"I want to make a simple game that I can actually finish... Anyway, I made a modular interaction system so you can basically interact with everything and I also want to put lore into the game!" Haha, I love those dev logs! I would love to see implementation details to basically everything that you do!
An idea regarding the interactable: You can use the same one at the start of the game and near the end, but make a subtle change to what Alice says. For example: Let's say in the beginning you interact with a tree and she says "just a tree" meaning it's nothing exciting. Near or at the end you interact with a tree and she says "Ah, a tree". Because she spent so much time in the labs she hasn't seen a tree in a long time and is a bit happy to see some nature. idk just my thoughts ¯\_(ツ)_/¯
Love it! Definitely gonna do something like that. Especially since the game ends in the same place where it starts. I'd also like to have like a set of different thoughts for everything and then pick a random one each time. (Like in Hollow Knight for example)
I think you should make the character's hair move with the wind when she's idle. Idk how hard that we would be to implement. Maybe just simple subtle animation would make it look at better to make the character feel more like she's also in the game world.
Hi, I love the idea of being able to just sit on a bench and wait... enjoy the moment. Maybe award the player for doing so - enjoying the moment - by adding some nice details, like a bird flying to the bench and maybe sitting next to you.
As a developer, I find these videos very interesting and heartwarming. It’s nice to see someone show so much passion towards their work. That also makes me want to see how the game turns out in the end.
Definitely late to the party on this one, but I do have a recommendation. If you’re gonna have anchors & other interactables in the same vicinity as each other, maybe consider using different controls to interact with anchors & non-anchors? I know that as a player I’d be frustrated if my sweet parkouring & flipping were interrupted because I accidentally “activated” a rock or something instead of an anchor I was aiming for, which I think is definitely liable to happen if the player is zooming through an area at top speed. Either way, awesome devlog series! I’m utterly captivated :)
I would display the text on the stone in the backgroudn above the stone. This is much more interactive and doesn't disrupt gameplay as much, and then you can read the text while keep on moving.
The bench could be a menu or cutscene where she come from the left, sits down, the camera pans further right to have the golden ratio and then you see trees and landscape slightly moving in the distance
That spinning grapple mechanic is so cool! I like them~ I like all the interactive dots. You can do environmental story telling like in Hollow Knight with them.
Loved the Interactables! It gives me old Microsoft clickers... and i love it. I think the connection is very subtle, it can be more obvious, i liked the lights, but it can be more contrasted in my opinion
The Interactables remind me of point-and-click adventure games, specifically the relatively (and actually) modern ones which streamline most of the extraneous verbs that early point-and-clicks inherited from text parsers. Maybe that's just because half of the showcased interactions were "look at and comment on".
Thats way too cool not to leave a like. I dropped game dev in favor of engine dev, but every time I get recommended this kind of vid, I get so inspired to try do something like that myself
I just started my final semester at university. I'm getting a computer science degree but to be honest they don't really teach us anything useful here. I'm from Poland, though, so the education system may be a bit different.
@@aarthificial good for you and I hope you get a high marks. Same problem here at my university, you have to work hard on your own so you can teach yourself what matters to you. I'm studying software engineering btw Wish you all the good luck, and keep up the hard work. Can't wait for your next devlog.
"I want to make a simple game that I can actually finish... Anyway, I made a modular interaction system so you can basically interact with everything and I also want to put lore into the game!" Haha, I love those dev logs! I would love to see implementation details to basically everything that you do!
An idea regarding the interactable:
You can use the same one at the start of the game and near the end, but make a subtle change to what Alice says.
For example:
Let's say in the beginning you interact with a tree and she says "just a tree" meaning it's nothing exciting.
Near or at the end you interact with a tree and she says "Ah, a tree". Because she spent so much time in the labs she hasn't seen a tree in a long time and is a bit happy to see some nature.
idk just my thoughts ¯\_(ツ)_/¯
That's a really good idea
Love it! Definitely gonna do something like that. Especially since the game ends in the same place where it starts.
