Designing GAMES, Not Sandboxes | Project Feline Indie Game Devlog #8

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  • Опубліковано 29 чер 2024
  • PLAY THE PROTOTOYPE: raymondafcripps.itch.io/feline
    Support on Patreon: / raymondafcripps
    Join the Community Discord: / discord
    In this devlog episode, we're going to look at ways to give your games a purpose. Having set of mechanics is a great start, but it takes a lot more to keep players engaged than just that!
    Submit your best time! goo.gl/V3S9cS
    Follow @raymondafcripps
    Facebook: / raymondafcripps
    Instagram: / raymondafcripps
    Twitter: / raymondafcripps
    My Games
    Website: raymondafcripps.com
    Play on Itch: raymondafcripps.itch.io
    Game Credits:
    2:04) Sonic Team - Sonic Adventure
    2:23) Sonic Team - Sonic Unleashed
    2:29) Sonic Team - Sonic Colors
    3:11) Digital Extremes - Warframe
    4:46) Sonic Team - Sonic Generations
    Music Credits:
    0:00) Anenon - Embers and Ashes
    0:42) fascinating earthbound objects - make it real
    4:08) fascinating earthbound objects - pangs
    6:30) Cutside - Secret Of 3rd Planet
    8:16) Broke For Free - At The Count
    #indiegame #gamedev #devlog
  • Навчання та стиль

КОМЕНТАРІ • 299

  • @R0MF.2IQ
    @R0MF.2IQ 5 років тому +61

    sonic with mirror's edge , something new to me

  • @abdlhmdx
    @abdlhmdx 5 років тому +86

    If I were to add one animation right now I would add a hand on wall animation when wall running

    • @pchris
      @pchris 5 років тому +15

      I would also recommend making the run animation have a little more air time. Right now the character's feet stay on the ground too much and it just looks like sped up walking

    • @Anisometry
      @Anisometry 5 років тому +4

      I feel like the jump could be improved too

    • @TsayAzar
      @TsayAzar 5 років тому +2

      Dude I thought about the exact same thing

    • @tomandrieu3876
      @tomandrieu3876 5 років тому +3

      Adding some blur or lightning during the slide also, it seems to smooth like he was sliding on ice

    • @clex2349
      @clex2349 5 років тому +1

      And maybe a tad bit more tilt

  • @msfredb7
    @msfredb7 5 років тому +114

    There are challenging games that don't have "losing" mechanisms :)
    Like Portal, Factorio, Crossword, etc. Basically games that allow you to progress at your own speed. If you're bad, you don't lose, you're just stuck.

    • @RaymondCripps
      @RaymondCripps  5 років тому +14

      Thanks for the suggestions!

    • @Taylor-ht2wo
      @Taylor-ht2wo 5 років тому +4

      dark souls...

    • @maxperegrine7055
      @maxperegrine7055 5 років тому +3

      I think this only applies to puzzle games

    • @msfredb7
      @msfredb7 5 років тому +3

      @@maxperegrine7055 Factorio is not a puzzle game. Rythme games are not puzzle games (there are rythm games where you just aim for a high score and you can't "lose").
      I agree that most of the time, it's seen in puzzle games. However it's not a golden rule.

    • @Wohodix
      @Wohodix 5 років тому +3

      you can die and "loose" in factorio

  • @TECHN01200
    @TECHN01200 11 місяців тому +1

    I find it amazing how you have re-figured this out recently that replaying short, quality levels that make sense with your mechanics might be better than long levels that make no sense with the mechanics.

  • @JDLtheLord
    @JDLtheLord 5 років тому +40

    6:39 I saw that *oof*

    • @lexibigcheese
      @lexibigcheese 5 років тому +5

      I saw it t-oof.

    • @neoneo3622
      @neoneo3622 5 років тому

      its a good little track, ua-cam.com/video/4G99TMjYVKs/v-deo.html

    • @clex2349
      @clex2349 5 років тому

      Oof

  • @PeterPan-qn2hz
    @PeterPan-qn2hz 5 років тому +45

    This is a message to all developers who want to actually ship a game with success,
    here are some of the most useful tips:
    Stop spending time on trying to figure out everything. Spend more time trying to finish your game. If you are stuck somewhere, go back to learning. (Even people with full time jobs are doing this) The mindset of 'just wanting to finish it' seperates you from people who disband their projects, and never publish anything.
    Start a project that you can finish. Me for example just started with an android game (It's called 'Ring Zap', I recently published it to the Play Store!). Simplicity can be powerful, look at voodoo or ketchapp for example!
    Focus on utilizing your time efficiently. If you are working while tired, you might want to take a break. Returning rested will drastically make you think and perform better.
    No game will ever be perfect.
    Don't listen to the useless opinions of people. Talking about your success or progress will only attract negativity. People will - by nature - automatically try to take you down. Operate in the shadows, strike in the light. (These videos are obviously an exception, as it audience is based on the interest of people)
    Last tip, don't sit too long. Try walking around sometimes.

