Errata: 1. At 3:21, when I talk about how much damage is dealt with 100 Damage projectile and 90 Defense. The actual outcome should have been 20 damage (because projectiles always deal at least 20% of their base damage). A better example to illustrate the point I was trying to make is: 150 Damage projectile and 90 defense, where you'd take (150 - 90 = 60) Damage. The main point being that I can scale up monster damage indefinitely and balance it with the counter-weight of the defense stat. Whereas with the old stat, guard, I cannot do that.
Wha-, first of all, i'm making a mmorpg, and so far, everything you did is like what i wrote in my notes. This is awesome! I'm relatively new to game dev so i will definetly use your vids as a help for myself when making my game. The only difference is litteraly the fact that mine is a sidescroller. Huge fan of this game so far, keep it up! I know your game is a roguelike, in which usually there is one class, rogues. But i think maybe adding a few classes would be pretty cool, and give a more versatile playerbase, that way healers, damage dealers and tanks could team up and have a more specialized thing to do in the game, than just everybody attacking. Maybe the cleric heals double as well or smt. like that. Again i know that your game has a specific stile and i'm not trying to change that. Also right now it might be a bit less worth it to add these features since the active player count isn't that high. Im just trying to share some notes i did. :) If there are ever more active players, having individual servers for (for example) players on levels 1-5, 5-10, 10-15 etc. would be handy so that you could buff/nerf the bosses depending on the group fighting them! Also i feel like losing all your progress is a bit sad.I know this game has kind of like a high score element to it which is really cool, so i don't know what to do about it. You could maybe also have tournaments where players can fight each other! Again... it would only work if you had a bigger playerbase... I don't want to make you feel like i'm trying to change your game, so i won't write all of my ideas here, maybe some other time. Like i said, i'm making a mmorpg myself so that's where i got the ideas from, all 2 notebooks of them I hope i don't seem to in your space and sorry for the long comment! Subbing and turning on notifications!
By any chance osrs player? This collection log stuff is like straight from osrs and I like it. You could group the different types of stuff on different tabs to make it less cluttery. If you don't know about osrs collection log, I would recommend looking it up and get some inspiration. First time seeing your channel and the project. At first glance game looks great! Keep it up osrs = old school runescape
Haha yeah. I was a big time OSRS player, so I kinda stole the term "Collection Log". But yeah for the general item-collection, it'd definitely be nice to have things a bit more organized. Mythfall is kindof centered around doing dungeons which have different item drops, so in the next devlog I'm adding a like "dungeon tracker log" which is more similar to the OSRS collection log (where its grouped by boss/activity, and counts how many of each drop you've received, and your best time for the dungeon clears). Thanks for watching though, glad you enjoyed it!
3:21 One question though, if you had 100 defense and was hit for 100, it would be 20dmg, but if you have 90 it would be 10dmg. The 20 base doesn’t work…
Ah you're right. My example was wrong. 20% is the minimum damage you can take from the base damage, so technically with 100 damage and 90 defense it would still deal 20 damage, I guess a better example would be like 150 damage and 90 defense, where you'd take (150 - 90 = 60) Damage. Thanks for mentioning my error!
A lot of the art I did myself. Some of the art I got from asset packs though. The color palette that I use is called Apollo: lospec.com/palette-list/apollo
Could you please give the mythril throwing knife critical chance? critical chance is one of my favorite parts of the normal throwing knife, and it feels extremely wierd that the mythril throwing knife doesn't have it.
7:04 Is it will be not more fun to dont know all the items? So make like "question marks" and not transparent items. Scroll through a lot of items can be hard: first that i think of - is category, that you can hide.
Yeah I'll keep refining the UI for it. I think I eventually landed on blacking out undiscovered items so that it's more like a silhouette - which seemed like a good balance between hiding what it was, but still making the item slots look unique.
@@UnitOfTimeYT Find that crafting material clog up the inventory and that it's unclear what is or isn't useful. Also not to mention that previous gear is needed to upgrade to better equipment.
Errata:
1. At 3:21, when I talk about how much damage is dealt with 100 Damage projectile and 90 Defense. The actual outcome should have been 20 damage (because projectiles always deal at least 20% of their base damage). A better example to illustrate the point I was trying to make is: 150 Damage projectile and 90 defense, where you'd take (150 - 90 = 60) Damage. The main point being that I can scale up monster damage indefinitely and balance it with the counter-weight of the defense stat. Whereas with the old stat, guard, I cannot do that.
