I think it would be really sick if for bigger spells you need to combine the casting (button presses) of base spells. for example, you could find a spell that combines a small attack (lets say its bound to 'f') and two casts of another small spell (bound to 'v') twice so the player would end up pressing f-v-v in succession. I feel like this would give a cool feeling of build up that would make attacks feel grander later in the game. this was just an idea that popped into my head and I think there's decently some issues with it regarding combat pacing, keybinds, and progression, but I thought I would share anyway :)
Love the devlog and the sound of things so far. Just gonna throw some vague ideas out. If anyone wants to expand or comment on these please do so. 1. -different damage types and resistances. Enemies of different build may vary drastically in difficulty depending on the players current build.- 2. items with significant tradeoffs 3. what should happen when a player tries to spend mana they don't have? maybe nothing? maybe stunlock them? could interrupt flight. delay their mana regeneration? cast anyway at the cost of HP? 4. items that incentivize the use of certain mechanics or playstyles. I really love when the player has to make thoughtful decisions that completely change how they behave. 5. if fall damage then none if player has MP and instead slows to a stop with flight magic. 6. being able to dodge/block attacks. maybe at cost of MP. 7. dynamic spells. -when an item that modifies spells is picked up you can select which base spell to apply it to. in this way your spells could grow in ways different from each other- 8. nasty debuffs that make the player think on their feet. e.g. maybe a jamming spell disrupts flight. I think keeping things simple is good but I can't help being interested in something a little more complex than risk of rain offered, especially for combat, though it's paramount that complexity doesn't get in the way of the fun. The more I think about some of these ideas the less confident I am that they would actually be good because I struggle to imagine how to execute them.
I’ve read some of the comments, and can recommend an opposite approach. Ignore modelling for now and concentrate on gameplay and core game loop. You will have more progress that you can share with others and collect feedback. Going deep into modelling while your machine still runs even non optimised version will slow you down
Looks really cool, I love risk of rain 2, I think Hyper Light Breaker is heavily inspired by ROR2 and literally comes out tomorrow, so I hope it will be good. Edit after finishing: Yeah, for animation, I'd heavily recommend using Blender instead of Unity if you want to make any yourself, Unity is very jank for complicated animations, I'm also curious what the progression will be like in the run, are you thinking ROR2 style items or collecting spells or something like that?
Wow yeah, thanks for the reminder, forgot how crazy that games looks. For progression, I was thinking books/grimoires and scrolls that... and then I don't know! Choosing a magic type and upgrading it throughout a playthrough would be probably be both for scope and also allow me to lean on the designs of ROR2 and Hades. I have a few ideas but want to really weigh them up
Looking at the wire frame of the mesh I thought it looked pretty good. A lot of faces on the face but that par for the course for faces and the hair looks a little wild but hair cards overlapping I think tends to look crazy but I think the mesh doesn't look bad at all
This looks really cool, will the combat be armor core like? (judging from the lock on). Also for animations, i would recommend looking at a program called cascadur which (i find) to be much much easier to animate in than blender, and it has a free version. You could also try some sort of mocap using a camera and just fixing up the animations.
an idea from me :D - if it's Frieren inspired, make it so that to gain spells it has to be through reading books (might be good for roguelike mechanics... i think)
Learning to model is awesome because you can in theory still use the vroid things as baseline and optimize them further while adding own unique touches etc. Imo the amount of verticies VRoid uses arent even bad for a hero model / character or even for a full party of characters or town NPCs. even for enemies (i wouldnt do this in a rogue like ror2 though because it probably isnt that nice if you have like 100-300 enemies while 100 other things are happening...) the worst part about vroid models are the amount of materials used and the algorithms of vroid to combine them are really bad so beeing able to do this via blender (with a better plugin for this) or even better doing this by hand wouldnt be as complicated while not taking too much time. either this or you find a 3d artist that wants to work with you because normally for this scale of projects without a publisher its hard having the money to commission multiple models. making humans completly from scratch is a pain though and takes defintily more time when you dont focus all your power into 3d... anyways subbed because hell yeah fantasy rogue like from a dev that likes risk of rain + good video.
