It's nice to see that your game has clear direction and not just bunch of game mechanics. I've spent a year trying to figure out what I want my game to be.
It's hard to find something that appeals to everyone and we like it but... sometimes we should just do what we like and the way we want to! Sooner or later there will be people who like it!
Do you create notes for your game using some notepad? I've had the habit of writing balance suggestions for games I like in my notepad. That gradually made me create my own game concept, with the help of copying a game and changing it bit by bit. I have no programming skills whatsoever. Edit: I never took this at any further level, it's hard to describe maps using words and my game is not perfectly designed. If you'd rather try practicing Image Streaming by Win Wenger. With that it can create ground for ideas, just an idea though.
@@Legenducky Personally I would focus on getting a prototype of some dead-basic gameplay going first and adding onto that. The problem with writing down ideas all the time is that you have to implement them, so its better to figure out your scope/limits first before you go crazy with designing it.
I enjoy watching devlogs and I think yours is one of the most enjoyable ones I've watched. I see a TON of devs falling for the same pitfalls over and over. They work on unimportant details that ends up being a huge time sink at the begining of the project, do endless reboots that gets nowhere, write their own game engine for absolutely no reason, etc. In comparison your project looks fun after the SECOND devlog, it really shows that you have a clear vision. I'm 100% sure you'll be able to ship your game, which is not something I can say about all devlogs! Keep up the good work!
Suggestions if you want them! I would recommend making a level with walls and ceilings to really get a sense of scale. First person games can really change once walls and ceilings are put in. I would also recommend making a movement gym that shows all the mechanic scales. Ie jump height and distance or slide distance. It can be very beneficial for when levels get built!! The main thing I'd look into for level design is player views, sight lines and how to lead the player using them!
I'm so glad I was randomly recommended your devlogs. This one's a great watch, I love how you're going into the thought processes and being honest about what you find challenging/intimidating, while keeping things light-hearted. Nice progress and keep it up!
Those movement mechanics look sick... Great job! Giving me titanfall vibes with the sliding and wall jumping and stuff. As a fellow game dev I am excited to see where this goes and it's inspired me to rework the movement in the game I'm working on.
Dude, this looks amazing! Genuinely, the movement mechanics make this super fun. Reminds me of "SEUM: speedrunners from hell" in the best way possible.
Damn, looking at the movement this felt to me like it has great speedrun potential. I hope you would keep some timer on how fast a level is finished. well in general, I think a clear goal for the player is still missing.
This game looks so sick! Movement shooters are some of my favorite games, this definitely looks like you can go fast. I'm really excited to get my hands on it once you're done :)
The game is taking an identity of its own which I love. As a suggestion, maybe you could add more weapons with different playstyles. Another thing that I think would look super awesome is the ability to throw your sword and pick it back up. Imagine how cool nailing an enemy to the wall with your sword would look!
3:27 being able to change slide direction is actually good for a classic style fps, classic shooters are all about omnidirectional movement. and your level design philosophy is a good one, you have the right idea on how to make levels well and what good levels should have.
Funny enough I remembered your first video and was wondering how's it going and boom I see this video :D Great to see it's shaping up nicely, it looks very fun!
Wow, looks really cool! Only worry would be that the movement looks so powerful that players might end up just skipping over the level and not getting opportunities to make tactical choices, when you can just fly through the air and instantly take out a baddie. I'm not sure fast-paced gameplay meshes with the 1-hit-and-youre-out system I think you mentioned last time
genuinely so hyped! just found this today, thanks to the algo. I've never watched a devlog, but I'm really interested for the reasons you mentioned in the first ep. excited to play Bloodthief when it launches :)
Im working on a medieval project currently in unreal engine 5 and i really admire all the work you have done. I also love the low poly knight enemy ai you made
I would love if there was magic in this game, have it so when an enemy dies you can press Q and suck on their mana energy that they left(when you press Q the contrast hightens and you see your hand with a black sphere taking the life energy(mana) of the defeated enemies) and you could basicly use this mana to teleport(dash) behind enemies and throw magic spells like fire from a distance(good for clearing crowds of enemies)
This is one hell of a devlog, Im glad to see this kind of game being developed on Godot. Also thanks for the state machine advice, im having issues with my own spaghetti code myself.
