Adding a Grind Mechanic to My Indie Game! | Project Feline Devlog #21

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  • Опубліковано 27 чер 2024
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    In this devlog episode, we'll be looking at the new grind mechanic, new maps, and improvements made to the gameplay prototype for my third-person wall-running parkour game, Project Feline! We'll be exploring how I decided on which mechanics to develop for my prototype by focusing on the gameplay experience, and how I contstructed new maps using the "action block" technique used by Respawn Entertainment for Titanfall 2's single player campaign. A new build is available for free public testing on Itch.io!
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КОМЕНТАРІ • 802

  • @RaymondCripps
    @RaymondCripps  4 роки тому +98

    Thank you for watching my devlog! SUBSCRIBE for more, follow me on social media and join our Discord to stay up-to-date. Top-Tier Patrons get a first look at what's coming before anybody else, and help me to keep doing what I do!
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    DISCLAIMER: Project Feline is in pre-production at the time of recording. Gameplay footage shown is not representative of the final product. Visit the development roadmap for more information at www.projectfelinegame.com.

    • @kenneki_chan3343
      @kenneki_chan3343 4 роки тому +2

      The problem of removing the wallride combo you lose skill expression and spontaneous high speed madness. But a balance is need of course, Titianfall has slide jumping and grapple hooks to increase momentum and doesn't break levels.

    • @kenneki_chan3343
      @kenneki_chan3343 4 роки тому +1

      Also Gabbie's arms are a little skinny

    • @trajectoryunown
      @trajectoryunown 4 роки тому +1

      This is looking like a hybridization of Sonic and Mirror's Edge. Both amazing games in their own right. I'm not even going to bother offering advice on design in any area because you absolutely have a firm grasp on what you're doing in my opinion. Just please remember this. When the time comes that you believe that your game is ready for release, give it at least another month or so of development. Nothing major. Simply refine the animations, rewrite, proofread, etc. Spend that time focusing on how the player is going to experience the game. I understand your excitement in the ever approaching release. Please just remember that to the majority of your game's future playerbase, who likely won't have any idea about you now, the end result is all they're going to see.
      I admittedly haven't being keeping very good tabs on your updates but I'm dang sure gonna buy it when it's done. I want you to succeed. Seeing your devlogs and even more so your philosophy in design makes me extremely hopeful for the future. There are too many developers out there just looking to cash in and move on. It's a breath of fresh air whenever you post. This is usually the point where I'd type something to wrap up my overall statement but I can't think of anything at the moment... so... continue what you're doing for longer than you plan on doing it?

    • @JustinTK416
      @JustinTK416 4 роки тому

      So I just found this and am immediately in love with it, and the decision to flesh the mechanics before getting into lore is commendable. It's usually better to start with getting the core experience down before getting into the narrative paint job you want to give it since making flavor text to fit mechanics is generally easier and works out better than making a bunch of lore and narrative, then trying to find enough mechanics and set pieces to fill the space without becoming repetitive.
      I would point out though, that if you want to have open and compact sections in the final product, having Gabby's movement be altered by something like special surface types, power ups, contextual area effects, or even player activated "speed" or "precision" modes could allow you to include both the tight, densely pact spaces, as well as the more expansive area designs where the higher speed would shine.
      I wanna say the original Mirror's Edge had something akin to this, but in an almost opposite approach, as I remember Faith's movement on tighter levels that had a lot of tight turns and combat had a noticeably quicker speed pick up than it did more open roof top courses that had more visual and atmospheric elements for players to take in.
      There's also potential for having points at which the shift from precision to speed based movement could make for some interesting traversal segments, such as a sudden up shift being needed to clear longer gaps before braking back to precision mode to make some tight turns and packed traversal.
      Just a fun sounding idea that'd let you capture both styles based on some things I've seen in other games. I'm not gonna try and pretend that I know more than the most rudimentary concepts of game design, so I'm just speaking from what I've seen and thought looked cool.
      I look forward to future updates and can't wait to see what this becomes!

    • @strangerahri5248
      @strangerahri5248 4 роки тому

      Sonic riders :)

  • @mirtorande
    @mirtorande 4 роки тому +1143

    Changing the camera FOV can affect the perception of speed greatly, more than changing the actual speed, in fact.
    If you want to reduce the movement speed, but keep the overall feeling of fast movement, I suggest looking into how dynamic FOV is used in racing games and the like.
    Also, the new camera position feels way too close, and not being able to see your feet in a parkour game is not ideal.
    Again, I think that what you are looking for when you talk about "feeling more intense" is the speed perception, that is influenced by the camera's FOV.

    • @weakspirit_
      @weakspirit_ 4 роки тому +42

      commenting to increase visibility.

