Designing Horrifying Monsters For My Biopunk Rpg - Wrought Flesh Devlog 7
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- Опубліковано 21 вер 2024
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That switch from the forboding/terrifying monster to the cheery music into talking about farming methods, no-one can never complain your devlogs are too slow
I feel like his whole thing is that his videos are extremely time efficient, hahah
@@aidanalls1275 Oh definitely
@@aidanalls1275 That's definitely his sort of style after watching his videos. He really prioritises getting straight to the point and it's great.
They just COME OUT slow
@@Monkeyman12534 He streams btw!
It seems you've reached that satisfying point in a game's development where you are no longer building foundational framework and you get to just add cool things and playtest it.
Yeah thats the fun part, but wait until he reached the debugging part and starts asking why he through that implementation of code was smart when he wrote when weird bugs start to appear
That or just fix the game breaking bugs and leave the rest and claim that is to make the game "speerunner friendly"
oh no, Yandere Simulator all over again
@@SpringDavid hell, tetris all over again 😂😂
Oh man, first time hearing the terraworm with the foghorn sounds, cool as hell
A real creature that large would either make vocalizations that exceed the human pain threshold or are completely outside our range of hearing. Good thing the protagonist isn't exactly human.
Yeah I really liked the sound
reminds me of the tripods from The War of the Worlds
Very cool indeed, I’m wondering if a pitched down whale sound would make a better animal sound over brass instrument though?
Yeah, it's nice but you should probably do some post processing or sample layering or something to make it sound unfamiliar.
That terraworm is my new fav thing ever
Didn’t expect to see you here lol
@@squids24 same
Holy shit I was just thinking “this guy reminds me of miscast”
+
a surprise, but a welcome one
Hi miziziziz! the one thing i think you should change, that i always thought was a good thing with boss fights in games (coming solely from a gaming pov and not one of a game dev) is that the health bar shouldnt appear until after the big reveal or cut scene, or just when the action starts, which adds some suspense instead of someone going "oh, here comes the boss fight". keep up the great work though! your games looking really good :^)
Is a really good advice, but the other way can be equally surprising, just the healthbar with no sight of the boss and with a deceiving name like "Unidentified creature" to mess with your expectations, and then BOOM the boss apears, those 10/15 sec where the only info you have about the boss is a healthbar can be equally suspensive.
Also some of the sound effects need more kick or force to them. The clap on the worm is almost comical
@@Sentralkontrol i think the clap is cool but it needs more impact. increasing the bass maybe?
@@dr.cheeze5382 pitch shifting it down a bit and making it more bassy maybe. I’m not expert but it just sounds wrong. It’s probably accurate to real life but still
I'd say it would also be possible to change the health bar to only sounds of pain when you deal damage. And then pitch it according to the amount of health left.
I always pick the wrong videos to watch during lunch.
Don’t worry, the chances of a bug being in your food are extremely low
*But not zero*
@@humter I hate you.
Take one of your lungs out to open up a slot and store your food inside, that way it will stay hot while you watch
Wrought Flesh: “imagine if Dune’s concept art was made by the people who made Event Horizon”
I never heard of Event Horizon before. Cheers for sharing mate!
@@noctisocculta4820 that movie fucked me up the first time i watched it because i saw the extended version the first time with all the gore that got cut from the first one, im not a big gore fan, but it normally doesnt get to me too much but that movie,fffffffffffffffffffffft i saw it at 18 and still had nightmares
@@ianciti You would not know where someone could find the uncut version do you?
@@thebaumfaeller1477 just google event horizon uncut
@@ianciti Your logic is without a doubt sound.
Damn, the first thought I had seeing the intro was Shadow of the Colossus. What if there are special bosses just hidden with no indications that the player can choose to fight as additional content? Random encounters with no warnings to make it feel more organic and terrifying
organ-ic?
terra-fying?
@@roplio9326 Please.
Run-dom?
Damn you're turning half assing textures into an art form
it's like the original doom all over again
Cruelty squad
My finger feels weird every time i see you use the finger gun.
( ͡° ͜ʖ ͡°)
Honestly yeah 😅
Its transforming
is that a blame! pfp?
@@pog_champ yep! :)
Hey man ! I have been following you for a while now I just want to say that you are a real inspiration to me I love your content and I wanted to thank you for your content, I really love your artstyle and how original your games always are so yeah thanks for everything !
"but the lore is cool" indeed it is, I appreciate your work you put into it
also I appreciate the warning about bugs, I hate bugs... still looked because I was curious
would be interesting a grasshopper that eats rust from old ships... a Rusthoppes ? rustthopper , ....