    • @RaymondCripps
      @RaymondCripps  5 років тому +8

      I would agree with all but that last point you made there, but then again you say that I'm the exception. I think talking about your success and progress should be more encouraged.
      Well done on releasing your first game! Unfortunately I would not have heard of it had not you commented, and I can't help but feel that your perspective on "talking about success or progress will only attract negativity" has held you back from an opportunity to share your personal journey towards making your game. Would doing so have attacted negativity? Of course! But choosing not to talk about progress has also voided the opportunity to recieve positivity-or better-feedback and criticism to help you grow as a developer.
      Just something to consider.

    • @pchris
      @pchris 5 років тому +2

      @@RaymondCripps you can never truly know if something is good until you can get someone to try it and give some feedback.
      It's a key part of iteration.

    • @PeterPan-qn2hz
      @PeterPan-qn2hz 5 років тому +1

      @@RaymondCripps You are right.
      I actually encourage most people to give feedback. It definitely helps!
      My current experience with talking about what I am working on, is the majority of people just telling me that I can't do it. They like to bring my motivation down! Even teachers! Once I told my physics teacher about the game, and he just straight up told me that I won't release it for IOS, because I *can't do it* (real reason is $). They don't know all the time and effort I put in ue4. They dismiss me for the route I am taking alone.
      So what helped me is filtering these people out my environment whenever I can. That's what I was trying to say.
      Btw, the current state of this community is very nice! Surely doing a good job.
      Thanks for your reply

    • @RaymondCripps
      @RaymondCripps  5 років тому +3

      Thank you! Those sorts of people are intersting to deal with, and as a teacher I can sympathise with the cautionary attitude your teachers have towards things like developing for iOS. And you're totally right, they'll never really know how much time and effort you put into something; but it's also possible that they know something that you don't.
      I love being told I can't do something, mainly because:
      1) I love seeing the look on their faces when I prove them wrong
      2) Or they're actually right, and prompt me to think of alternative solutions that I wouldn't have otherwise considered
      Both outcomes for me are an opportunity for growth, so I believe having a healthy amount of skepticism among your support network will help immensley to grow in the right direction. Always surround yourself with people who want the best for you. The people I would be filtering out would be those who couldn't care less as to whether your project succeeds or fails. They won't be there to celebrate your triumphs, nor there to pick you up when you fall. If you're like me, and making games is really important to you, then it's a waste of energy to spend time with these people.
      But those people who say "you can't do it", maybe there's something worth listening to about that. Firstly, they've chosen to spend their time and energy to tell you that, and that's always something to be grateful for. Secondly, if you know that they want the best for you, then perhaps your choice to feel discouraged says more about you than "you can't do it" says about them, regardless if they are right or wrong.
      Just some more stuff to think about there :)

    • @hightoxicity9819
      @hightoxicity9819 5 років тому +3

      Do not look at voodoo or ketchapp for example, 90% of ketchapp games are free example projects from the Unity Asset Store with little to no changes.

  • @M0hamedBassem
    @M0hamedBassem 5 років тому +11

    To make it more challenging & rewarding for hardcore players, maybe you can add more speed the longer you successfully stay on the wall? (But to a limit of course :D )
    And, you can also add a nice blur effect and wind sound, to indicate & reward that the player is moving faster.

  • @nuclearpopsiclestand9245
    @nuclearpopsiclestand9245 5 років тому +2

    I love where your going with this project, not only developing good game mechanics, but also breaking down what makes a good game. In its current state the game reminds me of Titanfall 2's tutorial level, a playground for the movement with a challenge at the end.
    Oh, and one more thing...
    I lost the game...
    Thanks...

  • @mufaya
    @mufaya 5 років тому +21

    gotta learn synths, and make a track that fits that gameplay... the gameplay gives some futuristic and smooth vibe, I'll try that ^^

  • @Wohodix
    @Wohodix 5 років тому +5

    I think it would be still very cool to add some shooter elements. Like having a weapon not to shoot enemies but to clear path.
    I found a bug while trying to jump/crouch / punch facing a wall, I got all those action disable.

