You should making glowing plants around the map that glow a certain color when a puzzle is incomplete. When a player completes the puzzle, the plants in that area change. This would help players know which area has been completed and will help them when traveling
Yeah man, turn this into a truly memorable metroidvania, it's my favourite genre and you should definitely continue. As for Kickstarter, do it, that's how great indie games like Hollow Knight were made possible.
MASSIVE props, this game (and the others you're working on) all look incredible. Like truly top notch. Virium is the one I have my eyes on the most but I will be playing any games you release on steam. Consider me a fan boy
12:14 For the MAP you can make a realtime camera to be rendered in the ui image instead of fixed png capture. Just make sure this map camera render only specific layers and it will be great.
Exactly what I thought. Here is a great Brakeys tuto about it: ua-cam.com/video/28JTTXqMvOU/v-deo.html You can then had masks on the UI to have the different icones shown or not
Hey, absolutely loved the game and the devlogs! Just a tip on the puzzle side of things: You could have some sort of "beacons" in the world inhibit the player to change into some forms within their range. They could probably be disabled by bombs, but would require the player to think out of the box in order to disable them. Moreover, you could attach those beacons to an enemy and have it act like a mobile inhibitor
I really like your attitude man! Keep doing great things and inspire people. If you could indeed give some tutorials on how you did/create certain cool maps and effects it would be great ^^
Looking great! Yeah, I think if you can complete a project and release it, that will give you some satisfaction and extra credibility for future games and collaborations. Overall very impressive work - keep it up!
This game actually looks so cool. suprized you have such little wishlists.. work on promoting the game more before release! I wish it wasn't much of a puzzle game, not a fan of puzzle games but I love the rest of the ideas!! don't forget to join next fest before you release the game to get some more wishlists!
great work man! it is really awesome. I am 11 months late for watching this video but feels good to watch your vlogs. I just want to say one thing, since our character looks like a spiders is it possible for you to make a grappler? it will look really amazing.
Awesome video! Really loving the progress of the game. It is looking super kool. There are so many awesome features in your game. My favourite one being able to climb the walking enemies. That gives a feeling of how big the game world is. Also the player bombs looks on point. With the minimap water issue. You could try and render the game world without the water using your minimap camera. If you put the water into a separate layer example "NoMinimap" and then tell your minimap camera not to render anything in the layer "NoMinimap" then the water will not render. You can then place a simple plane with red colour on it and put it in a layer called "NoMainCam" and tell the main camera to render that layer and so the main camera won't render it. That way it might fix the water artefact issue. Just an idea I am sharing. :) Anyway, the game is looking fabulous, Keep it up! :)
Thanks im glad you like it. For the map, in the end i did something similar to what you suggested, like i rendered the map with a plane instead of actual water, but i made it green so that i can cut it out like a green screen in photoshop. Still have to find the solution for updating the map tho, because i dont like the idea of actually rendering the entire world every frame just to update a single bridge xd. Thanks for the suggestion, when I figure out the perfect way of creating this type of map I will of course share it in a devlog :)
This looks incredible! I can’t to see these games released. Especially this one! Metroid Anita is one of my favorites, but I’d also like to see more enemies! Maybe some swarming enemies that are attracted to the light of the character? The player can then distract them with bombs and they’ll blow up, something to give the game a little more thrill, ya know? But what do I know😛 the game is fantastic as it is. Just curious, what grade did you get on the assignment? Did the amount of design that you invested give you any advantage in the end or was it 100% based on the procedural animation aspect? Also, what school did you attend and do you recommend it?
Definitely do a Kickstarter, it'll help ease up any stress. It also doesn't matter if you haven't done a Kickstarter yet, you have to start somewhere... and even if you don't succeed, at least you can learn from your mistakes and use that knowledge to improve. Good luck, games look great!
For the map you can just use Unity RenderTexture object, that puts a cameras rendered frames into a texture object, that you can then use like any other texture in Unity. You can set up an orthographic camera in the sky and give that camera a special player layer shader that shows up through all objects in the scene as a big yellow circle, to make it easy to spot on the map. It would be dynamic with player movement and scene updates.
True, but doesnt that make the map itself not customizable? Like it will always look how the camera sees it in the world so its impossible to add some art to it to make it look nicer in the UI. Also i feel like rendering an entire world every frame with the camera is not the most performant thing to do, thats why i got so confused and fushed it xd. But who knows, i didnt try to show the player with the shader so maybe that changes some stuff. Thanks for the advice :)
@@TheCaecus1 well no need to always have it render. You can turn it on and off when the map opens. Also 2 cameras is not bad. And you can add an overlay canvas to that particular camera for any 2D UI u want, or give special objects special shaders that only appear on the map camera.
Which one, you have to be more precise since i have like 3 of them now xd. The previous project was Ruins of Albion, an action rogue like and that one is done and free on steam. There is Mendacium, metroid-vania that will not be finished soon, and Ascendum, puzzle platformer with 2 brothers that is in the finished state for a while now and will be released soon hopefully.