Oh, what if they spit iron pellets? Or maybe they coat their claws or exoskeleton in some funky iron alloy. Scythe limbs, maybe body spikes.
Yeh good idea! And if they could eat metal too maybe it could anger some collector who try to get rare oarts from old space ships so you get tasks from people to kill them.
epic, your game is just becoming more and more gross and horrifying. Keep it up! :D
It's always great to see the hammer head worm get some recognition. They're such funky looking guys.
That giant worm looks amazing. It'd be pretty cool to have your first encounter with it start with the sharkfin attack, just to surprise the player when they see it's whole body.
Also, I'm not sure, but the username Adrianceux looks french, in which case it would be pronounced "Adrian-Sew"
I like that idea.
*thows up*: Yea looks good man
shoutout to adrianceux for living in Australia, truly a sacrifice.
Man, the introduction of monsters like these really peaked my intrest more than this game has before
Piqued.
"I also added in a simple Tribes-style skiing"
You had my curiosity, but now you have my attention.
Seriously though the new creatures look rad. I like the depth all of this added variety is bringing to the game.
Your videos are amazing and your game looks phenomenal.
You should add more impact on the enemies when you are shooting them. Like pieces of flesh ripping off or something.
A knuckle cracking sound for reloading the finger gun would be cool. If it's not already in mind yet.
A ton of screen shaking upon the exit and enterance of the terraworm in the terrain would make this even more incredible.
I just found this series literally an hour ago and was wishing for more, thanks!
Also the swarm enemy really remind me of basketball aliens in futurama.
I've always loved the idea of playing a monster or a mutant that harvests and uses the powers of creatures it fights. I hope their are plans in the future for taking the limbs of creatures in the future and attaching them to your main character instead of just the organs. Ideas that come to mind are things like a rail gun like limb made from a bio-electric creature that launches iron bones or something like that. Also things like a scorpion tail-like grappling hook, or simply wings to glide. All these idea are free for you to use. I made a homebrew pen and paper rpg for my friends 10 years ago or so, so I came up with a lot of weird ideas for biopunk things.
I think it'd be really cool if the swarming enemies had a bunch of inertia to their movement, it would make them feel more natural/alive while also making navigation around them slightly more interesting for the player. Anyways, amazing video and the game looks so great. The organ mechanic and general theme give me Dorohedoro vibes.
Everything about this game is just so creative. Really digging Organ storage system ,using monsters's organs to increase your damage, the movement of the hammer creature, the animation that you weapon plays when reloading. Super fun and immersive environment.
you are creative and talented. Please never abandon this project or gamedev in general
I know it's weird. But even though it's a devblog, this video really just changed my whole night. I love the content and I can't wait for release. The music choice in the beginning was really positive and was a big turning point for my mood for some reason. Keep at it. You are making a difference.
This is great! All the new monsters are awesome, dude.
I'd recommend making the acid particles and flame sprites spawned by your bullets start off at a really small size scale and then EXPAND to their max size of the course of, like, a second - to make them come in more naturally rather than just POPPING in.
God the pyrofly is so cool, the way those tentacles are animated is just perfect
0:03
People with megalophobia: intensive screaming
This game just keeps looking better and better, the creatures are such an epic addition
What about a big sand jellyfish, like a jellyfish with reptilian skin that emerges from the ground and spins like a carnival ride and it's tentacles can hit you and as it spins it creates sandstorms/tornadoes that get sent in your direction. You could have smaller ones of these too that emerge in packs like a minefield of sand jellies. Love your ideas and the real world inspirations. This game looks incredible.
This is why it takes an artist to make a special video game, not just a programmer :)
This project is amazing and really unique. The organ taking design is exceptional. I am wordless, absolutely following your work, absolutely keep going, this game will really be something
I don't know how this popped up in my recommendations, but I'm really glad it did. It checks all of my boxes!
Love the devlog. It would be cool to have small edits of your live-stream in the devlog where you get stuck or do something funny. Something authentic to show it's not easy or youre just messing around. Gives it less of a re-cap like I missed something, and more of a journey with you.
This looks sick so far, the aesthetic is one of the illest on youtube, this series gets an instant click whenever it pops up. Since I've fallen in love with this project I can't help but have my own suggestions or ideas, hopefully they're of some help;
The terraworm could be made more difficult with a move it uses when it's underground creating circular sand vortexes/sinkholes spread out on the surface which slowly drag you to the center and trap you if you go inside one so that his moves actually hit you and the player has to look for rocks falling from above and at the ground.
