Dude, i really cant understand you dont have more subs. You deserve them. The Game looks amazingly clean and you explain the Game logic better than my Tic teacher.
Bro stuff dude, I see real potential in this project and will surely play it when it comes out. Mad respect for you dude and keep up the good work. Ur amazing👍🏼👍🏼👍🏼👍🏼👍🏼👍🏼
I can't believe you are coding all this by yourself, this is way better than most games made by a huge team. Love your work dude, I felt in love with the game, I really need a demo ;-;
Your game looks amazing. It would be very helpful if you can make some tutorials explaining how you implemented some of its awesome features, such as particle system, bullet hell system and mellow attack. I think you will gain many followers too since you already have the credibility of being able to make awesome games.
For death in the overworld you could have a 10 or 15% chance to drop an item and maybe there could be an NPC who can engrave your name on items for a fee to reduce/eliminate the chance of dropping
First time seeing your game. I'm in love. Please consider adding Multiplayer to your game. I've been waiting for a game like yours for a long time, thank you. :)
Two questions. One, will there be a console port and two, are you planing to make the semi easily moddable? If the first was true then you would have the ps4 and Xbox bois supporting you, and if the second is true then you might get people who make massive mods for the game like in terraria. Before I go nice job on the game so far. (:
i have an array of debuff definitions; this basically stores an ID (which is an enum, such as debuff.poison), a sprite index for the debuff banner, and a script which is executed every frame that the debuff is active. a controller object has a ds_list which is pushed to whenever the player acquires a debuff. the list is populated with arrays structured like this: [debuff_id, debuff_time]. every frame, the controller object loops through everything in the list. it decrements its debuff_time component, then uses its debuff_id to index into the above mentioned "array of debuff definitions". from there it can grab the script which should be used for its effect, i.e. the poison debuff has a script which decrements the player's health. after the controller object does this, it checks if the debuff_time is 0, and if it is it removes it from the list! hope that makes sense :)
@@IDoZYT awesome, thanks! Is this system attached to monsters as well or just the player? The game looks great btw! For this past ludum dare, I made a dungeon crawler mage game called Penny Arcane (theme was life is your currency...we got 38th), and ever since I've been itching to make a full fledged proc-gen dungeon crawler. Most of the systems I built for it were hacked together because of the jam time limit, but have been needing to spend the time making scalable systems for abilities, inventory, buffs/debuffs etc. Anyways, getting insight to how other devs are solving problems is always helpful! Thanks!
@@cileth right now its just the player but implementing it for enemies is something i'd certainly consider later down the line and the implementation would likely be identical. game jams are great at getting you to stop thinking about trying to make everything scalable and just get the game to be fun to play. which is always an important first step to a project, i think! i find that i get caught up in systems programming and end up reluctant to go back to gameplay programming often...
Hey, just randomly found your channel. The game looks cool and polished already, even if I don't play this kind of games it looks very fun. As a web dev that is starting to learn game development (for fun) may I ask you if you are using an engine? (I'm learning unity atm). Would be cool if you could make some coding tutorial in the future, or talk about the art , the software you use and stuff like that. Anyway, great job and keep it up. ( sorry if u have already answered this questions, I'm going to watch your previous videos now!)
i think you should show some spoilers to get feedback on them, you never know there might be some stuff that needs to be fixed you didn't notice, the people that watch your devlogs don't care about spoilers anyway cause they love the game
Dude, i really cant understand you dont have more subs. You deserve them. The Game looks amazingly clean and you explain the Game logic better than my Tic teacher.
thanks dude
will you add multiplayer ?? this kinda reminds me of kingdom of loot so I think it could have potential :D
i'll definitely look into multiplayer once the game has been released :)
Damn the arches look amazing! Love the art in your game.
Bro stuff dude, I see real potential in this project and will surely play it when it comes out. Mad respect for you dude and keep up the good work. Ur amazing👍🏼👍🏼👍🏼👍🏼👍🏼👍🏼
I love how fast paced the game looks
👌 gonna make bank with this one for sure
I can't believe you are coding all this by yourself, this is way better than most games made by a huge team.
Love your work dude, I felt in love with the game, I really need a demo ;-;
remember you from the rotmg project. happy to see how the game is evolving
Looks amazing! :)
Looking really good keep up the great work
WHAT this is awesome when are you releasing it i can't wait ill definitely buy it
Your game looks amazing. It would be very helpful if you can make some tutorials explaining how you implemented some of its awesome features, such as particle system, bullet hell system and mellow attack. I think you will gain many followers too since you already have the credibility of being able to make awesome games.
Great explanation!
For death in the overworld you could have a 10 or 15% chance to drop an item and maybe there could be an NPC who can engrave your name on items for a fee to reduce/eliminate the chance of dropping
Looking great :D
First time seeing your game. I'm in love. Please consider adding Multiplayer to your game. I've been waiting for a game like yours for a long time, thank you. :)
The poison dot sounds pretty cool! Great work!