@@TheCaecus1 hey thanks for responding! It was mendacium. I started following it a while back and I was thinking about it today so I checked out your channel. I think it has so much potential, it’s definitely inspiring. I also really love your devlogs. I follow about 40 other indie devlogs but yours is one of my favourites. Your humour and presentation is always top notch! You have that dry sarcasm which always makes the observer feel like cheering you on and at the same time makes me relate to all the struggles you have when creating. Anyway keep at it.
@@beingreel2762 Thanks :) im really happy that you like my content. Mendacium had to sadly be paused for some time since i had a lot of projects at my university, as you can see Ruins of Albion and Virium. However, now i went back to it and im currently preparing the demo and considering the kickstarter campaign since i feel like i will need some help to finish it. But there are some really nice changes and improvements i made, that should be in the next devlog :)
I think the idea of disabling the mobs would be clearer if their light are turned off when they get disabled and turned back on when the cooldown finished.
For Virium you should really lean into the shadow of the colossus style bossfights, I think that'd be really cool. And for Mendacium, I would support it if the art direction was a little more refined - even with what you've done behind the scenes the art assets aren't very coherent yet. Especially the NPCs just being white blobs.
I liked your game and I think it will be cooler if the player get more appearance in the environment and not blend in the darkness.. you can make it completely glowing or anything that makes him stands out in the scene.. try take a random screenshot and tell anyone where is the player and he will struggle a little before he get it specially when there's enemies. Good luck!
You should making glowing plants around the map that glow a certain color when a puzzle is incomplete. When a player completes the puzzle, the plants in that area change. This would help players know which area has been completed and will help them when traveling
Yeah man, turn this into a truly memorable metroidvania, it's my favourite genre and you should definitely continue.
As for Kickstarter, do it, that's how great indie games like Hollow Knight were made possible.
MASSIVE props, this game (and the others you're working on) all look incredible. Like truly top notch. Virium is the one I have my eyes on the most but I will be playing any games you release on steam. Consider me a fan boy
12:14 For the MAP you can make a realtime camera to be rendered in the ui image instead of fixed png capture.
Just make sure this map camera render only specific layers and it will be great.
Exactly what I thought. Here is a great Brakeys tuto about it: ua-cam.com/video/28JTTXqMvOU/v-deo.html
You can then had masks on the UI to have the different icones shown or not
I really really like where this is going keep the nice work! And keep the format of your videos, I love them 💜
A kickstarter would be epic as well.
Hey, absolutely loved the game and the devlogs!
Just a tip on the puzzle side of things: You could have some sort of "beacons" in the world inhibit the player to change into some forms within their range. They could probably be disabled by bombs, but would require the player to think out of the box in order to disable them. Moreover, you could attach those beacons to an enemy and have it act like a mobile inhibitor
Your devlogs are super impressive. You are one of my sources of inspiration. Keep it up!
nice game wishlisted it.
0:21 move the rock on fixedUpdate so that the camera doesn't lag behind
For real xd, tnx man i actually didnt know how to fix that :)
I really like your attitude man! Keep doing great things and inspire people. If you could indeed give some tutorials on how you did/create certain cool maps and effects it would be great ^^
This is looking so damn good
This is amazing. Wishlisted the game. Good luck.
This is looking incredible! Excited to play it😁
Very interesting let's see how it will turn out... Well done
Looking great! Yeah, I think if you can complete a project and release it, that will give you some satisfaction and extra credibility for future games and collaborations. Overall very impressive work - keep it up!
This game actually looks so cool. suprized you have such little wishlists.. work on promoting the game more before release!
I wish it wasn't much of a puzzle game, not a fan of puzzle games but I love the rest of the ideas!!
don't forget to join next fest before you release the game to get some more wishlists!
wow, the new mendacium character looks amazing!
yep, I am slowly moved to the 3d for all of the characters to make them more smooth. There will probably be a devlog in the future.
great work man! it is really awesome. I am 11 months late for watching this video but feels good to watch your vlogs. I just want to say one thing, since our character looks like a spiders is it possible for you to make a grappler? it will look really amazing.
Awesome video! Really loving the progress of the game. It is looking super kool. There are so many awesome features in your game. My favourite one being able to climb the walking enemies. That gives a feeling of how big the game world is. Also the player bombs looks on point.
With the minimap water issue. You could try and render the game world without the water using your minimap camera. If you put the water into a separate layer example "NoMinimap" and then tell your minimap camera not to render anything in the layer "NoMinimap" then the water will not render. You can then place a simple plane with red colour on it and put it in a layer called "NoMainCam" and tell the main camera to render that layer and so the main camera won't render it. That way it might fix the water artefact issue. Just an idea I am sharing. :)
Anyway, the game is looking fabulous, Keep it up! :)
Thanks im glad you like it. For the map, in the end i did something similar to what you suggested, like i rendered the map with a plane instead of actual water, but i made it green so that i can cut it out like a green screen in photoshop. Still have to find the solution for updating the map tho, because i dont like the idea of actually rendering the entire world every frame just to update a single bridge xd. Thanks for the suggestion, when I figure out the perfect way of creating this type of map I will of course share it in a devlog :)
Really looking forward to mendacium! It looks so good
This looks incredible! I can’t to see these games released. Especially this one! Metroid Anita is one of my favorites, but I’d also like to see more enemies! Maybe some swarming enemies that are attracted to the light of the character? The player can then distract them with bombs and they’ll blow up, something to give the game a little more thrill, ya know? But what do I know😛 the game is fantastic as it is.