EgoRaptors series, Sequelitis, is a must watch for game devs but specifically the one on Megaman. It is a masterclass on how to make an amazing video game. You can see how passionate he is about the game and why the game speaks to him. It really is amazing. This looks awesome, keep up the good work!
Great stuff. It's interesting to see how your style of developing a game is introducing small amount of features, but have them well polished and thought out. My way of developing my game is more like make a feature because I felt like it, and later think about polishing and making adjustments to fit the game better.
idea: blood meter it will charge when you kill enemies successively and when filled up will let you execute a special attack or enter a super state were you are faster or something. btw love those devlogs
Really cool project. You could maybe add a spear because spears are really versatile + it matches the medieval theme. Just a fun idea you can play around with down the round
Dude consoles one day please because this looks amazing. You never see this in a medieval game and I’ve been playing a while let’s just say lol! This is extremely interesting. Can’t wait to see the finished deal.
Panels that change movement speed on contact. If it can be done to effect travel speed and/or direction of the character model. Examples of this method do exist in many other 3d games. It would be more cumbersome when calculating movement speed, while not in contact with a surface. Additionally timers after leaving contact with that surface to determine speed/travel directions. If you going bunny hop. Your going need to watch your step, because predators will snatch up prey that missteps.
These movement mechanics look amazing! You could definitely play with the players ability to use them, for example if your going for more of a fantasy setting then perhaps sorcerers can throw you about in the air so you have to target them as a priority.
This is really cool! Not sure if this was ever suggested, but maybe you could add different attack types for weapons. For a sword, a pierce attack, that attracts less attention, for maybe more stealthy sections of the game. And for the bow, a shot with a back jump, for shoot->escape attach sequencing. The aesthetic is really cool by the way.
I feel like a cool thing to implement would be sword throwing, kind of like thor's hammer. You can obviously add your own spin on it but I feel it would be a funny thing to implement. You could probably only be able to throw it in certain states or when a certain criteria is met.
make a shield holding enemy that takes 2 or 3 hits, 2 to break the shield, then one to kill. Another idea, is to make it when you slide into someone and cause them to fall, if they hit other enemies they fall over too, so you can set up packs of enemies to fall over like bowling pins when you slide into them.
quick suggestion, you said you weapon switch system is just a list of objects, I would suggest if you are looking at adding new weapons and tools, and the player in theory can carry all weapons and switch between them at once, is to have a defined list of the order the weapons go in, so you either just have a boolean of if you have picked up the weapon, or on pick you sort the inventory list to match the defined order. Doing this will make it more consistent for players who get used to this order as sword will lead to bow, bow leads to dagger, dagger leads to smoke bomb, somke bomb leads to atom bomb, atom bomb leads to feather dust, which leads back to sword,
In some levels it might be good if you start only with a dagger. A dagger could kill like a sword, but with a much shorter distance. If you defeat a normal knight you then can pick up their sword and use it. Would be nice to have the same for bow knight (pick up their bow). There could be a random chance that a weapon breaks, when the enemy drops it (so you can't pick it up) or you could mark the enemies in your level, so certain drop a usable weapon and with others it breaks, this would probably be better for level design (if you don't want the user to get a weapon before a certain point).
It looks cool but the scale is going to be wild >tigger a slide just before you hit the ground rather than having to trigger it allow the player to queue the input, this is how jump works in iD engines and where bunnyhopping originated.
This game looks extremely promising. Especially when you mention not having any graphics or details to the test maps. open levels with just some pillars/walls with torches in a pitch black abyss would actually be way cooler than some medieval/castle environment.