    • @aflekuk
      @aflekuk 4 роки тому +23

      yes yes and yes. feet are important

    • @doltBmB
      @doltBmB 4 роки тому +2

      dynamic fov looks like shit, it takes me out of the exprience 100% every single time I see it

    • @weakspirit_
      @weakspirit_ 4 роки тому +13

      @@doltBmB for you maybe, for other people unlikely.

    • @sirpxl3733
      @sirpxl3733 4 роки тому +1

      @@weakspirit_ Okay, that's actually a clever joke.

  • @whaitjeezus6734
    @whaitjeezus6734 4 роки тому +263

    I want to mention that the rails will lose their appeal once the idea sticks that they are train tracks.
    In other words... once you attach the game runs on auto pilot until you decide to detach...
    I want to suggest that you add a player skill test to the process of grinding.
    Here are some ideas on that...
    1. A balance game where the player must adjust weight to grind long and grind fast.
    2. A twist system that lets you switch to grinding upside down, or on the left and right...
    This can make for interesting map designs requiring the player to switch orientation to avoid obstacles.
    3. A speed boost from shorter rails... making them optional features on the route, one that, if you missed it, means you lose out on a nice speed boost.
    4. Vertical and angled grinds that act as slingshots to gain elevation.

    • @TheDarkFlameHero
      @TheDarkFlameHero 4 роки тому +9

      I'd just suggest also adding tricks if possible, which IMO is what made interesting a game that had a similar feature: Jet Set Radio

    • @ChristianWS.
      @ChristianWS. 4 роки тому +11

      Sonic Adventure 2 had interesting rails, you could "crouch" while on them, this gave you way more speed than normal, but you also needed to pay attention to your balance. It made Rails more interesting than a simple automated section

    • @formerlycringe
      @formerlycringe 4 роки тому +3

      @@TheDarkFlameHero don't forget Sonic Riders :D

    • @Vher_
      @Vher_ 4 роки тому +3

      the thing is, if the rails stay simple, you can have them be a way for the player to catch their breath and prepare for the next section. it's nice to get a moment to pause after you do a bunch of actions in a row really fast

    • @TheCrustiCroc
      @TheCrustiCroc 4 роки тому +2

      How about giving an initial dash speed boost to attaching to the rail. Which makes jumping off and landing on the same rail rewarding.

  • @TheValinov
    @TheValinov 4 роки тому +176

    develog of:
    tony hawks: pro feline!

    • @hessery5418
      @hessery5418 4 роки тому +2

      nah, its soap shoes not a skateboard

    • @ryuli1
      @ryuli1 4 роки тому +1

      try some lucio-ohs

    • @Starlok007
      @Starlok007 4 роки тому +1

      Jet Set Cat

  • @redsquirrelstudio6018
    @redsquirrelstudio6018 4 роки тому +344

    I'd say for when she switches rails, give her some more movement as she just looks stiff and seems to be hovering to the next rail. Maybe look at games like Sonic where you can see him hope to the next rail very smoothly.
    Also, I'd love to see Futuristic Styled Cities for each of the levels and maybe slowly goes from gruny dark streets to clean and high tech upper class areas so it gives the player a view of the world.

    • @diogenesbarrel7350
      @diogenesbarrel7350 4 роки тому +8

      Some particle effects would look good too

    • @z0bi_
      @z0bi_ 4 роки тому +28

      As he explained he only wants to make a rough outline of the levels idea, to finalize graphics would be way to early...

    • @mirtorande
      @mirtorande 4 роки тому +7

      @@z0bi_ It's not just a matter of graphics, it's a gameplay thing. In later Sonic games on-rails sections work with a lane system, meaning that switching between rails is done automatically just by tapping the direction, instead of jumping off and aiming yourself onto the next rail.

    • @gabrielz4698
      @gabrielz4698 4 роки тому +8

      ​@@mirtorande that`s not good game design it limits player skill having one button that does everything

    • @henryambrose8607
      @henryambrose8607 4 роки тому

      More fluid animations for changing states would definitely be better.

  • @lennartvanolffen4975
    @lennartvanolffen4975 4 роки тому +74

    This is a satisfying serie to watch. You can see the game becoming better and better as the episodes pass on. Keep up the good work!

  • @jonathanfaber3291
    @jonathanfaber3291 4 роки тому +82

    the Animations are really coming together and that hand drawn feeling looks really good, you definitely made the right choice imo
    also furthermore, a nice bit of aesthetic work that really helps convey speed is to have the camera zoom out slightly, the faster you go, creating the idea that she's outrunning the camera.

    • @ghoulofthebeat4946
      @ghoulofthebeat4946 4 роки тому +3

      Don’t even need to actually zoom out. Just widen the field of view when the faster she goes (to a certain point) and that’ll convey speed much better.