  • @warkiller
    @warkiller 5 років тому

    Something that can be considered with collectables, is that you can use them as a way to 'guide' the player by using them like a carrot on a stick to give them the incentive to follow a certain path if there is a risk that they could get lost or confused, or just give them a sense of progression along the way.

  • @skagenmacka_t3444
    @skagenmacka_t3444 5 років тому

    This is just awsome, found your channel a couple months ago. Love seeing the development from start!

  • @patch-fm
    @patch-fm 5 років тому +17

    I think the collectible thing makes sense since from the looks of it can be used as in game currency and no not the microtransaction kind.

    • @RaymondCripps
      @RaymondCripps  5 років тому +4

      Haha yeah not a huge fan of them pesky microtransactions.

    • @clex2349
      @clex2349 5 років тому +1

      Maybe just a few skins but nothing more

    • @patch-fm
      @patch-fm 5 років тому +1

      @@clex2349 Exactly.

    • @patch-fm
      @patch-fm 5 років тому +1

      @@clex2349 Also cool name.

    • @clex2349
      @clex2349 5 років тому

      Thank you, same to you

  • @Kobold833
    @Kobold833 5 років тому +1

    I really like the systematic approach you take for your development. It is nice to see how your prototypes are slowly evolving to a fleshed out game.

  • @Invisibirbs
    @Invisibirbs 5 років тому +2

    Looks awesome, keep up the great work! Thanks for featuring my drawing too 😄

  • @HappyNormalHuman
    @HappyNormalHuman 5 років тому

    I love the progress. This is a really great job, the game looks so fluid. I am an aspiring game developer, and your videos have given me such hope for my own project.

    • @RaymondCripps
      @RaymondCripps  5 років тому

      That's great to hear man! Thanks for watching :) I wish you the best of luck for your own projects!

  • @bllllllllackbirdie
    @bllllllllackbirdie 5 років тому +10

    i love this series

  • @andro5712
    @andro5712 5 років тому

    Literally the first video of yours I have watched. I was interested by the first few clips of gameplay but when you brought in sonic I knew I would like this. Looks fun!

    • @RaymondCripps
      @RaymondCripps  5 років тому

      Thank you! Glad I'm not the only Sonic fanboy out there ;)

  • @FlammingtonStudios
    @FlammingtonStudios 5 років тому

    Just discovered your channel and have binge watched all your devlog videos so far, and have been listening to your music on spotify! As an aspiring music composer and game designer, you've given me a lot of inspiration for my own work. I look forward to seeing Project Feline develop and seeing how you can inspire me in the future! I would love to work with you someday and I wish all the best for you!

    • @RaymondCripps
      @RaymondCripps  5 років тому

      Thank you! Best of luck to you too :)

  • @clex2349
    @clex2349 5 років тому +2

    You could add a portal type thing and put turrets around the map, and so you can either dodge them, or pick up weapons to destroy them.

  • @KamonXV
    @KamonXV 5 років тому +1

    One thing i would recommend is thinking about what you're adding in to the game ties in with the game its self.
    For example. You would add a jumping mechanic so the player can jump and that opens up the entire Y axis. Are you slightly not tall enough to climb? Jump, is the a gap you can cross? Jump!
    Using your game as an example you added a wall run dont explore it beyond its literal uses. Adding a wall run opens up pretty much any vertical facing wall you have now just think of the implications it can be used. One thing i can immediately the uses as an over all movement option and how you can use it vertically.
    Easit thing i can think of is having a platform that is clearly out of reach of the player and some sort of valueable that is appealing say a power up or a way to a shortcut around the level BUT there is a gap that they clearly cannot jump over. Assuming you've introduced the concept of wall run and wall jump already that is of course what the player will try.
    The player will obviously try wall run first since that gives the most distance but still not far enough. Without spelling it out you can easily communicate that the player would have to wall jump to one side from where the start and then jump off that wall giving them the extra bit of forward distance they need to wall run the rest of the way.
    Now that you have introduced the idea of chaining movement options together you can create more elaborate puzzles to test the players knowledge of the movement such as taking the last example but requiring the player to do another jump if possible at the end of the run or adding hazards along the way.
    Remember each game is mechanically different so if you dont want yours to work exactly like that its fine, just providing an example on how your mechanics can synergize with each other while opening up design options on your end

  • @thewaterleaf7929
    @thewaterleaf7929 5 років тому +1

    I can't wait to see how you turn those pillars and those platforms into beautifully rendered objects...

  • @hyperocket3279
    @hyperocket3279 5 років тому

    This is amazing! Can't wait to see how you implement the shooters

  • @GamesInHouse
    @GamesInHouse 5 років тому

    Looking good. Glad you're still going at it.