Just curious, what grade did you get on the assignment? Did the amount of design that you invested give you any advantage in the end or was it 100% based on the procedural animation aspect? Also, what school did you attend and do you recommend it?
I love the idea! Keep up the hard work
Definitely do a Kickstarter, it'll help ease up any stress. It also doesn't matter if you haven't done a Kickstarter yet, you have to start somewhere... and even if you don't succeed, at least you can learn from your mistakes and use that knowledge to improve. Good luck, games look great!
Super impressive progress, wishlisted!
This game looks awesome
I'm really hype by this game !! 💯
Awesome stuff!
This is amazing! how did you create this sort of map?
The Master is back! 😍
Commenting for algorithm
You are really inspiring!
For the map you can just use Unity RenderTexture object, that puts a cameras rendered frames into a texture object, that you can then use like any other texture in Unity. You can set up an orthographic camera in the sky and give that camera a special player layer shader that shows up through all objects in the scene as a big yellow circle, to make it easy to spot on the map. It would be dynamic with player movement and scene updates.
True, but doesnt that make the map itself not customizable? Like it will always look how the camera sees it in the world so its impossible to add some art to it to make it look nicer in the UI. Also i feel like rendering an entire world every frame with the camera is not the most performant thing to do, thats why i got so confused and fushed it xd. But who knows, i didnt try to show the player with the shader so maybe that changes some stuff. Thanks for the advice :)
@@TheCaecus1 well no need to always have it render. You can turn it on and off when the map opens. Also 2 cameras is not bad. And you can add an overlay canvas to that particular camera for any 2D UI u want, or give special objects special shaders that only appear on the map camera.
les goooo its been quite a while
Did you ever finish your other project? I was looking forward to that one? Is it on the back burner or scrapped?
Which one, you have to be more precise since i have like 3 of them now xd. The previous project was Ruins of Albion, an action rogue like and that one is done and free on steam. There is Mendacium, metroid-vania that will not be finished soon, and Ascendum, puzzle platformer with 2 brothers that is in the finished state for a while now and will be released soon hopefully.
@@TheCaecus1 hey thanks for responding! It was mendacium. I started following it a while back and I was thinking about it today so I checked out your channel. I think it has so much potential, it’s definitely inspiring. I also really love your devlogs. I follow about 40 other indie devlogs but yours is one of my favourites. Your humour and presentation is always top notch! You have that dry sarcasm which always makes the observer feel like cheering you on and at the same time makes me relate to all the struggles you have when creating. Anyway keep at it.
@@beingreel2762 Thanks :) im really happy that you like my content. Mendacium had to sadly be paused for some time since i had a lot of projects at my university, as you can see Ruins of Albion and Virium. However, now i went back to it and im currently preparing the demo and considering the kickstarter campaign since i feel like i will need some help to finish it. But there are some really nice changes and improvements i made, that should be in the next devlog :)
@@TheCaecus1 can’t wait. I’ll support you on Kickstarter too! Look forward to it
I think the idea of disabling the mobs would be clearer if their light are turned off when they get disabled and turned back on when the cooldown finished.
nice.
Wow you really like latin lmao, sicc game names!
Yep it turns out every game is ending on "um" now xd
@@TheCaecus1 latin is a big meme in my school because of our teacher, was really cool to see someone actually use it in IT :)
For Virium you should really lean into the shadow of the colossus style bossfights, I think that'd be really cool. And for Mendacium, I would support it if the art direction was a little more refined - even with what you've done behind the scenes the art assets aren't very coherent yet. Especially the NPCs just being white blobs.
thanks for the feedback, yep the mendacium NPCs are horrible and are going to be removed as fast as possible xd
Where i can learn to make game like you. It would be nice if you share your learning journey
Nice game
I liked your game and I think it will be cooler if the player get more appearance in the environment and not blend in the darkness.. you can make it completely glowing or anything that makes him stands out in the scene.. try take a random screenshot and tell anyone where is the player and he will struggle a little before he get it specially when there's enemies.
Good luck!
Completely agree, the character is blending too much with the environment. I will see what i can do to change that :). Thanks for the feedback
Still waiting for part three
Can you make a tutorial how to draw it?
Is it possible to make another tutorial video soon?
i hope xd
Maybe the new terrain could grow procedurally out of the old terrain
I was thinking the same thing but for that i need to master shaders first since now i have no idea how to do that xd
Mendacium#6?
In works :), i hope it will be soon
@@TheCaecus1 how can i draw likeu?