  • @ZalkDrives
    @ZalkDrives 4 роки тому +28

    I think an excellent inspiration you could go by with these new features would be jet set radio. That game had some of the best grinding mechanics.

    • @Mashayach7
      @Mashayach7 4 роки тому +1

      Jet Set Radio Feline

  • @Blankeyslab
    @Blankeyslab 4 роки тому +7

    my JetSetRadio Nostalgia is screaming and I couldn't be happier. Keep up the amazing work!

  • @alsoHexs
    @alsoHexs 4 роки тому +50

    damn that metro level is lookin real nice

    • @ap1evideogame44
      @ap1evideogame44 4 роки тому

      Yeah, it looks like his best level yet!

    • @Danuxsy
      @Danuxsy 4 роки тому

      almost looks like he stole it, hmm..

    • @alsoHexs
      @alsoHexs 4 роки тому +3

      XIAO just... no

  • @JoyFerret
    @JoyFerret 4 роки тому +14

    The grind mechanic is really neat, and it I'm sure it will get more work in the future. But I think it should have a "manual" mode.
    Like if you are mid air near a rail, and you press a button, it snaps you to the rail. Otherwise, the rail is treated like regular map geometry. This way players could maneuver around rails without worrying about accidentally snapping to them, and it could make for some interesting puzzles maybe.
    And of course players could change between manual grind or auto grind (like the one showcased in the video) via the settings menu.
    PS: I found your channel about a week ago and I've been binging your videos. I love your content and watching Project: Feline take shape!

    • @anne_6052
      @anne_6052 4 роки тому

      as a tony hawk player i fully support this

  • @siristhedragon
    @siristhedragon 4 роки тому +36

    At 1:28 I keep expecting you to try and jump onto the top of that large slope but instead you make a hard left turn onto a practically invisible corridor. This is a pretty major map readability issue. I too had the same problem designing levels in my game Onyx Clad; being the developer you already know exactly where to go in your level and so you easily miss otherwise glaring mistakes in player direction. This is something you need to look out for; I try to think about my levels from the point of view of someone completely new to the game while blocking out and adding lighting, to make sure that at every bend the player will be quick to see the next place they're meant to go. And of course play testing is a must, but you seem to have that figured out.
    So far super impressive work; I can't wait to see how level art will look. I'd recommend trying to put together a polished vertical-slice once you have the mechanics and level design philosophy nailed down. It really helps you visualize the player experience better going forward, as well as making a great demo and early trailer footage.

    • @mango-float
      @mango-float 4 роки тому

      Maybe it can be a hidden shortcut. Add something like a light on a wall early on the map that indicates if it's open or not in the current playthrough

    • @LeafMaltieze
      @LeafMaltieze 4 роки тому

      I thought it was an intentionally hidden path.

  • @ZedEdge
    @ZedEdge 4 роки тому +11

    Something I'm noticing is that the way she freely turns mid-air feels a bit "raw". Perhaps it's simply because Gabby pops between facing directions rather than smoothly turning. It's great that it's responsive, and allows players to line up the next wallrun direction. But as a middle-ground maybe the directional sensor can still respond the player's input, allowing them to choose which direction they'll face when they land, but Gabby only slightly pivots mid-air (instead of turning completely). I'm sure you're doing plenty of research, but something like the 3D Mario games or the Jak and Daxter series would probably be good examples (Sunset Overdrive also has really satisfying and smooth wallrun/grinding mechanics).
    Another thing those games tackle is the infamous crouch-before-jump. It's always a puzzle to solve whether you favor responsiveness or natural motion. But, for more stylized games like yours, it seems removing that crouching frame is usually the best option. Maybe just remove that frame temporarily and see how it feels.
    Anyway, you're doing great work so far - the devlogs are really professional and inspiring. Keep it up!

  • @orbofdestiny
    @orbofdestiny 4 роки тому

    The simple addition of new textures to the maps is a huge step up visually. It feels like it really is its own game now, rather than just an idea for a game or a game in progress. The sense of identity is much stronger

  • @perigeedynamics5941
    @perigeedynamics5941 3 роки тому

    I know I remember you saying something about Ratchet and Clank!!!
    So glad you put the rails in! Not only does it fit your childhood inspiration, it fits Gabby perfectly.

  • @DJM3D
    @DJM3D 4 роки тому

    You're hard work is paying off, That beginning clip looked super cool, and the feeling of the character being 2D is excellent, from the shader to the animation.