  • @k6l2t
    @k6l2t 5 років тому +8

    So much Blueprints... If you run into performance issues down the line you will know exactly why at least lol.

    • @jackpeterson1909
      @jackpeterson1909 5 років тому +3

      Yea man. Blueprints should be used only for prototyping. I hope he will change that blueprints to script-based.

  • @HateSonneillon
    @HateSonneillon 5 років тому

    This is looking really good so far.

  • @CrimzonRX
    @CrimzonRX 5 років тому

    I really love how this is coming together, man! Keep it up! I still really wanna make some art for your game lol, not gonna stop bugging you about it lol!

  • @georgem6712
    @georgem6712 5 років тому

    Nice vid Ray!!! Keep up the good work.

  • @sirwhatnot5899
    @sirwhatnot5899 5 років тому

    What if the collectibles offered a game-play reward? Like collecting them would fill a gauge that gradually depletes, but once it's full the player's top speed increases slightly, and a 'x2' appears next to the gauge, where you get twice the score per collectible, and filling the 'x2' gauge would yield 'x3' next to the gauge, tripling the collectible value, as well as slightly increasing move speed, etc. Naturally coming into contact with a hazard object would reset the gauge to empty at 'x1'. There would also probably need to be a limit, like 'x10' or so, and it could take longer to fill the gauge the higher the multiplier number.

    • @RaymondCripps
      @RaymondCripps  5 років тому +1

      I really like that idea! Thank you for your feedback :)

  • @lilithius9410
    @lilithius9410 5 років тому

    Eyy I'm early. I mean, I have been following you as promised but there's not that much to say from someone like me who only hopes to do these things in life. :'3 Glad to see you progressing though!
    Edit: Alright so, here are my ideas that you may wanna think about. Some of them, you've already encountered. Others, probably not? But they are generally just inspirations.
    **Obstacles:**
    --Maybe create walls that you cannot run over but you wouldn't know that until you've tried it
    --Add specific walls that you could only stay for an X amount of time on before falling off or having to jump away
    --Create invisible terrain that one can encounter which should be avoided but since it would be the first time for a new player, they'd get surprised by it like for example on 11:18 till 11:30, the large pole climbing and wall running, in those spots you can add an invisible wall that the player can encounter and lose their momentum with and drop down
    --The jumping pads were a great idea, glad you're testing them out. Why not invisible ones on the walls that may push you away and have you drop down?
    --Maybe add some terrain that you can bump into which you should avoid and not be that surprised by unlike with the invisible one but would just slow you down rather than completely stop you?
    --How about platforms that increase or decrease your movement speed temporarily? That could either ef you up or help you based on how you deal with either.
    **Movement:**
    --Speaking of the previous idea, why not add momentum? Increase the speed gradually the more you run until a certain limit
    --Maybe reduce the weight of the character? She feels a little bit too floaty and doesn't really add that much of a challenge towards being able to you know, experience obstacles.
    **Additional:**
    --Have you thought about the so called " Time attack " ? You finish the whole map in X amount of time and then you also have a ghost of the character who mimics the whole course which you've done previously, going through all the paths and everything you have done but let it be the only one has the lowest amount of time in which you've managed to " Clear the stage " ? It allows you to race against yourself and to see if you can beat your own record by potentially taking a different path that can decrease the time in which you've finished it and thus beat your own record.
    --Adding on to the challenge, why not create a small console within the game that will start a timer and you basically have to finish the course before the time expires? Only if the player goes to that console and activates it though. And while doing that, they'd have to pass through specific checkpoints so they won't cheat their way to the end, which checkpoints can be placed in strategic places that would not hinder the possibility of creating ideas on how to get to the end faster.
    That's all I have for this time. Hope I've given you some ideas!

    • @RaymondCripps
      @RaymondCripps  5 років тому

      Thanks for the feedback! Seems like you have a thing for invisible walls.
      If it helps, you can change the graphics quality and resolution in the .config files packaged in the game

  • @englishdicktionary1611
    @englishdicktionary1611 5 років тому +3

    Amazing work!
    I saw the art in the discord too!!

  • @LaszloAEgri
    @LaszloAEgri 5 років тому

    amazing,and inspireing as always! Keep up the good work! :D

  • @HumanTrooper
    @HumanTrooper 5 років тому

    This is one of the most interesting series I've ever followed

  • @yume-YT
    @yume-YT 5 років тому +3

    YAY Btw i love the outro. It’s beautiful

  • @calaforexClan
    @calaforexClan 5 років тому +2

    Put little monsters that shoot, you can shoot them to get more points! And you get to keep the guns!