Wow this game is really shaping up well. I said last time to have a choice for the player between movement or combat but honestly I like this way better with it integrating into combat. It really gives an extra dimension to possibilities for combat encounters and enemies and attacks it really gives you a sense of skill in the game if you can master the combat-movement so I think you should really hone in on the movement make it feel as smooth and clean and great to control ad possible and especially the control of feel of the movement, that is the most important part of any movement system. I'd recommend adding like a movement attack like the one in Dying Light where you can vault over enemies or maybe you could a hammer in which if you slam an enemy with it you go flying in the air or something. Edit: I guess the dash attack is considered as a movement attack so oh well. Add more though because that would be amazing but introduce them gradually throughout the game.
Looking very fun! Awesome mechanic! I might suggest you don't have BOTH feet sticking out in front of the player at the same time when sliding. Maybe bend one of the knees otherwise we are DROPKICK Hopping
cool game, maybe this idea is over the top but at least its theoretically nice - train a bot to move around in a similiar fashion then you - create maps automatically (maybe use 2d maps from cities, labirinths,...) then do "vs - selfplay" the bot tries to finish the map with as little slide & momentum usage as possible but then the map gets tweeked automatically in order to make more slides & momentum using neccecary if this would be doable you could have an endless amount off tricky maps
i havent watched any of the other devlogs yet, but the one thing I keep thinking of was at the start of the video when you picked up a sword, I couldn't even see the sword on the floor until you walked up to it. Maybe giving it an outline or if you are putting in a chest or something that would fix it.
Quick idea; borrow the concept of the Talvanii wizard towers from Morrowind, where it's a structure that can't be accessed normally, keeping non wizards out. Being able to wall jump up to reach that target would be a slick use here. Maybe a more standard castle tower instead of giant mushroom, of course
I’m sure I’m not the first to say this, but the movement system in your game is similar to the one in ULTRAKILL. It has wall jumping and conserving/ gaining momentum with slides. It also has a dash, but it’s very different. I can’t wait to see where you go with this game though! I love games where I can go at mach 10.
I personally really like the idea of the Slidehopping system. My wierd brain doesn't consider it ""true bhopping/strafehopping"" like Quake, but it definitely looks really fun and not too hard to get used to. If you could add it in, some air control could also probably make the movement just a bit smoother, especially in areas like your curved hall that you showcased, where you could smoothly curve/strafe around it instead of chopily using exclusively sliding. Bloodthief seems to be really shaping up to something interesting though, and ill definitely keep my eye on it. ;)
10:09 Sounds like a potentially nice mechanic to add in the future, where player would be able to reflect enemy projectiles with some kind of new weapon or equipment (Metal gloves, maybe?). Don't think it should be with a sword or a bow however, since it'll: 1-Make no sense (aka make already existing weapons more confusing, wich isn't a good thing since player input/abilities should be as straightforward as possible, so that skill floor won't be too high for newer players) 2-Add unnecessary complexity to, what is basically, a starter weapons.
Hello Blargis, I presume that you will not see this comment, but I just thought of this name that can be used anywhere. When I heard you say Bloodthief, I immediately thought of this name: "Ichorsquire". I love how this game is looking, and I cannot wait to see what progress you make later on down the line!
The movement looks like krunker on the moon :D Would be cool to dial in some air control so you can hook around corners a bit, no? maybe a lil air accel? It would be wicked bouncing off of dudes, strafing into the walls, launching across the map. Wishlisted.
Hey man, loving the devlogs. I also love the games you are taking inspiration from, have to ask if you ever playes the Dishonored series (sinsce you also mentioned assassin creed). Is doesn't really match the fast paced tonne of your game, but is has amazing level design, shoud be a good inspiration for verticality
as someone who has played ultrakill/doom eteranl/ghostrunner/robotquest this game looks like smh i would love to play the combat looks awesome, i love slidehopping and the sword combat reminds me of ghostrunner the game looks sooo fun
Throwing knives and blocking projectiles pls. (Basically any ninja stuff, you have a very ninja like movement going on) Block a thrown knife, catch it in the air as it's spinning, throw it back.