If you get the slipping to be halfway usable, a slime producing organ from an enemy as the trigger for that might be neat, causing you to slip but giving you immunity to the sinkholes.
I was thinking of this when you designed the tick gun: there's a frog which keeps its babies in holes in its back until they swim out; an enemy who carries a bunch of smaller enemies around with/in them who attack the player might be interesting, with an organ that gives you some stat boost along with making the tick gun somehow better. You could even have it carry around the bouncing blobs.
Dude seeing your game come to fruition is such a beautiful sight.
I feel like you're ganna hit big with this release long-term... Especially with some good coop or multiplayer modes. Moon potential. Seems like all your skills are culminating here. I hope this is a big project! A horde based mode would be so cool, like a left 4 dead sorta thing.
With some refinement this game could become sooo big, and I mean gameplay, the aesthetics are already on point.
@@sirondium Modding support + multiple paths would make this game insane
Honestly I love all these ideas so much. I think part of the grossness/horror of such creatures would be in the way they move (specially the insect) so maybe refining more those animations wpuld be a good idea. Idk if you already planned to do it, but if not, this is a recomendatiom from a random viewer
The terrawarm is so perfect omg, I love everything about it
Dude you have the right mind for this job. If you put everything you have into this its gonna be HUGE. I haven't seen anything else like this.
You should add a shady merchant/trader or something that spawns in random spots.
For example the merchant dude from resident evil or maybe trader from darkwood (just appearance ideas btw).
anyways this looks fricking awesome.
Approving each enemies existence by the lore is a great idea for making the game feel immersive, great job 👍
Cool idea:
Have it circle the player, creating a lost effect with the sand with the only thing the player would be able to see was the silhouette of the terra worm and rocks it throws
I love how that giant creature clap
Idea for the Terraworm: while it is in the air after emerging from the ground, it shoots out enemies from its body to attack you so that you couldn't attack it and it will keep doing this everytime it emerges from the ground. And perhaps it has holes around its body to shoot out the swarm blob enemies to purify the water as it is terraforming for a lore reason for why it does that. And it can start shooting out the enemies to protect it if it is in critical health
Here he made an enemy named the Frox, something Tears of The Kingdom would shamelessly steal 2 years later
Love the editing, you deserve every one of these subs
This is so cool. Been watching these all day. Thanks for sharing how you made the textures; very inspiring to see what you can create!
I really like how you making the fingergun useful and not just a weapon to use when you are out of everything else.
I love the skiing in tribes so that's a great idea. Could also work for an organ upgrade instead of having it by default, something like self-lubrication glands.
Those monsters are wicked mate! Awesome work. Love the art style, love the atmosphere, love the creativity, love the work ethic.
Continuously impressed with your attention to detail. Can't wait for the full release!
Love this biopunk rpg devlog, got me back into making games!
I came here from reading a weird 1 paragraph article about equipping organs.. and seeing all these monsters, knowing where they came from (flat worms, parasites in bugs, and.. I'm confused but intrigued.
im loving the graphics and the vibes of the game, so perfect. just add a nice sky box and some foilage and we're golden
Small issue I see with that durability system. If organs decay when they perform their function, you can run into players trying to maximize their organ duration by avoiding letting them perform their function. Players who pick up lots of fat try not to take damage, players with good hearts try not to regenerate health, etc. Players counteracting themselves in the name of efficiency.
So fucking cool. Love watching your progress on this as well as your game jam vids featuring other devs. Thanks for the entertainment and learning.
Neat to see weird bioengineered creatures.
The game world is biopunk after all
honestly, the concept of using both human and alien organs into your body is just amazing, it really brings a lot of potential into the game without just using generic stuff like "magic artifact" or "nanochip upgrade" and what not, i was expecting the flamebug boss's organs to turn your finger gun into a flamethrower of sorts, since its hydrogen and all, i think that'd be cool.
Also, ever tought about making the bandits use the frox as mounts? it was the first thing i tought of when i saw those
Waaaaaaothe firsts seconds of the video are so fanstastic, i feel like shadow of colosus with that beast 😍
Idea :The terraworm organ make you travel under sand for a limited time. Like fast travel or you can hide understand etc..
The sound design in this game is amazing. It’s such a common flaw with other indie games and i think it’s value is underestimated.
This looks so fucking cool dude, just the game, the lore, everything
You should add a velvet worm enemy, lore would be it's used for leather and adhesives, the attacks should be it slows you down and then does melee damage for it's organ allows you to slow down fast enemie s, it should be able to mix with the other offensive organs but it's effective lowered.