When you beat the desert boss it would be cool if the boss dropped an item that makes you immune to poison or something similar
Or maybe gives poison to enemies
Just subbed you, awesome work very inspiring. I will be keeping an eye on you.
The games looking really good!!
Great job man !!!
It has a Nuclear Throne vibe to it. I love it!
The game looks super polished! Nice! :)
GAME LOOKS SICK BRO
Did you made it with game Maker Studio 2? And how did you learned to code?
Good job!
Wow super game, just subbed
Just bingewatched every dev blog video. I refuse to support Twitch by using their website so I hope you upload the live dev blogs to UA-cam. Thanks.
i will be in the future! :)
Man this game looks good
Awesome mate!
Do you make your own art? The game looks fantastic!
Two questions. One, will there be a console port and two, are you planing to make the semi easily moddable? If the first was true then you would have the ps4 and Xbox bois supporting you, and if the second is true then you might get people who make massive mods for the game like in terraria. Before I go nice job on the game so far. (:
Awesome!!! When game release??
as soon as it's ready ;) i'll be sure to keep everyone on the channel informed when i know more!
Mate your game seems legit. May i ask if which language did u use? Maybe a platform like Unity or etc
Pretty sure he uses game maker studio 2
Wow
Can you do a pixel art tutorial? Please
This game is so great. When is it'll release?
How does your debuff system work? Is it managing a list of buffs/debuffs or creating objects?
i have an array of debuff definitions; this basically stores an ID (which is an enum, such as debuff.poison), a sprite index for the debuff banner, and a script which is executed every frame that the debuff is active.
a controller object has a ds_list which is pushed to whenever the player acquires a debuff. the list is populated with arrays structured like this: [debuff_id, debuff_time]. every frame, the controller object loops through everything in the list. it decrements its debuff_time component, then uses its debuff_id to index into the above mentioned "array of debuff definitions". from there it can grab the script which should be used for its effect, i.e. the poison debuff has a script which decrements the player's health. after the controller object does this, it checks if the debuff_time is 0, and if it is it removes it from the list!
hope that makes sense :)
@@IDoZYT awesome, thanks! Is this system attached to monsters as well or just the player? The game looks great btw!
For this past ludum dare, I made a dungeon crawler mage game called Penny Arcane (theme was life is your currency...we got 38th), and ever since I've been itching to make a full fledged proc-gen dungeon crawler. Most of the systems I built for it were hacked together because of the jam time limit, but have been needing to spend the time making scalable systems for abilities, inventory, buffs/debuffs etc.
Anyways, getting insight to how other devs are solving problems is always helpful! Thanks!
@@cileth right now its just the player but implementing it for enemies is something i'd certainly consider later down the line and the implementation would likely be identical.
game jams are great at getting you to stop thinking about trying to make everything scalable and just get the game to be fun to play. which is always an important first step to a project, i think! i find that i get caught up in systems programming and end up reluctant to go back to gameplay programming often...
where is part 7
?
is there going to be different characters or character creation of any kind ?
Which engine do you use?
Man that programming language looks super weird with the underscores
Oh also the discord link seems to have run out :/
my bad, fixed it! discord.gg/jGxAAvX
Make a backpack :O
Dude.. this game is amazing.. I'm curious to how you made it. Did you use an game engine or build it from scratch? If from scratch what did you use?
Game maker studio 2
Wow this looks awesome, looks like an rpg nuclear throne haha.
Hey, just randomly found your channel. The game looks cool and polished already, even if I don't play this kind of games it looks very fun. As a web dev that is starting to learn game development (for fun) may I ask you if you are using an engine? (I'm learning unity atm). Would be cool if you could make some coding tutorial in the future, or talk about the art , the software you use and stuff like that. Anyway, great job and keep it up. ( sorry if u have already answered this questions, I'm going to watch your previous videos now!)
Same
nice another video
suggestion: why not leave the dead enemies laying around instead of them vanishing? and then respawn them or not when you come back to a certain area?
Your channel is so underrated mate.
Looks really cool, good job
The gameplay feels so fluid and polished, its really an inspiration for us who want to dive in gamedev.
This will be an amazing game abd a fun experience to play, i am wating for more devlogs:)
cant wait for the next one
You should add durability to items
Phops told me to comment
This game is pretty damn lit how the hell do you not have more subs? UA-cam recommendations is weird.
Finally! My dream game is made, waiting for it so far!!!! :'(
what is the engine?
im like 99% sure its game maker 2 he showed him codeing the the game feel video
i think you should show some spoilers to get feedback on them, you never know there might be some stuff that needs to be fixed you didn't notice, the people that watch your devlogs don't care about spoilers anyway cause they love the game
Wouuuhouu ! :D