The "looking at the enemy to dash onto them" mechanic feels weird to me. I think a grappling hook, like in Doom Eternal, to grapple on the enemy makes more sense and is more badass. Also for some reason watching this video made me want to be able to climb walls like Genji/Hanzo in Overwatch (with a limit ofc, like you can only climb 2 or 3 meters before your character stops, otherwise it would be too op). Also it would be so cool if you could zoom around the map like in Attack on Titan ! Anyway your game looks awesome, I'm looking forward to play the final product ! Good luck and stay strong :) Edit: also I think your approach of level design is good and you should keep this philosophy
not sure if its a good idea but arrow parry's could be pretty sweet, say you don't have a bow in a level so the player has to parry and redirect arrows to kill another out of reach enemy
I'm not sure if the dithering effect on the crates is intentional, as it looks like something that caused problems on some of my textures. If it's not, go to your texture import settings and change the compression from vram to "lossless". Sometimes the compression looks fine, and sometimes it really messes with low-res textures.
The game looks absolutely fire, though I do wonder how the blood aspect of the game will work mechanically. Perhaps an Ultrakill-like mechanic where drinking blood refills HP? Since the game is call Bloodthief, it could be cool 🤔
2:00 imo not fixing the bug here and making it a feature would actually be cool. it looks really cool and feels really powerful to kick the guy into the stratosphere like that. just need to find a way to have the knight fall all the way to the ground without freezing mid air and falling like a dead weight once his death animation is done lol
It's nice to see that your game has clear direction and not just bunch of game mechanics. I've spent a year trying to figure out what I want my game to be.
It's hard to find something that appeals to everyone and we like it but... sometimes we should just do what we like and the way we want to! Sooner or later there will be people who like it!
Sometimes less can be a whole lot more.
Do you create notes for your game using some notepad? I've had the habit of writing balance suggestions for games I like in my notepad. That gradually made me create my own game concept, with the help of copying a game and changing it bit by bit. I have no programming skills whatsoever.
Edit: I never took this at any further level, it's hard to describe maps using words and my game is not perfectly designed. If you'd rather try practicing Image Streaming by Win Wenger. With that it can create ground for ideas, just an idea though.
@@Legenducky Personally I would focus on getting a prototype of some dead-basic gameplay going first and adding onto that.
The problem with writing down ideas all the time is that you have to implement them,
so its better to figure out your scope/limits first before you go crazy with designing it.
I enjoy watching devlogs and I think yours is one of the most enjoyable ones I've watched. I see a TON of devs falling for the same pitfalls over and over. They work on unimportant details that ends up being a huge time sink at the begining of the project, do endless reboots that gets nowhere, write their own game engine for absolutely no reason, etc. In comparison your project looks fun after the SECOND devlog, it really shows that you have a clear vision. I'm 100% sure you'll be able to ship your game, which is not something I can say about all devlogs! Keep up the good work!
Wow, I really appreciate the kind words. This means a lot, thank you
2:56 now add a gun which lets you throw coins into the air
Quake bunny hopping MADE that game. Great progress.
Suggestions if you want them!
I would recommend making a level with walls and ceilings to really get a sense of scale. First person games can really change once walls and ceilings are put in.
I would also recommend making a movement gym that shows all the mechanic scales. Ie jump height and distance or slide distance. It can be very beneficial for when levels get built!!
The main thing I'd look into for level design is player views, sight lines and how to lead the player using them!
This is really insightful advice. I appreciate it a lot, thank you!!
Why are you so good at making videos already man? Game is sick and both devlog videos have been so good.
Thank you so much that means a lot!!