  • @MarshMello00
    @MarshMello00 5 років тому

    3:43 , I See You're a Man of Culture As Well with that "recommended for you" video

  • @MehNamesKing
    @MehNamesKing 5 років тому

    I was busy taking the ACT and I didn't get to see this video come out ;_; I was so excited to see it too!

  • @profkeniken
    @profkeniken 5 років тому

    I gotta say, this is probably one of the first few games I enjoy other than shooters.♡

  • @corvinus20
    @corvinus20 5 років тому

    your videos inspire me to continue working on my project

  • @volvocineseries5839
    @volvocineseries5839 5 років тому +6

    seems like it's getting interesting! since a lot of the game really seems to revolve around the core movement mechanics, wouldn't it be a good idea to reward the player for being able to consistently "stay in motion" by chaining movement mechanics and timing them properly? i'm looking forward to seeing how the game goes, especially now that i can test it for real on linux :D

    • @RaymondCripps
      @RaymondCripps  5 років тому +1

      Thanks for your suggestion :) I’ll see what I can do.

    • @PartDoggo
      @PartDoggo 5 років тому

      This seems like it would be a really good speedrunner game lol

  • @LanceBerylDev
    @LanceBerylDev 5 років тому

    I *highly* recommend you take a look at Tron Run/r
    While I'm not sure Project Feline should be a traditional runner, Tron Run/r has very similar mechanics that require precision and mastery of the mechanics.
    There were also these items called bits I believe you could collect and then expend to trigger a set of pre-selected abilities to aid in speed, attack, defense, ect. -That in particular could really boost the meaningfulness behind the collectables in your game from a optional checklist to a meaningful resource.

    • @RaymondCripps
      @RaymondCripps  5 років тому

      Thanks for sharing that! I'll check it out :)

  • @pepjin758
    @pepjin758 5 років тому

    yuy, new dev log!

  • @kingpoco6908
    @kingpoco6908 5 років тому

    One thing that platformer/fighting games do really well is making the movement compliment the combat. Titanfall is a great example of this. It gives the illusion of power, and I think if you can pull off something similar you will have a great game.

    • @RaymondCripps
      @RaymondCripps  5 років тому

      Thanks for the feedback! I'm eager to try things out :)

  • @legitnub
    @legitnub 5 років тому

    A nice way you could do it is some levels would be the running levels and others would be shoot em up types.

  • @formalligator1713
    @formalligator1713 5 років тому

    That score is a good idea and the UI look nice. I was about to comment about the music you were listening to in the timelapse, because I like that genre too, but then you switched to 25 variations of the Roblox oof sound... Raymond please.

  • @cykablyat697
    @cykablyat697 5 років тому

    Hi, i am also making my own game and your videos are helping me to use blueprints in the right way and giving me a direction of how i should start.

  • @josuedanielduenasbolanos6267
    @josuedanielduenasbolanos6267 5 років тому +1

    You're an inspiration for me to start my dream game thank you

  • @mikeysaurlol
    @mikeysaurlol 5 років тому +5

    I cant test it out right now, definitely will be trying it out though :)

  • @hageby123jean1
    @hageby123jean1 5 років тому

    You got me. I'm in. Hehe, First video btw! I also would like to know later in time how you set up the wall-running/walking mechanic, since i got a game (idea) that conists in one of the characters being able to walk on walls since thats its ability, so when watching this I was like ''Oh damn! He managed to do that in the blueprints!'' And not only that, but the character itself seemed nice ;D So yeah, liked, subscribed and will join the discord server. And would like to learn how to do the wall walking/running ;D Thank you for the devlog, i will watch the previous and the next to come!

    • @RaymondCripps
      @RaymondCripps  5 років тому

      Thanks! I'm glad you've been enjoying it :)

  • @ap1evideogame44
    @ap1evideogame44 5 років тому

    Looks like a lot of new people are tuning in. This channel is growin'!

  • @darkbibni
    @darkbibni 5 років тому

    In my school we had to develop the gameplay that you describe from scratch in only 6 hours x) !

  • @13sparx13
    @13sparx13 5 років тому

    Props to you for looking out for those penguin bois! Not enough people do.

  • @invadercivic2774
    @invadercivic2774 5 років тому

    Thank you so much for the Linux support, your awesome.

  • @slap_my_hand
    @slap_my_hand 5 років тому

    A gamepad is probably the best input device for this kind of game, but the way the camera works right now makes it very difficult to use. You either need to make the camera intelligent enough to always face forward, avoid collisions with walls and keep everything important in frame, or make it follow a predetermined path.
    It would also be nice if you could add a level that follows a linear path in the next update. It could be a good test bed to try out new mechanics in an environment similar to the final game.