Just tried the game. Obviously still needs a lot of work, but I like where it's going and I think the project has a lot of potential
Wha-, first of all, i'm making a mmorpg, and so far, everything you did is like what i wrote in my notes. This is awesome! I'm relatively new to game dev so i will definetly use your vids as a help for myself when making my game. The only difference is litteraly the fact that mine is a sidescroller. Huge fan of this game so far, keep it up!
I know your game is a roguelike, in which usually there is one class, rogues.
But i think maybe adding a few classes would be pretty cool, and give a more versatile playerbase, that way healers, damage dealers and tanks could team up and have a more specialized thing to do in the game, than just everybody attacking. Maybe the cleric heals double as well or smt. like that.
Again i know that your game has a specific stile and i'm not trying to change that. Also right now it might be a bit less worth it to add these features since the active player count isn't that high. Im just trying to share some notes i did. :)
If there are ever more active players, having individual servers for (for example) players on levels 1-5, 5-10, 10-15 etc. would be handy so that you could buff/nerf the bosses depending on the group fighting them!
Also i feel like losing all your progress is a bit sad.I know this game has kind of like a high score element to it which is really cool, so i don't know what to do about it.
You could maybe also have tournaments where players can fight each other!
Again... it would only work if you had a bigger playerbase...
I don't want to make you feel like i'm trying to change your game, so i won't write all of my ideas here, maybe some other time.
Like i said, i'm making a mmorpg myself so that's where i got the ideas from, all 2 notebooks of them
I hope i don't seem to in your space and sorry for the long comment!
Subbing and turning on notifications!
Thanks for the notes! Glad you're enjoying the game. Still a lot to add! Appreciate the feedback though!
By any chance osrs player? This collection log stuff is like straight from osrs and I like it.
You could group the different types of stuff on different tabs to make it less cluttery. If you don't know about osrs collection log, I would recommend looking it up and get some inspiration.
First time seeing your channel and the project. At first glance game looks great! Keep it up
osrs = old school runescape
Haha yeah. I was a big time OSRS player, so I kinda stole the term "Collection Log". But yeah for the general item-collection, it'd definitely be nice to have things a bit more organized. Mythfall is kindof centered around doing dungeons which have different item drops, so in the next devlog I'm adding a like "dungeon tracker log" which is more similar to the OSRS collection log (where its grouped by boss/activity, and counts how many of each drop you've received, and your best time for the dungeon clears).
Thanks for watching though, glad you enjoyed it!
3:21 One question though, if you had 100 defense and was hit for 100, it would be 20dmg, but if you have 90 it would be 10dmg. The 20 base doesn’t work…
Ah you're right. My example was wrong. 20% is the minimum damage you can take from the base damage, so technically with 100 damage and 90 defense it would still deal 20 damage, I guess a better example would be like 150 damage and 90 defense, where you'd take (150 - 90 = 60) Damage. Thanks for mentioning my error!
When will u fix the life steal 😅😅😅
hello can anyone tell me what app is used at 0:42
That is a note taking app called "Obsidian": obsidian.md/
@@UnitOfTimeYT thank you!
Did you make the art yourself? And how is the palette called? (if its not custom)
A lot of the art I did myself. Some of the art I got from asset packs though. The color palette that I use is called Apollo: lospec.com/palette-list/apollo
Could you please give the mythril throwing knife critical chance? critical chance is one of my favorite parts of the normal throwing knife, and it feels extremely wierd that the mythril throwing knife doesn't have it.
Haha yeah. That was one I just keep forgetting to add
7:04 Is it will be not more fun to dont know all the items? So make like "question marks" and not transparent items. Scroll through a lot of items can be hard: first that i think of - is category, that you can hide.
Yeah I'll keep refining the UI for it. I think I eventually landed on blacking out undiscovered items so that it's more like a silhouette - which seemed like a good balance between hiding what it was, but still making the item slots look unique.
When will u fix the life steal😅😅
haha in due time... Skill tree first!
@@UnitOfTimeYT cant belive u replyed to me xD
comment for the algorithm
can you add a backpack
with key binds like for emptying and putting it in
Ya I'll eventually improve the inventory system
PLEASE buff bows, i was tryna kill dwarf king and he takes 4dmg per arrow with a mythril bow on max stats if i crit. 2dmg if i dont 😭
Haha yeah bows are in a bad spot. It'll take some time for the balance to come back together
Not really a fan of the crafting system.
Sorry to hear, what don't you like about it?
@@UnitOfTimeYT Find that crafting material clog up the inventory and that it's unclear what is or isn't useful. Also not to mention that previous gear is needed to upgrade to better equipment.
Gotcha, Thanks for letting me know. I appreciate the feedback!