Yo that's me with the bhop recommendation!! So sick to see you implement it looks awesome! Instantly wishlisted
Glad you approve of the bhop implementation :)
I'm so glad I was randomly recommended your devlogs. This one's a great watch, I love how you're going into the thought processes and being honest about what you find challenging/intimidating, while keeping things light-hearted. Nice progress and keep it up!
Those movement mechanics look sick... Great job! Giving me titanfall vibes with the sliding and wall jumping and stuff. As a fellow game dev I am excited to see where this goes and it's inspired me to rework the movement in the game I'm working on.
Dude, this looks amazing! Genuinely, the movement mechanics make this super fun. Reminds me of "SEUM: speedrunners from hell" in the best way possible.
These devlogs are interesting and no BS, hell yeah man. Very inspirational too. Cheers
Absolutely great devlog. Actually talking about what you’ve worked on with some detail and discussion. Keep it up mate!
Damn, looking at the movement this felt to me like it has great speedrun potential.
I hope you would keep some timer on how fast a level is finished.
well in general, I think a clear goal for the player is still missing.
100% will be a timer for speed running
This game looks so sick! Movement shooters are some of my favorite games, this definitely looks like you can go fast. I'm really excited to get my hands on it once you're done :)
The game is taking an identity of its own which I love. As a suggestion, maybe you could add more weapons with different playstyles.
Another thing that I think would look super awesome is the ability to throw your sword and pick it back up. Imagine how cool nailing an enemy to the wall with your sword would look!
These movement mechanics are so smooth! keep it up man
Fantastic improvements on this iteration! Seems like you're headed in a great direction!
3:27
being able to change slide direction is actually good for a classic style fps, classic shooters are all about omnidirectional movement.
and your level design philosophy is a good one, you have the right idea on how to make levels well and what good levels should have.
It’s nice to see the wall jump get some love in first person games
Funny enough I remembered your first video and was wondering how's it going and boom I see this video :D Great to see it's shaping up nicely, it looks very fun!
Wow, looks really cool! Only worry would be that the movement looks so powerful that players might end up just skipping over the level and not getting opportunities to make tactical choices, when you can just fly through the air and instantly take out a baddie. I'm not sure fast-paced gameplay meshes with the 1-hit-and-youre-out system I think you mentioned last time
100% going to have to make sure things are balanced and the player isn’t too OP.
@@Blargis3d Good to hear, I really like the game concept and I'm looking forward to seeing more of it ^u^
This is so inspiring!!! Congrats on getting as far as you are!
Thank you!!
genuinely so hyped! just found this today, thanks to the algo. I've never watched a devlog, but I'm really interested for the reasons you mentioned in the first ep. excited to play Bloodthief when it launches :)
Im working on a medieval project currently in unreal engine 5 and i really admire all the work you have done. I also love the low poly knight enemy ai you made
It looks pretty good!
I would love if there was magic in this game, have it so when an enemy dies you can press Q and suck on their mana energy that they left(when you press Q the contrast hightens and you see your hand with a black sphere taking the life energy(mana) of the defeated enemies) and you could basicly use this mana to teleport(dash) behind enemies and throw magic spells like fire from a distance(good for clearing crowds of enemies)
I love the progress, and I appreciate you showing the process! helps a ton
I can already imagine some insane speedruns for this game! Looking good!
homie is making the sword with sauce sequel we've always wanted
the level design catch my eye from the begining of the video
Just one reccomendation for the movement: Cruelty Squad
Its on my list! Definitely will be playing it soon
This is one hell of a devlog, Im glad to see this kind of game being developed on Godot. Also thanks for the state machine advice, im having issues with my own spaghetti code myself.
So glad you liked it! I appreciate the kind words!!
EgoRaptors series, Sequelitis, is a must watch for game devs but specifically the one on Megaman. It is a masterclass on how to make an amazing video game. You can see how passionate he is about the game and why the game speaks to him. It really is amazing. This looks awesome, keep up the good work!