Edit: I forgot to say that velvet worm slime has protein similar to spider silk so super strong silk which the space suits could be made out of
absolutely love that song by sahara kang and the vibes it adds to the game hahaha very clashing
this is not what I imagined when I read "biopunk", but I'm not disappointed
I am bamboozled be how good this game looks. I wish I had your talent
hell ya! I love creature design and seeing the terraworm gave me chills. Can't wait to go hunt that thing!
You have one of the best communities I've seen. They have killer ideas
I seriously love this game. The fact that it's a one man job and a passion project is really inspiring. It's making me fall in love with the Bio-Punk genre.
The lore actually makes a lot of sense. It is easier to carry lots and lots of embryos during multidimensional space travel. Lots of movies already show this like Passengers, Alien Covenant and Prometheus!
That game is honestly looking pretty badass. Keep up the good work!
Looking cool man! I know you probably didn't read my comment on your devlog a month ago, but you seem to have incorporated most of the advice I gave anyway, so well done! :P
I love that everything is so otherworldly. very original
also if wrought flesh is now the name of the game instead of thouest thee then it's a much better name and actually tells you something about the game too
Dude I really cant wait to play this. Seeing this fucking awesome game reignited my drive to develop games. The model for the swarm enemy is so fucking cool
Wow, this intro to the video is insanely cool! All these new enemies look great and also are quite original. The worm is very epic, and great editing on the intro as well, it looks kind of like a half of a trailer (by length) to the already finished game. To be honest, before this devlog the gameplay seemed a little bit repetetive and dull, with only one type of enemies, but now it actually looks a lot more interesting.
Wow that idea about bringing animals instead of machines is super creative
Insane devlog! I have watched a few and I am very excited for this development!
Great video dude! Love seeing the progress on the game and the thought process behind the design. Super interesting.
You should add back the cool puddles they could look really cool and add some colour back into the game. Maybe they're acid pools or oil pools that shift the colours that it reflects
Not gonna lie I was hoping when you said "monsters instead of mechs" I was hoping for one of the monsters to be a freaky evangelion or independence day style pilotable bio robot that was originally a breedable organic forklift equivalent but has been mad maxed out by the raiders.
But I really love the moth idea, but I am biased towards big fat moth monsters. I also really like the mechanics of the Frox, and the Terraworm is also such a cool design
This game looks so amazing I want to play it so bad. So cool to watch this develop and just get better
This gets significantly cooler ever video. Gonna be so sick.
The start of this video with the music montage reminds me of a triple A game trailer, so really good.
That sandworm movement and attacking is fucking awesome.
WOW! The idea that these Monsters's organs have effects outside " More numbers " Is amazing. I'm already thinking of wild builds you can create with this game premise and the way you implement it. Have you considered that some checkpoints that you mentioned in the last Devlog be a mini-boss instead of another camp of sorts? Like maybe an arena that serves as a super dangerous home for some wildlife with an alfa? Risk vs reward optional " Hunts? " Also these designs are killer, love your work man. Brackeys' and your videos are kinda getting me to warm up to the exciting yet intimidating idea of making games.
Your game just keeps getting cooler. So hyped.
Tribes style skiing? TRIBES STYLE SKIING!? Oh lord I'm excited.
I had a dream about your game last night. I was playing it with my wife, It was fully finished with tons of crazy weapons like this broom thing that spins like a drill to kill melee people. also there were purple monsters with shoulder rocket packs, and a large yellow flower venis fly trap thing that made you hallucinate when close to it and lured you im with tentacles. Also it had like 30 characters to play from all different types of aliens, people etc. with different traits and stats, starter weapons, but the game was really hard and once one died you or your co-op player couldnt use the character again. Save points were far and few. very cool.
I love how you and members of the community are both working on the game, it's so cool to make a game as a community, together
Dude this game is looking so sick I can't wait for it. Giving me some Dune vibes and I love it.
Dude, you're so creative :O the way you put this all together has some strong feeling to it, I can't quite put my finger on it yet. Especially the way you build your world from story to code, not vise versa, is amazing. I will defiantly get this one!
I do have one small request from my side: Could we get some rocket jumping options? I love this mechanic so much and with how open the terrain is, it would make sense for quick traversal and would add some aerial gameplay to this unique game :D
Man I really wish these videos were like 30 minutes long, such good stuff! I suppose that where it makes sense to watch your streams haha
This game is gonna be so fucking sick
The coolness of this game when from 0 to 100. I mean, it was pretty cool with the monkey screaming and the drugs but GOT DAMN
Holy shit this is awesome. You should add big passive enemies into eh backgrounds, just for effect cause big animals are cool