I've been noticing more survival games implementing the optional eating system where eating different level food will give you a stamina/hp buff (on a timer), generally allowing you to stack 3 food items at a time until it wears off. I like this system.
Yeah me too! I think it works best for a lot of these style of games, cause while I love more hardcore survival, I'm also getting older, and my time keeps getting more limited throughout the day. More flexible systems like what you mentioned gives you all the same incentives, without hamstringing you if you don't devote hours to grinding or something, kind of what got me out of Dayz was all that. Also the stacking 3 food items is a great idea, I think I've seen that, but I've never realized it? if you know what I mean, like it's entirely subconscious, which is usually a sign of good game design, I'll have to give it a shot! Thank you for the feedback~
The terrain system is looking very impressive, seems pretty flexible and visually everything looks very smooth and cohesive. Looking forward to seeing more on this project.
Getting side-tracked? Now that's something that would never happen to me. Which reminds me of that one time where I spent 35 minutes manually rotating the individual finger bones of a character into place because I wanted to make a shot of two characters holding hands (with fingers interlinked) for my first game only to then have that mostly covered up by the dialogue box. Anyhow, what was I talking about? Must have gotten side- damn it!
xD I once spent a month working on an interaction system similar to vr, but entirely programmatic for fps style gameplay, then I realized I didn't have a game attached to it and gave it up. Side tracks are the anchor of all indie game devs.
@@Bonkahe Maybe that's why John Carmack works 6 days a week. It's not that he's better than us mere mortals or anything (couldn't be), it's just that he works enough to offset his getting side-tracked. Anyhow, awesome work and happy holidays!
Thank you so much! still a little ways out, but at some point I gotta force myself to go ahead and get stuff out there, if I don't I'll just infinitely perfect things, and never actually get it out into the world.
This is very impressive and looks great. Most of terrain generation goes over my head, I'm barely know how to use gpu instancing to put some grass on a plane
Unfortunately I need to focus on my game project for now, I will be revisiting it as I have time, and I do intend to complete it, it's just secondary to actually getting a MVP going for my project. Sorry about that, I just gotta prioritize this right now.
First devlog I watch of yours. So I don't know anything about the project! But - can't the far LOD enemies/wildlife use some interpolation in their positions instead? Looks a bit choppy to me to just reduce the update rate to like every 0.3 seconds.
Oh yeah they can, right now I've been mostly focused on ironing out the bugs more than making them look good, it will be pretty easy to add in interpolation, but I actually need them to be choppy right now so I can visualize their update rate easily during run time. Glad to have you watching! Hope you enjoyed the first devlog~
I've been noticing more survival games implementing the optional eating system where eating different level food will give you a stamina/hp buff (on a timer), generally allowing you to stack 3 food items at a time until it wears off. I like this system.
Yeah me too! I think it works best for a lot of these style of games, cause while I love more hardcore survival, I'm also getting older, and my time keeps getting more limited throughout the day. More flexible systems like what you mentioned gives you all the same incentives, without hamstringing you if you don't devote hours to grinding or something, kind of what got me out of Dayz was all that.
Also the stacking 3 food items is a great idea, I think I've seen that, but I've never realized it? if you know what I mean, like it's entirely subconscious, which is usually a sign of good game design, I'll have to give it a shot!
Thank you for the feedback~
Was Valheim the first to handle it this way?
I want to say yes, but I am certainly not the authority on it, it's certainly the first time I've seen a similar system.
Very cool game all around.
The rendering compositor will simplify our lives sooo much !!!! Soon we'll be able to use common state of the art GPU techniques for foliage.
The terrain system is looking very impressive, seems pretty flexible and visually everything looks very smooth and cohesive. Looking forward to seeing more on this project.
Your terrain looks very nice. Congrats.
Getting side-tracked? Now that's something that would never happen to me.
Which reminds me of that one time where I spent 35 minutes manually rotating the individual finger bones of a character into place because I wanted to make a shot of two characters holding hands (with fingers interlinked) for my first game only to then have that mostly covered up by the dialogue box.
Anyhow, what was I talking about? Must have gotten side- damn it!
xD I once spent a month working on an interaction system similar to vr, but entirely programmatic for fps style gameplay, then I realized I didn't have a game attached to it and gave it up.
Side tracks are the anchor of all indie game devs.
@@Bonkahe Maybe that's why John Carmack works 6 days a week. It's not that he's better than us mere mortals or anything (couldn't be), it's just that he works enough to offset his getting side-tracked.
Anyhow, awesome work and happy holidays!
Keep up the great work!
Very cool and keep working to your pace.
the terrain looks incredible, i wanna go on a hike through it so bad lol
Great job
So cool
Nice progress on your game ! Keep it up !
I look forward to test a demo of this game.
Have a wonderful day and a wonderful end of year.
Thank you so much! still a little ways out, but at some point I gotta force myself to go ahead and get stuff out there, if I don't I'll just infinitely perfect things, and never actually get it out into the world.
This is very impressive and looks great. Most of terrain generation goes over my head, I'm barely know how to use gpu instancing to put some grass on a plane
Pretty smart!
When will be we are getting next part in inventory system
Unfortunately I need to focus on my game project for now, I will be revisiting it as I have time, and I do intend to complete it, it's just secondary to actually getting a MVP going for my project.
Sorry about that, I just gotta prioritize this right now.
First devlog I watch of yours. So I don't know anything about the project!
But - can't the far LOD enemies/wildlife use some interpolation in their positions instead? Looks a bit choppy to me to just reduce the update rate to like every 0.3 seconds.
Oh yeah they can, right now I've been mostly focused on ironing out the bugs more than making them look good, it will be pretty easy to add in interpolation, but I actually need them to be choppy right now so I can visualize their update rate easily during run time.
Glad to have you watching! Hope you enjoyed the first devlog~
Are you going for a zelda botw style?
Kind of in a way, very different gameplay for sure, but leaning towards stylized visuals in that direction.
ty for watching~