  • @PedroFerreiragm33
    @PedroFerreiragm33 4 роки тому +1

    The colors and lighting on the new levels make the game look so much better 🤯

  • @zech6857
    @zech6857 4 роки тому +14

    well, Raymond, that's just downright cool

  • @nehua6164
    @nehua6164 4 роки тому +4

    Here are some suggestions I think might help from a person who enjoys parkour games.
    1. Add a sprinting (accelerated movement) feature if the character's movement speed is going to get reduced to enable both fast and smooth parkour experience and easy traversing of tight corners.
    2.Put a max cap to the wall riding of a single wall ( I like that you can do it more than once but I personally think a limit of 2 is needed)
    3.The slide should start with the character's current movement speed and overtime slow down to base or below base movement speed.
    4.Wall riding speed should be based of the characters movement speed.
    5.The character has too much control mid-air so the built up velocity feels redundant if the character is not going straight ( Maybe only allow the character air control if it is accelerated *refer to 1* otherwise add a way to strafe).
    6.There need to be control over whether a player wants to initiate a wall run or not.

  • @pupilmusic3197
    @pupilmusic3197 4 роки тому

    love how the animation isn't linear and is frame by frame looks very stylized and suits the model!

  • @Minitomate
    @Minitomate 4 роки тому +1

    You can implement jumping platforms that if the player presses the jumping button, the player will be able to continue raiding to a higher place.
    This is a very great project, I'll stick to your project to see how it evolves.

  • @davidburke4101
    @davidburke4101 4 роки тому +3

    One thing I can mention is that sometimes automatic systems can be finicky. In the case of something like assassins creed, you pretty much need the automatic system for the game to feel right. Without it there would be too many controls, but there are still times where your character just wont move how you intend. For the grind rails I think hold jump to grind, release to jump off as the default would give players more agency and would probably be preferred by those looking for the fastest time. It would also allow more level complexity, as you no longer have to design around the constraints of the grind rail system sometimes carrying players off when they don't intend to be.
    Also as for the wild unrestrained movement, I think a run system would be better. What this means is that the original movement would be tied to a player holding sprint for example, as the wild-er more uncontrollable movement would probably be popular for speed demons, make getting the fastest time more difficult, and learning to control the two would add more depth mechanically. If controlling gabby isn't difficult, the game becomes more about cutting corners rather than maneuvering gabby in the best possible way, if that makes sense.
    Food for thought

  • @pauldaulby260
    @pauldaulby260 4 роки тому

    that's awesome that you made an action block and were able to make gameplay changes from what it let you learn about the game feel.

  • @cereskerrigan
    @cereskerrigan 4 роки тому +5

    If your wish to have rails in the game, I’m must recommend looking at a series call Sunset Overdrive. They had third person Rail Grinding with their feet. It should give you some ideas. Shoulds, Should’ve and shouldn’t. Have been here since the 17th, and I’ve been interested.

  • @duhsty5877
    @duhsty5877 4 роки тому

    I don't really know what to give in terms of ideas and feedback, I just hope building continues to go smoothly. It's really nice to see so many people giving feedback and ideas and even more amazing your taking so much of it into consideration. Keep up this amazing work and do what you love to do.

  • @paulofilho51
    @paulofilho51 4 роки тому

    You should add a timing mechanic within the grind mechanic. As if you could assimilate a button input on the landing so that the player could maintain the momentum. With that you could also joint in an energy bar that fills everytime you get the timing correct.
    You could do whatever you want with the energy bar: special moves, extra boosting speed, jumping power.
    You could build a whole system within those mechanics.

  • @callowaysutton
    @callowaysutton 4 роки тому

    Making grinding have an exponentially extending velocity seems like it'd be really fun and add more thinking to timings and stuff

  • @sebastianwardana1527
    @sebastianwardana1527 4 роки тому

    she looks so heavily painted, its awesome! and the animation hits home the generall look and feel! so good!

  • @demstormz
    @demstormz 4 роки тому

    I could see this being incredibly successful once polished-- The visuals will be very important here imo. Looks fantastic regardless.

  • @jaymesl7360
    @jaymesl7360 4 роки тому +6

    I forgot that I drew Cozy Gabriella so when it came time for the fanart and she popped up first I had a confused heart attack

  • @bobafett215x
    @bobafett215x 4 роки тому

    One thing I would suggest (when you get to the polish stage), is the animation transitions between grind rails, jumping, etc.

  • @nekoimouto4639
    @nekoimouto4639 4 роки тому

    Without prior context because this video was randomly recommended to me, i have one suggestion for your walljump/grind mechanic:
    When manually jumping off a rail, give the character a "boost" related to player's input direction. From what i saw in this video, the character moves predominantly upward and in a parabolic motion, with little horizontal movement. Making the jump off walls and rails more diagonal and "straight" when the player presses in a direction when hitting the jumpbutton might make it more satisfying to "kick off" it and gives more control, possibly allowing more varied spacing between objects too.