I’ll take a look!
Great stuff. It's interesting to see how your style of developing a game is introducing small amount of features, but have them well polished and thought out. My way of developing my game is more like make a feature because I felt like it, and later think about polishing and making adjustments to fit the game better.
Something that I thought of when you mentioned the name is having a blood bar on screen and the more enemies you kill, the faster you become.
idea: blood meter it will charge when you kill enemies successively and when filled up will let you execute a special attack or enter a super state were you are faster or something. btw love those devlogs
im so HYPED, i cant wait to see the full game
Really cool project. You could maybe add a spear because spears are really versatile + it matches the medieval theme. Just a fun idea you can play around with down the round
The movement mechanics look really great, I wish this was a multiplayer arena game :D
Dude consoles one day please because this looks amazing. You never see this in a medieval game and I’ve been playing a while let’s just say lol! This is extremely interesting. Can’t wait to see the finished deal.
Pretty cool vid. I'm looking forward to your game
Panels that change movement speed on contact. If it can be done to effect travel speed and/or direction of the character model. Examples of this method do exist in many other 3d games. It would be more cumbersome when calculating movement speed, while not in contact with a surface. Additionally timers after leaving contact with that surface to determine speed/travel directions. If you going bunny hop. Your going need to watch your step, because predators will snatch up prey that missteps.
This is a great idea!
These movement mechanics look amazing! You could definitely play with the players ability to use them, for example if your going for more of a fantasy setting then perhaps sorcerers can throw you about in the air so you have to target them as a priority.
I like it!
The first 5 seconds alone looked like sick fun!
awesome man really cool code and game too keep it up
we call it IPM (introduce, practice, mastery) when you bring in a new mechanic
This is really cool! Not sure if this was ever suggested, but maybe you could add different attack types for weapons. For a sword, a pierce attack, that attracts less attention, for maybe more stealthy sections of the game. And for the bow, a shot with a back jump, for shoot->escape attach sequencing.
The aesthetic is really cool by the way.
That back jump idea would be cool!
I feel like a cool thing to implement would be sword throwing, kind of like thor's hammer. You can obviously add your own spin on it but I feel it would be a funny thing to implement. You could probably only be able to throw it in certain states or when a certain criteria is met.
TAS speedruns of this will go crazy
make a shield holding enemy that takes 2 or 3 hits, 2 to break the shield, then one to kill. Another idea, is to make it when you slide into someone and cause them to fall, if they hit other enemies they fall over too, so you can set up packs of enemies to fall over like bowling pins when you slide into them.
this looks great!!
quick suggestion, you said you weapon switch system is just a list of objects, I would suggest if you are looking at adding new weapons and tools, and the player in theory can carry all weapons and switch between them at once, is to have a defined list of the order the weapons go in, so you either just have a boolean of if you have picked up the weapon, or on pick you sort the inventory list to match the defined order.
Doing this will make it more consistent for players who get used to this order as sword will lead to bow, bow leads to dagger, dagger leads to smoke bomb, somke bomb leads to atom bomb, atom bomb leads to feather dust, which leads back to sword,
would be rad to see their torso fly off on the kill swings
Fantasy style Ghostrunner, looks cool
In some levels it might be good if you start only with a dagger. A dagger could kill like a sword, but with a much shorter distance.
If you defeat a normal knight you then can pick up their sword and use it. Would be nice to have the same for bow knight (pick up their bow).
There could be a random chance that a weapon breaks, when the enemy drops it (so you can't pick it up) or you could mark the enemies in your level, so certain drop a usable weapon and with others it breaks, this would probably be better for level design (if you don't want the user to get a weapon before a certain point).
Awesome job mate keep at it. 💪🔥
Thank you!
You should definitely take some inspiration from Gloomwood (specifically regarding map aestetique, but maybe for other aspects too).