    • @RaymondCripps
      @RaymondCripps  5 років тому

      Thanks for the feedback :) I agree those would be nice!

  • @odddoggo6890
    @odddoggo6890 5 років тому

    Awesome!

  • @bessusus
    @bessusus 5 років тому

    damn this looks so fun

  • @hauntedshadowslegacy2826
    @hauntedshadowslegacy2826 5 років тому

    I'm only just getting started with developing (only been using UE4 for, what, two... three months?), but it's good to know that the movement style I want to implement IS possible. Now I just gotta figure it out. At least I learned how to make a functional jet pack.

  • @GeneralDMadness
    @GeneralDMadness 5 років тому

    What if you literally had 2 modes in the game? Like with feline suit and without it. With feline suit you run and jump and wallrun, and without it you can use guns, take cover and use stealth or something. You also can make character take fall damage without suit

    • @RaymondCripps
      @RaymondCripps  5 років тому

      Sounds like an interesting change of pace! I would be interested to have some non-suit segments. Thanks for the feedback :)

  • @Maze47269
    @Maze47269 5 років тому

    If you're ever going to try gun mechanics try adding a slow down effect (to make shooting easier)
    Iike if you pull your long range weapon out while sliding you and the environment around you slow down

  • @KyleeYay
    @KyleeYay 5 років тому

    I am really hyped for this development, and you are really outdoing yourself on every update and I love it, In my opinion, the collectibles shouldn't be like what they are in the current update, right now they are like a guide for you to follow and not something to truly make you think about how to improve, only about the single route you can take to get all of them. tl;dr it's too much in one map, and I think you need to put like one or two in different places, or in places that have multiple ways of reaching them, so the player can really think about his route and how to better his score and his time.

  • @Benjackalope
    @Benjackalope 5 років тому

    At 8 min 7 sec, when you slid into the boxes and started kicking them, I instinctively anticipated the boxes to move and react to the player sliding into them... perhaps you can slide into objects and enemies to deal damage and move past them.

  • @sarund9441
    @sarund9441 5 років тому +1

    2 things:
    1) coins dont seem to give a lot of score, you can probably S rank without any coins
    2) i look at the game and it seems a little too gamey, like if it doesnt fit in.

  • @funut2541
    @funut2541 5 років тому

    Great! I have a suggestion... or really a warning! I think that its really important that you make it so that if you were to pause at any point it the game it would look like art! So my suggestion is do not overcomplicate the color scheme! Even a game that is simple if it has to many colors it turns off the player! Just a tip loving it so far!

  • @fatguy338
    @fatguy338 5 років тому +1

    I'm noticing that you only made one path for collectables. I feel like that kind of limits player expression. I think if you took a look at sonic and mario games, you'd see many different coin and ring routes. You could also implement some risk and reward by adding more orbs to more challanging paths.

    • @RaymondCripps
      @RaymondCripps  5 років тому +2

      That would be an excellent idea! Thanks for your feedback, hopefully I'll have a chance to further expand the levels in soon-to-come versions.

  • @redacted1946
    @redacted1946 5 років тому +1

    gameplay problem: in your playground level you have a blue line on the ground as a finish line to some cubes you can destroy. That blue line looks like a trip wire or a lazer or something that can kill you that your are not supposed to cross. I thought that when i saw it. Make it more obvious that it is a goal for the player.

  • @monkey-bs1on
    @monkey-bs1on 5 років тому +1

    You should make a parkour only version

  • @DanielLCarrier
    @DanielLCarrier 5 років тому

    Are there links for the fan art? I really liked that last one.

  • @sleepyyghostt
    @sleepyyghostt 5 років тому

    this is getting so cool dude woa

  • @ianbennett2443
    @ianbennett2443 5 років тому +1

    As a really far off idea, maybe a system like osu’s maps could be implemented to provide an interesting gameplay loop where you are constantly trying to beat other players. Also, maybe the game could benefit from a few high risk high reward type move. Like maybe a quick dash that while fast, is hard to control (a more extreme form of bullet jumping in Warframe I guess). Or a set of inputs that that are tricky to pull of but give you a boost upwards. Personally I find games with really high skill ceilings really fun to master. Now this is assuming you focus more on the score chasing type gameplay and less on the story, but even if you don’t a sandbox type system when you finish the story or even just a very high skill ceiling could keep players coming back to your game. It’s fine if you don’t like these ideas, these are just things I enjoy while playing games.