  • @Milk-dl6rt
    @Milk-dl6rt 4 роки тому

    I love the artstyle, the animation of it is a really nice graphic novel-y/comic book-like style. Although it might be new, when she grinds on rails she should have a more slouched back. It shows that she has weight and her slouchyness shows her ability to balance. Switching between rails, a hop animation could "destiffen" her current state. Well done!

  • @mikeysaurlol
    @mikeysaurlol 4 роки тому +1

    this is really starting to look like super cloudbuilt, which i love. great job so far

  • @hopps3206
    @hopps3206 4 роки тому +5

    This looks amazing! Maybe take a look at Jet Set Radio for movement ideas.

  • @massiveradde
    @massiveradde 4 роки тому

    I think a "Stride" Mechanic could be interesting, like striding across slim poles and large & repeating gaps.
    You could also add a stance when standing close to an edge that allows you to start the next action with additional movement by pushing off of said ledge.

  • @r033cx
    @r033cx 4 роки тому +5

    Tony Hawk style rails would be cool when you have to balance to stay on it. Also I think she should accerate while running and slowly decelerate while grinding if she's not going downwards

  • @yellowflamingo9780
    @yellowflamingo9780 4 роки тому +2

    I'm actually really happy this got recommended to me by a friend! Once I get the time, i would gladly try the new patch. If this keeps on looking better and better, the least I can do is join your patreon. Looks really great!

  • @DougallDev
    @DougallDev 4 роки тому +1

    You should make secret paths that are especially hard to get to but once you do it make your time cut right down. So there is a feature for speed runners, I would say a good example of this would be surf servers on csgo, they usually have maps with secret paths to cut time but takes time and practice to hit them.

  • @MortalVildhjart
    @MortalVildhjart 4 роки тому

    i absolutely love your animations. I think the Reduced Frame rate fits sooooooo well!

  • @MrScottyTay
    @MrScottyTay 4 роки тому

    animation-wise front flips and backflips when jumping off of a rail Ratchet and Clank Style when switching lanes would look really cool

  • @agenty3052
    @agenty3052 4 роки тому +1

    this gonna be the best indie game of 2020

  • @beanies498
    @beanies498 4 роки тому +4

    I am always so exicted to see your work! Keep up the great work man!

  • @dragynjumpcinema7271
    @dragynjumpcinema7271 4 роки тому

    At first I couldn't decide which I preferred-zoomed out with faster movement or close camera with tight movement. Upon rewatching the gameplay footage provided I'm certain now. TIGHT CONTROLS ARE AWESOME. The close camera also feels really "next gen". I know it's still in the Alpha stage but it all looks so sharp! I can't wait to play it!

  • @lowddow9212
    @lowddow9212 4 роки тому

    This looks extremely promising! The movement system gives a jet set radio/JSRF vibe (it always bothered me that you can only grind some walls in those games), looking forward to what you'll accomplish in the future!

  • @fabianf.2300
    @fabianf.2300 4 роки тому

    The change with the camera is great but I would recommend, the faster you go the further the camera gets away from the character, it gives a sense of speed. Makes the slow movement feel more comfortable and satisfying to watch and play, if or when music is added it can seem like the music is pushing you away to feel the wind and the speed.

  • @jin3784
    @jin3784 4 роки тому

    Two things I think could be added to the game
    1) Ledge Leaping - Pressing the Jump button while near a ledge will leap you forward in the direction of the ledge's platform
    2) Boosting - Having a dash key for short boosts of movement. Nothing Sonic tier where you can boost forever, though.

  • @misternarwhalart
    @misternarwhalart 4 роки тому

    New camera location makes the game soooo much better!

  • @arcadiumplus8944
    @arcadiumplus8944 4 роки тому

    I really like how your game is coming together, it reminds me of rollerblade games like Jet Set Radio Future or Hover which you should use as inspiration for your game.

  • @HoodStrats
    @HoodStrats 4 роки тому

    Can't wait for the Juice/Polish phase. Massive potential here, since the core is solid.

  • @EnderouSama
    @EnderouSama 4 роки тому

    If there's anything i'd like to say about this is that it looks very reminiscent of something like jet set radio, but if i could ask for anything from a game like this is for more fluid type movement. judging by how you referenced titanfall 2 a few times i feel like you can surely bring home that good feeling of chaining wall runs into slides and back onto wall runs that we all get when we play titanfall. Best of luck to you on this insane development cycle.

  • @Diemofoxx
    @Diemofoxx 4 роки тому

    I really do like the idea of fast paced gameplay which gives it a satisfying feeling upon beating it due to the increased challenging difficulty. Hopefully you'll incorporate it every now and then in said level instead of having it completely removed.

  • @queenofpeanuts
    @queenofpeanuts 4 роки тому

    I can’t wait till it’s all done! I will stay tuned!

  • @scotty79
    @scotty79 4 роки тому

    It's first time I see your game but I really like the changes you've made that you talk about in this video.

