minions, you kill the boss enemy. The minions are really fast, but they deal a very small amount of damage.
Enemy Idea: a smaller enemy who has a timed window for when you can damage it. 1 every 5 seconds that window opens, it takes about 3 full charged shots to kill.
That’s about all I have for now, hope it helps
Awesome progress so far! Even though I personally don't enjoy rougelike games (except for the procedually genererated maps) I'm quite thrilled too follow the process of making this game :)
This is super cool! I love the graphics!
this game looks amazing so far tho I feel there should be some type of visual indicator to showcase when crits are possible I love everything else here tho and I cant wait to see what you do with this
I FINALLY FOUND SOMEONE WHO KNOWS WHAT BLAZING BEAKS IS IM SUBSCRIBING
I love the graphics. Some sort of enemy that summons minions and spawns several of those minions when it dies would be cool. Looking forward to further development ;)
Maybe a magnetic enemy? They could either be tanky and pull arrows towards them or weak but pulls you towards them.
Either way looks cool and I think there's a big lack of bow and arrow games out there so I wish you good luck as roguelikes are so hard to make.
Been watching your videos since your work on Catch Me. You have a very nice, minimalist art style (at least that's how I feel). Keep it up!
I think a few low hanging fruits you can pick up are:
- exploding arrows if they are fully charged?
- enemies that fire slow projectiles at you
- player should be able to dash as well?
Thank you! I actually already added a dash ability to the player, I just didn't show it in the video. And I also though about different arrow type you could switch between. An exploding arrow is certainly a good idea. And a ranged combat enemy would also fit nicely. Thanks :D
@@timberdev awesome. cannot wait for the next devlog!
Maybe the arrows should just hit one enemy and then you could get a piercing upgrade or something like that? Or maybe just the super powered arrow would have piercing. Idk, just random ideas I got from watching the video. And about the graphics, it looks AWESOME, I love it.
First of all the art looks amazing for this type of game and you should really keep it. Second of all you could add an enemies that when "killed" makes more and more tinnier versions of said enemy, but the tinnier version are faster and hit harder. You should add a mall swarm of this enemies so that the person could be over run if they're not careful (The enemy would look nice with a green color). And you could always add an enemy that shoots like spit or acid or even breaks it's mandibles to shot at the player. Either way, the game looks dope and i hope you can keep working on it.
I have a character idea, how about an enemy which when killed turns into smaller enemies.
Very awesome game. I wish i could make one like this!
Yoo this looks sick
This is pretty awesome
God I love devlogs
I have an enemy idea, well actually a boss one. The boss has large hitbox, a large amount of hp, really slow, and can spawn A LOT of the more basic enemies. By basic enemies I mean the ones that are really simple, fast boi, slow boi, normal boi, not the ones that have more mechanics added to them.
The game looks great! Have you considered adding a small window of time where the arrow looks slightly larger on the bow so that that player knows that's when they'd get a crit?
An Enemy with an AoE sweep Attack would be cool to attack and an enemy with a front shield that act like a wall. Keep up the cool work (:
I think animations(on damage or shoot) should br faster.
And here is some ideas for enemies:
- Homing shooter
- Sniper
- Shielder (Create a shield field that stops your arrows)
- Swarmer (Spawns small enemies)
- Frog (I really like frogs) (Jumps at the 3 dimension towards the player and you cant shoot them while they jump).
Please add frog.
frogs are devils, in noita ( rogue-like )
@@urcitenetom5017 Yes, but FROGS ARE COOL.
@@lyagva yeah, but immortal killing machines
Would love to see tutorial videos about how you did animation with codes
Sick!!
some ideas for enemies for this game:
Healer - a green enemy that is slow with low health and damage, but it periodically releases pulses of green that heal all enemies within the AOE
shooter - a yellow enemy that is fast with low health, tries to avoid you, and occasionally stops and fires three green bullets
shielder - an orange enemy with a shield on one side of it. the shield turns very slowly, allowing you to kill it by sidestepping
Enemy idea:
A somewhat slow blob that is immune to your arrows, but other enemies do damage it.
So you have to use your enemies to kill this blob, before it kills you, giving somewhat of a added strategy to the game.