    • @RaymondCripps
      @RaymondCripps  5 років тому

      Thanks for your feedback! I'll be sure to take this into consideration. Knowing what you enjoy in games is helpful to know :)

  • @heejoonshin4223
    @heejoonshin4223 5 років тому

    My advice is to check out the mechanics from Titanfall, and animations despite not having any good experience with anything I can say that Titanfall mechanics with building momentum and abilities based off of a established sci fit universe would be nice, another game to look at animations and mechanics wise would be Warframe which also has a good emphasis on speed.

    • @RaymondCripps
      @RaymondCripps  5 років тому

      Thanks! I've played both, and I agree that the momement is delivered spectacularly in those titles.

    • @heejoonshin4223
      @heejoonshin4223 5 років тому

      @@RaymondCripps OH, never thought about this before, but you can also add in hack and slash elements it would definitely fit in the theme of playing as a feline character

  • @rudraprataplaha
    @rudraprataplaha 5 років тому

    Add black hole portals to avoid it will make the game more fun

  • @icy1963
    @icy1963 3 роки тому +1

    Im new to this series and im wondering, how come the character has only the bottom half armor but in the refrences and storyboard she had full armor like im confused..

  • @pepacrow6794
    @pepacrow6794 5 років тому

    So Gabriella is gonna go around collecting bells while on the lookout for secret balls of yarn? 👀👀👀
    Noice :3

  • @silvanpaul2531
    @silvanpaul2531 5 років тому +2

    it would be really cool if you could have some enemies in it that are trying to slow you down. so you have to kick them of an platfrom or some sort

    • @clex2349
      @clex2349 5 років тому +1

      Or maybe jump off of them like in Mario

    • @RaymondCripps
      @RaymondCripps  5 років тому +2

      I agree that'd be pretty cool!

  • @seeranos
    @seeranos 5 років тому

    Time to add some point tracking for tricks!

  • @fionali4502
    @fionali4502 5 років тому

    I know this is irrelevant to your video but I think you should share your game development story with Wireframe Magazine and Ryan Lambie. That way your game will gain some exposure. I'm sure they'll be interested in what you have to say about your project. If you're wondering, Wireframe Magazine is a video game development magazine filled to the brim with reviews, previews, game development stories, coding, interviews and so forth.

    • @RaymondCripps
      @RaymondCripps  5 років тому

      Thanks for the suggestion! I'll take a look at what they do. Do you think I'd have enough of a story for them to write about?

    • @fionali4502
      @fionali4502 5 років тому

      @@RaymondCripps You could try to find the contact section on the Wireframe Magazine website. I'm not sure if the magazine team and Ryan Lambie are interested in your game development story. But judging by Ryan Lambie "liking" your tweet, I take it he's interested in your story.
      I'm glad Ratchet & Clank is one of your inspirations for your game. I've been cosplaying as Ratchet and Clank since 2016. I got bombarded with comments, praise and photo requests the instant I entered any convention venue. Back in 2016, I didn't get used to the sudden sheer attention at first but I soon become accustomed to it.
      By the way, the latest issue of Wireframe Magazine is out now (if you want to see what the magazine have to offer). It's available in digital and physical print online and in retail stores. Alternatively, you can register for a subscription.

  • @aizat2329
    @aizat2329 5 років тому

    I love you ray..

  • @_Envoy
    @_Envoy 5 років тому

    4:16 twinstickshooter tutorial! i used that as well for my own game and changed a few things but now i dont know what i should make as a goal :(

    • @RaymondCripps
      @RaymondCripps  5 років тому

      Pick whatever sounds fun to you man :)

  • @sebastianwardana1527
    @sebastianwardana1527 5 років тому

    cool stuff! I will think about trying out the linux version.

  • @ahanuesterhuizen6330
    @ahanuesterhuizen6330 5 років тому

    I suggest make the character feel faster using camera angles, changes in the animation maybe some screen effects like blur lines on the side on the screen and speed counter and maybe for the score system you can add collectibles, ave. speed and shortcuts taken (seperate to the rank). Also for combat why not make melee for interesting make kicking a 3 press combo and upon the final press you finish the enemy launching you adding speed to start running and if the players running they can jump of enemies (killing or stunning them) to maintain or boost speed

    • @RaymondCripps
      @RaymondCripps  5 років тому +1

      Thanks for the feedback! I’ll look into what I can do with the combat.

  • @koyooko5160
    @koyooko5160 5 років тому +14

    Tmw more progress is made here than in Yandere Simulator.

  • @alexanderkimmel7019
    @alexanderkimmel7019 5 років тому

    Dam you realy stept your vids up

  • @KevsDoYouTube
    @KevsDoYouTube 5 років тому

    How can I change the level? Is there a menu I didn't of?
    Thanks in advance!