  • @nizidafabie
    @nizidafabie 4 роки тому

    This is almost like the rail ride levels in Splatoon 2 Octo Expansion. So cool!

  • @glemii_chip
    @glemii_chip 4 роки тому +6

    I would love to see some kind of trick system implemented. But this already looks like fun!

  • @LeoKingdom101
    @LeoKingdom101 4 роки тому

    Sweet! I've been looking forward to seeing your next devlog.

  • @landmarkq
    @landmarkq 4 роки тому

    wow you come along way and did amazing work

  • @shaddykack
    @shaddykack 4 роки тому

    This looks so cool and free flowing!!! I love it 😻

  • @eeveeleen1552
    @eeveeleen1552 4 роки тому

    A game that might be worthwhile looking to for some inspiration is Hover, the game doesn't have a very big community but it has similar grinding and wall riding mechanics to it. In addition what hover has that I think your game might benefit from is a way to upgrade your parkour abilities, things like reducing friction when grinding and stuff akin to that. This way it allows players to have some level of choice. You mentioned slowing everything down to give better control in smaller areas but what if a player is either skilled enough to pull off the higher speeds or has a preference for the more unwieldy gameplay that the higher speeds offer, by adding some way for the player to control the way the game feels you allow players to make the game feel right for the individual while also adding some depth with the upgrades affecting gameplay maybe in the time it takes to finish a level or something of the sort. I think this would be a worthwhile thing to have a play with.

  • @aviataur
    @aviataur 4 роки тому

    I wonder what things will sound like in this game.
    Also, I feel like adding variations to the animations of jumps and wallride transitions would be cool! Let's saying there's three animations for a jump: if you jump she does a spin, but next time you jump she will front flip, etc. Or maybe if your switching between two wall to ride, the jumps in between will have her do a different automatic trick with every jump!
    (This is just a random idea, ya don't gotta do it obviously)
    This game is lookin' awesome so far, I hope the best for you and this game.

  • @Falconite
    @Falconite 4 роки тому

    This game looks so cool, love that you're sharing your journey. Wonderful way to build hype, get in touch with a community of people that actually care, and keep them in the loop to help better iterate your game! It's a win win! Subbed. Cheers

  • @questforenlightenment441
    @questforenlightenment441 4 роки тому

    You should add cool mid-air moves like backflips or 180s, so you can freestyle while grinding or while jumping from wall to wall, maybe randomly select an animation/move from a predefined set of moves. I believe it would look nice and add to the movement experience. And maybe add a dash mechanic, so you can satisfy both the movement in tight areas and the movement in vast and open ones.

  • @gusmusicau
    @gusmusicau 4 роки тому

    A cool idea would be to have wall-boosts or boost pads. You could colour code them for different speeds, or maybe have a speed requirement to activate them to go even faster? I feel like having multiple routes based on reaction time, skill, and co-ordination would make it more replayable. Imagine like 2D sonic levels, but with areas only accessible if you're skilled enough. A way to chain speed together without inhibiting different skills of players could be to make a "perfect" jump or slide system. Say if you jumped off a grind rail, and were about to land on the ground, you could jump or press a button to slightly increase the momentum carried, and propel you even more in the direction of momentum. You could do some really cool tricks with that.
    A suggestion for the grind rail; it looks incredibly static. Like other people have said, it feels pretty onrails-y. A way around that could be to make it so you constantly loose speed whilst grinding, but you're able to build momentum by leaning into corners or even having something like a battery, so you can only grind for so long friction-less until you start losing speed, and you charge it by cornering well.
    I'm not sure, I'm just spit-balling what might be interesting, good luck with the next stretch!

  • @Native_Creation
    @Native_Creation 4 роки тому

    Jet Set Radio was a favorite game on Gamecube, nice to see a spiritual successor of sorts

  • @HarryYese
    @HarryYese 4 роки тому

    I think moving the camera closer was a great idea. Not only did it improve the feel, it also shows the detail of the character more. I know it's probably too late, but if you could, I suggest that you make the outline just slightly thicker to more convincingly sell the cartoon/anime look.

  • @benioafter
    @benioafter 4 роки тому +37

    Finally, one of the things I look forward to, a new devlog (and an actually decent upcoming game) :v

    • @aurorapaisley7453
      @aurorapaisley7453 4 роки тому

      Do you have some not decent upcoming games in your list? XD

    • @benioafter
      @benioafter 4 роки тому

      @@aurorapaisley7453 I meant to say that I look forward to seeing new devlogs AS WELL as the day the game comes out. Probably worded it wrong but whatevs, I corrected myself with this (hopefully).