It looks cool but the scale is going to be wild
>tigger a slide just before you hit the ground
rather than having to trigger it allow the player to queue the input, this is how jump works in iD engines and where bunnyhopping originated.
Looks good. It kind of reminds me of Clone Drone in the Danger Zone.
This game looks extremely promising. Especially when you mention not having any graphics or details to the test maps.
open levels with just some pillars/walls with torches in a pitch black abyss would actually be way cooler than some medieval/castle environment.
That’s a cool idea!
Man that looks so promising!
love that aesthetic
very cool keep the good work
Wow this game is really shaping up well. I said last time to have a choice for the player between movement or combat but honestly I like this way better with it integrating into combat. It really gives an extra dimension to possibilities for combat encounters and enemies and attacks it really gives you a sense of skill in the game if you can master the combat-movement so I think you should really hone in on the movement make it feel as smooth and clean and great to control ad possible and especially the control of feel of the movement, that is the most important part of any movement system. I'd recommend adding like a movement attack like the one in Dying Light where you can vault over enemies or maybe you could a hammer in which if you slam an enemy with it you go flying in the air or something.
Edit: I guess the dash attack is considered as a movement attack so oh well. Add more though because that would be amazing but introduce them gradually throughout the game.
Love the ideas and I appreciate the feedback!
A medieval movement shooter?
Yes please.
This reminds me of a Goldsrc game its amazing you should make the physics movement and assets open source like Valve did so we can mod it.
genuinely sick
Looking very fun! Awesome mechanic! I might suggest you don't have BOTH feet sticking out in front of the player at the same time when sliding. Maybe bend one of the knees otherwise we are DROPKICK Hopping
Bro, this game should have a multiplayer mode, I mean Deathmatch! Like Half-Life 2 Deathmatch, it will be so cool! I want it
cool game, maybe this idea is over the top but at least its theoretically nice
- train a bot to move around in a similiar fashion then you
- create maps automatically (maybe use 2d maps from cities, labirinths,...)
then do "vs - selfplay" the bot tries to finish the map with as little slide & momentum usage as possible but then the map gets tweeked automatically in order to make more slides & momentum using neccecary
if this would be doable you could have an endless amount off tricky maps
medieval Mirror's Edge
The movement looks pretty fun
i havent watched any of the other devlogs yet, but the one thing I keep thinking of was at the start of the video when you picked up a sword, I couldn't even see the sword on the floor until you walked up to it. Maybe giving it an outline or if you are putting in a chest or something that would fix it.
Sick I can't wait
When titanfall is set in medieval times. XD
Quick idea; borrow the concept of the Talvanii wizard towers from Morrowind, where it's a structure that can't be accessed normally, keeping non wizards out. Being able to wall jump up to reach that target would be a slick use here. Maybe a more standard castle tower instead of giant mushroom, of course
kickass movement
I’m sure I’m not the first to say this, but the movement system in your game is similar to the one in ULTRAKILL. It has wall jumping and conserving/ gaining momentum with slides. It also has a dash, but it’s very different. I can’t wait to see where you go with this game though! I love games where I can go at mach 10.
I personally really like the idea of the Slidehopping system. My wierd brain doesn't consider it ""true bhopping/strafehopping"" like Quake, but it definitely looks really fun and not too hard to get used to. If you could add it in, some air control could also probably make the movement just a bit smoother, especially in areas like your curved hall that you showcased, where you could smoothly curve/strafe around it instead of chopily using exclusively sliding. Bloodthief seems to be really shaping up to something interesting though, and ill definitely keep my eye on it. ;)
Yeah it definitely is not the classic b-hopping. I'm surprised you're the only one to call me out on this :)
10:09 Sounds like a potentially nice mechanic to add in the future, where player would be able to reflect enemy projectiles with some kind of new weapon or equipment (Metal gloves, maybe?).