    • @RaymondCripps
      @RaymondCripps  5 років тому +1

      Currently I don’t have a menu, although you can use the console command menu (‘ key) and type “travel” followed my the map name to change levels.
      Currently the levels are named as follows:
      1) FelineExampleMap
      2) ExampleMap

  • @adrianmarsch.8990
    @adrianmarsch.8990 5 років тому

    Another great video, Bravo!!! I have a question though, how can you donate or contribute, and what is the max amount of money to donate? I’d love to help in that way. Best luck, Noah R.

    • @RaymondCripps
      @RaymondCripps  5 років тому

      Hi Noah, at the moment you can support the Devlog Series on Patreon. There isn’t a maximum amount, but I do have a $1 and $5 tier.

  • @ajm-03
    @ajm-03 5 років тому

    Why is the collectible icon a square when you are collecting spheres?

  • @neoneo3622
    @neoneo3622 5 років тому

    would it not be cool if people could create customle levels for the game? (steam workshop)

  • @VuiNguyen-kw2se
    @VuiNguyen-kw2se 5 років тому

    What if you include a section where the player can't use the FELINE suit's power and must rely on other things? I'm pretty sure the Super Mario franchise does this too.

  • @muhammadjiya9788
    @muhammadjiya9788 5 років тому

    I want to start learning game development preferably with unreal engine. The problem is, I don't even know any programming language yet. Is it possible for me to learn c++ without having any knowledge of programming? Also, what's the best 3D software for character design apart from Maya and 3ds max?

    • @RaymondCripps
      @RaymondCripps  5 років тому +1

      You can. As for 3D, I’ve used all but I find Blender to be best for affordability and licensing.

  • @Indigofrost
    @Indigofrost 5 років тому

    you should really make this into an s4 league like game. also you should put a grapple hook that will swing you around objects at certain points like samus in the metroid prime series

    • @RaymondCripps
      @RaymondCripps  5 років тому +1

      Thanks for the suggestion!

    • @Indigofrost
      @Indigofrost 5 років тому

      @@RaymondCripps no problem. for the grapple you should do something similar to sonic forces avatar that swings him sideways on turns ;)

  • @juglansregia1433
    @juglansregia1433 5 років тому

    MAN JUST ONE YEAR AND FIVE MONTHS AND ILL BE WHERE YOU STARTED...SAVING UP FOR A BEEFY PC SYSTEM AND SET UP

  • @imaltux
    @imaltux 5 років тому

    ayy new video

  • @audiofox5104
    @audiofox5104 5 років тому

    Epilepsy warning, I dont have it, but the sped up shots make me think that it can trigger it

    • @Invisibirbs
      @Invisibirbs 5 років тому

      Audio Fox I was thinking the same thing. We need browser dark theme!

  • @Take22952
    @Take22952 5 років тому

    Random question: if you come across something you don’t know how to do, do you look up a tutorial on how to do that mechanic? I ask this because I am also looking at making a game using unreal blueprints.

    • @RaymondCripps
      @RaymondCripps  5 років тому +1

      Sometimes yes, although lately I’ve been finding the documentation extremely helpful too!

    • @Take22952
      @Take22952 5 років тому

      Raymond Cripps I just looked up the documentations, and they look incredibly helpful. Thank you for the response.
      Also, this game is looking great. I love how much the game is evolving. I look forward to seeing more in the future.

    • @RaymondCripps
      @RaymondCripps  5 років тому +1

      Thanks!

  • @therealguy2282
    @therealguy2282 5 років тому

    Went from a thrid person shooter to a Sonic game

  • @alecmackintosh2734
    @alecmackintosh2734 5 років тому

    So you're going more for a mirror's edge/sonic gameplay now?

  • @johnsherfey3675
    @johnsherfey3675 5 років тому

    Also you could shoot enemy's that try to slow you down.

  • @kailastnam9793
    @kailastnam9793 5 років тому +1

    I love this project so far, but I want you to remember that you shouldn’t add too much to your core gameplay. PLEASE don’t lose sight of your vision.

  • @notlunaticdancer4393
    @notlunaticdancer4393 5 років тому

    I wonder, if there's a corelation between being a Sonic fan and becoming a furry later :D
    Great job with the game man, looks fun to navigate.

  • @PartDoggo
    @PartDoggo 5 років тому

    For 1 how has it been 3 weeks since u last uploaded, and for 2 u should add a way to change your keybinds

  • @taufiksuroso
    @taufiksuroso 5 років тому

    Great