    • @MonikwithDaButter
      @MonikwithDaButter 4 роки тому

      :v

  • @user-ro5gc6jp9p
    @user-ro5gc6jp9p 4 роки тому

    This is literally Jet Set Radio
    and I love it

  • @GMdelsXT9
    @GMdelsXT9 4 роки тому

    This some really good stuff Ray. Keep up the good work.

  • @elekkitty
    @elekkitty 4 роки тому

    I’ve been looking at some of your videos on this project and it’s really cool! It looks really good so far

  • @audittlivereaction1964
    @audittlivereaction1964 4 роки тому +1

    this popped up in my recommended and I had to start watching from the first devlog, looking forward to it

  • @falkreon
    @falkreon 4 роки тому

    I know this is an old video, but I just grabbed a build and kicked it around.
    Block 1 works fine.
    Block 2 has some jarring motion related to how generous a rail snap is. If you're "below" a rail you shouldn't snap up onto it.
    Block 3 has issues with rail dismounts - downward-sloping rails give you poor end-of-rail visibility and make it nearly impossible to jump off just before the end, and the downward velocity they grant isn't offset by the jump anyway. You might special-case rail departure velocity from a jump to honor positive Y-momentum but discard negative. Coyote frames could also help players deal with the speed at which events happen on rails.
    Block 4 exposes more "magnet" problems, this time with wall-ride. If you try to ride on the outside of the turret boxes at the end, depending on your angle you get "snapped" to the wall to your left at the start of your jump, but the process of snapping somehow greatly increases your momentum in the direction of the wall, so you get flung through the kill-plane at high speed. This is probably exploitable to grant a skilled player sudden and unusually-directed velocity when jumping at the outer corner of a wall. The fix depends on how your wallride-start works, but boils down to now allowing snapping right at the end of a wall.
    I also had many problems in blocks 3 and 4 with rails immediately taking me in the wrong direction. There are a number of possible fixes for this, from rail bumper objects you could place at the starts of rails - this would maintain the danger factor of a rail abruptly ending without killing someone right at the start. Another potential fix is to detect when the camera's nearly orthogonal to the rail and just delay granting momentum till the player looks down the rail.
    Finally the jump off of a wallrun doesn't feel very well-controlled. Most games grant a fixed "push" off the wall. This does double duty of preventing multiple wallruns on the same wall, and allowing you to space the opposing wall so that a jump naturally connects, and the user feels like the game just did what they meant.
    Combat doesn't feel as good as navigation, and even if you're wall-running to evade a turret, nine times out of ten the turret was still turning fast enough to kill me. Is freeform melee combat really the best fit for what you're making? Consider targeted dive-kicks, wallrun-through-enemies, and similar acrobatic maneuvers to better marry the combat with the freerunning.
    In any case action blocks are really working for you. These focused test zones are doing a lot of work in giving us all specific test cases to talk about and proving that certain things work or don't work. Having not seen the game pre-rails, I can't imagine this game without rails. This thing has good bones, I'm missing games like this. I hope you make it to release so I can see how it all comes together :)

  • @littleflower1131
    @littleflower1131 4 роки тому +1

    Got this randomly in my recomendations, seems like a good idea, good luck on the continuation

  • @OrderedEntropy
    @OrderedEntropy 4 роки тому

    Any game that gives me jet set radio(future) vibes is amazing in my book.

  • @rairyu7528
    @rairyu7528 4 роки тому +2

    Dude, this looks awesome! I love that rail grinding mechanic, and I think it's a good idea to move the camera closer to the character. She is really detailed and well designed and you obviously put a lot of effort into creating her, it would be a shame to not show more of her to the players!

  • @DexoJakai
    @DexoJakai 4 роки тому

    So this popped up in my recommendations and I have to say, youtube finally got something right for a change because this game looks great so far!! Cant wait to see more of your work and whats to come of this in the future. (P.S. It looks more like the gameplay is based off of jet set radio and if it is then thats a great way to base your gameplay off from)

  • @cyko4
    @cyko4 4 роки тому

    I can't wait to play the finished product!

  • @sebastianwardana1527
    @sebastianwardana1527 4 роки тому

    haha, the jet set radio vibes! cool!

  • @davidjellofox
    @davidjellofox 4 роки тому

    This looks fun. Keep improving!

  • @surougotawagoto
    @surougotawagoto 4 роки тому

    The game looks promising; with an interesting concept and mechanic going on. Keep up the good work.

  • @philippst.8543
    @philippst.8543 4 роки тому

    I think it would add a lot to the experience of playing if the orb-things Gabriella has to collect dont just diappear but rather scale up a bit and then down over time very quickly they could also gravitate towards her.
    It might also be cool if the camera slowly moved down towards "Gabriellas center" while grinding on rails so that more of the level can be seen.
    Her tail also kind of twitches when switching between animations, I know the "choppy" animations are intetional but on her tail it seems too extreme, maybe you could animate the tail in a seperate controller and have the "smoothing" from one animation to another be higher.
    I know all of this is just icing on the cake, but its additional polish that I think would improve the game.
    Great work, love the game and devlogs!