I´m a fan already
A neat enemy might be the Dodger (the green diamond) from Geometry Wars. It comes at you at a speed slightly faster than the standard enemy, but will move away and attempt to "dodge" your attacks when you aim at it. So you can keep them at bay just by looking at them, but ignoring them or letting them bunch up can be extremely dangerous.
A cool idea for an enemy would be one that can reflect arrows
Yes! Just posted the same.
Enemies: One that steals a powerup or stats from character and runs away with it, forcing you to hunt it down to retrieve your stats/power
enemy that spawns in pairs. the pairs are on opposite sides of map and begin converging on each other. if they touch, they scale up to a stronger enemy.
cool ability idea would be to drop a bomb that you can shoot to destroy. lead enemies through it, more enemies you kill with a single bomb more points = more shop spending = higher skill > reward
I believe that an enemy that shoots a destructible projectile that when lands somewhere or is detroyed by an arrow explodes dealing damage to all enemies and players.would be interesting idea because the player could use the enemy for his advantage and would try to avoid killing it.
Blazing beaks mentioned 👍
I can't resist to subscribe :)
Awesome 👍
Maybe some kind of combo system with the critical arrows where if you land consecutive crit shots it slightly increases the crit window, increases the crit damage and has a cool effect.
Would love to see the video on how you make this kind of graphics
enemy idea: static enemy , can't move but shoots a blob/portal/area that slows you for a little
I think it would be pretty cool if you make an afterimage to the dash for the blue boi.
U deserve more subs
You can use tweening library to achieve shrink enemy animation... good luck on your game
I like it!
Nice quality!
hi great work, suggesting new enemy: 1) make an enemy with deathratle, after the enemy died , just make 2 smaller enemies, or explode , or slow the player if the player was in specefic range ,
2) make an enemy which has shield around it, first player has to break the shield then the enemy is valurnable
Here's my enemy idea: a slow tank that has a short, ranged attack with more damage then the red enemies but less then the blues. And maybe it should be yellow-brownish
Enemy idea: An enemy that is slow, has a slow rate of turn, but has a front facing shield that can deflect your arrows.
It look Great
This is cool! My enemy idea is simply one that deflects the arrow back at you. Maybe he catches it, spins around and throws it back at you. How do you end him? lol
dat thumbnail has addictives in it
awsome
a enemy that jumps to air a cast a shadow to tell the player where would it drop
I think that an enemy that has a shield that can bounce arrows in front of it would be cool and for balancing the rnemy would have very low hp and turns around very slowly so you can get behind it
maybe a somewhat tanky enemy based around attack speed and damage over time. it would deal overall low damage per attack but if it gets in range it attacks very quickly and has a chance to poison you and slowly deal damage over time
u could make an enemy interpolating where u will go and chase that point. So that not all enemies just chase u in a similar way
a spitter enemy
Are you planning on adding some sort of end goal and meta progression like in enter the gungeon or hades or do you want to keep it as just a bunch of independent playthroughs like in idk google snake
Im am planning to have some sort of constant progress so the player feels like he is accomplishing something. Like for example more upgrades and different characters. But its not set in stone and I'll see what fits the game.
Wow, you're a pretty smart programmer!!
i think if you're going to have a perfectly timed shot doing more damage there should be some sort of indicator, like a subtle flash otherwise players would just be guessing
And maybe some anagliph post processing with fish eye. I'll be really cool.
Great video! Can you expand on what you meant about Unity's animation system? What was the issue you ran into? I'm curious
Thank you first of all!
The problem was that when animating a value, for example the scale of the object, the value is locked and you cant change it. So if you change the scale in code, the value will change back to the original size although the animation isn't playing currently. And I just don't like this weird behavior and wanted to manage the scale animation with my own solution.
There are probably better solutions and you could also use unitys animation system if you really want to but for now I use my system.
@@timberdev Ohh I see what you mean. One thing that I've done when running into that problem is that I have a parent object that controls any scale handled by code, and then use the animation timeline to control the actual object.
Another thing I've done is done it all by code + used animation curves, so you get the flexibility of curves but the power of code!
You've possibly thought of / tried either solution, but I thought I'd share, just in case :)
@@GrahamOfLegend Yeah, these solution probably also work in that case! I might try out using animation curves like I did for the bow charging. Thanks!