I'd also like to have like a set of different thoughts for everything and then pick a random one each time. (Like in Hollow Knight for example)
@@aarthificial where in hollow knight is tha-
oh dream nail
I like the depth the interactables seem to add, nice touch - also grats on 100 subs
Thank you so much!
I think you should make the character's hair move with the wind when she's idle. Idk how hard that we would be to implement. Maybe just simple subtle animation would make it look at better to make the character feel more like she's also in the game world.
Great idea! I'll give it a try.
The "take car" at the end of every video inspires me
...to commit automotive theft.
👀
Sus
Love the sit down option. Little touches like that really make a game more emersive for roll play
"Here lies
My hopes and dreams"
Haha mood
Hi, I love the idea of being able to just sit on a bench and wait... enjoy the moment.
Maybe award the player for doing so - enjoying the moment - by adding some nice details, like a bird flying to the bench and maybe sitting next to you.
That's a really cool idea!
your problem solving and ability to make cohesive designs is so inspiring to me. thanks for these devlogs I can't wait to play the game!
As a developer, I find these videos very interesting and heartwarming. It’s nice to see someone show so much passion towards their work. That also makes me want to see how the game turns out in the end.
It looks really cool. I like how the player spins around the interactables. Nice devlog - I make them too.
Thanks!
Definitely late to the party on this one, but I do have a recommendation. If you’re gonna have anchors & other interactables in the same vicinity as each other, maybe consider using different controls to interact with anchors & non-anchors? I know that as a player I’d be frustrated if my sweet parkouring & flipping were interrupted because I accidentally “activated” a rock or something instead of an anchor I was aiming for, which I think is definitely liable to happen if the player is zooming through an area at top speed.
Either way, awesome devlog series! I’m utterly captivated :)
I think I did that in the very next devlog
This comment comes in very late but in my opinion these interactions look and feel great. They are a good way to express lore and Alice's feelings.
I would display the text on the stone in the backgroudn above the stone. This is much more interactive and doesn't disrupt gameplay as much, and then you can read the text while keep on moving.
The bench could be a menu or cutscene where she come from the left, sits down, the camera pans further right to have the golden ratio and then you see trees and landscape slightly moving in the distance
That spinning grapple mechanic is so cool! I like them~ I like all the interactive dots. You can do environmental story telling like in Hollow Knight with them.
Thanks! That's exactly what I'm planning to do.
Loved the Interactables! It gives me old Microsoft clickers... and i love it. I think the connection is very subtle, it can be more obvious, i liked the lights, but it can be more contrasted in my opinion
The Interactables remind me of point-and-click adventure games, specifically the relatively (and actually) modern ones which streamline most of the extraneous verbs that early point-and-clicks inherited from text parsers. Maybe that's just because half of the showcased interactions were "look at and comment on".
Thats way too cool not to leave a like. I dropped game dev in favor of engine dev, but every time I get recommended this kind of vid, I get so inspired to try do something like that myself
Here lies Squidward's Hopes and Dreams
1:25 nooooo that's so sad!
Help I think I'm addicted
you're a genius, you don't know the number of games that the player can sit
spolier: Not Many
cool
I worry about controller support for this game. It looks like it could get some traction if it were available on console
if this ever gets published will this ever be on mobile?
407 likes 0 dislikes WOW
Krevz has brought me here and im not disappointed, cool game.
Thanks!
I'm shocked that we are age-mates
did u graduate or still studying and what college did you go to ??
I just started my final semester at university. I'm getting a computer science degree but to be honest they don't really teach us anything useful here.
I'm from Poland, though, so the education system may be a bit different.
@@aarthificial good for you and I hope you get a high marks.
Same problem here at my university, you have to work hard on your own so you can teach yourself what matters to you.
I'm studying software engineering btw
Wish you all the good luck, and keep up the hard work.
Can't wait for your next devlog.
Ee