  • @renni9813
    @renni9813 4 роки тому

    New hud, fov changes, smoother animations, and a regular skating speed that matches the movement of the legs can all go a long way

  • @lovely9902
    @lovely9902 4 роки тому

    Good video Raymond! It was very well done, I’ll be sure to check out the new build. Take it easy!

  • @AlbinoTiefling
    @AlbinoTiefling 4 роки тому

    So, this popped up in my feed today, but I gotta say - it looks awesome. Some suggestions I would make is to let the player crouch on rails, as well as jump. This might build up speed quicker or it can be used to avoid potential obstacles. Also, I assume there were already suggestions about leaning and balancing while grinding, so I'll just add a +1 to that. No joke though - what you are making looks stellar and I can't wait to see and try the final product. You got a new subscriber today)

  • @AnAngelineer
    @AnAngelineer 4 роки тому

    This is really starting to look neat! I wish you courage and perseverance on this.
    I will try to emulate what you did with the character modeling, but so far I am having a lot of trouble. As a guy who tries to make games as well, i know how hard this is and I applaud what you already did on your own.

  • @Killhubi
    @Killhubi 4 роки тому

    Maybe have two camera poses you blend in between. With the new change, it feels a lot more claustrophobic whereas the camera further back feels nice and liberating. You can, instead of one static camera, have a bit of a dynamic system. Whenever you are in a close quarter area or interior, it gets close as it is now. And then when you are speeding through long corridors or out in the open, it moves to the back, giving a stronger sense of speed.

  • @Spookydigy
    @Spookydigy 4 роки тому

    I love how you describe it as a "experience" because I think that is the core of a great game. great job, I cannot wait to play it

  • @Cephalon_inviss
    @Cephalon_inviss 4 роки тому +1

    woah we getting close to AIR GEAR game. noicee

  • @Take22952
    @Take22952 4 роки тому

    This is honestly looking up to be a great game. I can’t wait for the next dev log.

  • @JD_and_Gaming
    @JD_and_Gaming 4 роки тому +1

    Maybe I missed it or something, but having Gabi recover from a fall could help a player feel the transition to a stop. Also having a wall run and/or button encourage more skills from the player. I’m really excited what’s to come of this, even my professor got interested too. good luck!

  • @nicho.7400
    @nicho.7400 4 роки тому

    It’s been long since last time I watched one of your videos and you’ve come far

  • @blixuk
    @blixuk 4 роки тому

    Just my 2 cents; I'd personally have the momentum build up as you approach a new obstacle (Almost like a run-up to a jump) and then build up while you're on the object before having a burst of momentum to traverse to a new obstacle. You could build up momentum from each run-up to propel you across the as many obstacles as you have momentum, then having to build up more to continue. Having this use of energy gives you a feeling of unease of making a "run", thus the intensive to build up as much as you can. For the grinds; I would make them based on momentum also. You can only travel as far as your momentum can carry you, before slowing down. I personally see it as building up kinetic energy in the boots then the boots expense that energy allowing you to preform these amazing feats.

  • @alligatordbigod
    @alligatordbigod 4 роки тому

    finnaly a new video
    i'm so exited for that game
    hope see the final build soon

  • @ghostsociety6047
    @ghostsociety6047 4 роки тому

    Congrats to 50k

  • @kamith3984
    @kamith3984 4 роки тому +1

    This game looks amazing

  • @lonerozu
    @lonerozu 4 роки тому

    The game looks amazing so far, it makes sense that you had to slow down the speed slightly for more of a precise parkour mechanic. I do have a suggestion for a mechanic or just a map/level addition, how about a mid-air boost or a boost platform for a speed run map/level, considering you have people speed running already 😋. Can’t wait for the next devlog 😁

  • @LieutenantSilver
    @LieutenantSilver 4 роки тому

    Cool. I wonder how in-depth this grind-mechanic will become. For reference, I can think of _Tony Hawk's Pro Skater_ where balance had to be held against randomized disturbance input to keep the grind going or the much more automated _Sonic Adventure 2_ which would vary the sliding resistance and permitted top speed while crouching but then required balancing against falling off, with a slow safe-grind mode when not crouching down.

  • @enderspry9017
    @enderspry9017 4 роки тому

    This game looks amazing so far!!!

  • @mr.leeleeleee7153
    @mr.leeleeleee7153 4 роки тому

    So far it's looking good.

  • @danalisatarabarova1188
    @danalisatarabarova1188 4 роки тому

    The new mechanic is great! Yes,there is a long way to go,but for now it seems nice.