Don't think it should be with a sword or a bow however, since it'll:
1-Make no sense (aka make already existing weapons more confusing, wich isn't a good thing since player input/abilities should be as straightforward as possible, so that skill floor won't be too high for newer players)
2-Add unnecessary complexity to, what is basically, a starter weapons.
Hello Blargis, I presume that you will not see this comment, but I just thought of this name that can be used anywhere. When I heard you say Bloodthief, I immediately thought of this name: "Ichorsquire". I love how this game is looking, and I cannot wait to see what progress you make later on down the line!
Thank you! Ichorsquire is very evocative, I like it!
The movement looks like krunker on the moon :D
Would be cool to dial in some air control so you can hook around corners a bit, no?
maybe a lil air accel? It would be wicked bouncing off of dudes, strafing into the walls, launching across the map.
Wishlisted.
Great ideas!
Hey man, loving the devlogs. I also love the games you are taking inspiration from, have to ask if you ever playes the Dishonored series (sinsce you also mentioned assassin creed). Is doesn't really match the fast paced tonne of your game, but is has amazing level design, shoud be a good inspiration for verticality
as someone who has played ultrakill/doom eteranl/ghostrunner/robotquest this game looks like smh i would love to play
the combat looks awesome, i love slidehopping
and the sword combat reminds me of ghostrunner
the game looks sooo fun
Thank you, that really means a lot! Those games are a lot the inspiration for this game
Dope
Throwing knives and blocking projectiles pls. (Basically any ninja stuff, you have a very ninja like movement going on) Block a thrown knife, catch it in the air as it's spinning, throw it back.
Its starting to look very cool, Did you take inspiration from Ultrakill and Ghostrunner?
Initially hotline miami and quake, but some folks have mentioned these games so I bought them and am checking them out too for more inspiration!
The "looking at the enemy to dash onto them" mechanic feels weird to me. I think a grappling hook, like in Doom Eternal, to grapple on the enemy makes more sense and is more badass.
Also for some reason watching this video made me want to be able to climb walls like Genji/Hanzo in Overwatch (with a limit ofc, like you can only climb 2 or 3 meters before your character stops, otherwise it would be too op).
Also it would be so cool if you could zoom around the map like in Attack on Titan !
Anyway your game looks awesome, I'm looking forward to play the final product ! Good luck and stay strong :)
Edit: also I think your approach of level design is good and you should keep this philosophy
Thanks, appreciate the feedback!
not sure if its a good idea but arrow parry's could be pretty sweet, say you don't have a bow in a level so the player has to parry and redirect arrows to kill another out of reach enemy
That's nice
I'm not sure if the dithering effect on the crates is intentional, as it looks like something that caused problems on some of my textures. If it's not, go to your texture import settings and change the compression from vram to "lossless". Sometimes the compression looks fine, and sometimes it really messes with low-res textures.
The ghostrunner feels got me sweating to play this game
Yo i love the game keep it up
10:04 definitely make a weapons that kill enemy for looking at the players. Call it the "medusa head".
I really hope you add some kind of mage enemy or some kind of magic mechanic
Oh, it looks fantastic 😍😍😍 Is there a chance you might need music for this game? 🎵🎮
idea: hatchet that acts like a boomerang and can be thrown straight or at an arc
The game looks absolutely fire, though I do wonder how the blood aspect of the game will work mechanically. Perhaps an Ultrakill-like mechanic where drinking blood refills HP? Since the game is call Bloodthief, it could be cool 🤔
When I first saw the arrow particles before you explained them I assumed they were flaming arrows. Maybe another color would be better? idk.
Noted!
i thought you are going to make the movement shit but i was wrong this game will slap man look at the bunny hop system its great
2:00
imo not fixing the bug here and making it a feature would actually be cool. it looks really cool and feels really powerful to kick the guy into the stratosphere like that. just need to find a way to have the knight fall all the way to the ground without freezing mid air and falling like a dead weight once his death animation is done lol
agreed, I'll figure it out eventually, lol