You're right, I was looking at it today, my Vroid just has a good few layers of clothing and that's part of the problem. Some outfits use large meshes and then use transparency to hide most of it. But thanks, noted everything else you said, I appreciate it!
@@noggin-dev oh i forgot the transperency in meshes. and also that the body below the clothes just gets masked away. (i think there was a toggle in the export settings to delete most of it but there is still quite a heavy amount of possible overdraw..)
6:13
A good place to take inspiration from would be wizard of legend. Their hub is really well designed.
really cool start, good luck! I can't wait to see where you take this.
The story is fire, I read it all. Keep it uppp, I cant wait to play it
man is making 3d noita and I'm all for it
I think it would be really sick if for bigger spells you need to combine the casting (button presses) of base spells. for example, you could find a spell that combines a small attack (lets say its bound to 'f') and two casts of another small spell (bound to 'v') twice so the player would end up pressing f-v-v in succession. I feel like this would give a cool feeling of build up that would make attacks feel grander later in the game. this was just an idea that popped into my head and I think there's decently some issues with it regarding combat pacing, keybinds, and progression, but I thought I would share anyway :)
Just Subscribed, please keep them devlogs coming
This looks really promising! Can’t wait to see more
Its amazing how much you've done in just one week, you are incredible, nice job 😁
Nice video! Keep going!
Also, please tone down the music volume a little, it makes you much harder to hear.
Love the devlog and the sound of things so far. Just gonna throw some vague ideas out. If anyone wants to expand or comment on these please do so.
1. -different damage types and resistances. Enemies of different build may vary drastically in difficulty depending on the players current build.-
2. items with significant tradeoffs
3. what should happen when a player tries to spend mana they don't have? maybe nothing? maybe stunlock them? could interrupt flight. delay their mana regeneration? cast anyway at the cost of HP?
4. items that incentivize the use of certain mechanics or playstyles. I really love when the player has to make thoughtful decisions that completely change how they behave.
5. if fall damage then none if player has MP and instead slows to a stop with flight magic.
6. being able to dodge/block attacks. maybe at cost of MP.
7. dynamic spells. -when an item that modifies spells is picked up you can select which base spell to apply it to. in this way your spells could grow in ways different from each other-
8. nasty debuffs that make the player think on their feet. e.g. maybe a jamming spell disrupts flight.
I think keeping things simple is good but I can't help being interested in something a little more complex than risk of rain offered, especially for combat, though it's paramount that complexity doesn't get in the way of the fun. The more I think about some of these ideas the less confident I am that they would actually be good because I struggle to imagine how to execute them.
i think some of these ideas really fit to rarer items or player classes
I’ve read some of the comments, and can recommend an opposite approach. Ignore modelling for now and concentrate on gameplay and core game loop.
You will have more progress that you can share with others and collect feedback. Going deep into modelling while your machine still runs even non optimised version will slow you down
Looks really cool, I love risk of rain 2, I think Hyper Light Breaker is heavily inspired by ROR2 and literally comes out tomorrow, so I hope it will be good. Edit after finishing: Yeah, for animation, I'd heavily recommend using Blender instead of Unity if you want to make any yourself, Unity is very jank for complicated animations, I'm also curious what the progression will be like in the run, are you thinking ROR2 style items or collecting spells or something like that?
Wow yeah, thanks for the reminder, forgot how crazy that games looks.
For progression, I was thinking books/grimoires and scrolls that... and then I don't know! Choosing a magic type and upgrading it throughout a playthrough would be probably be both for scope and also allow me to lean on the designs of ROR2 and Hades. I have a few ideas but want to really weigh them up
Looking at the wire frame of the mesh I thought it looked pretty good. A lot of faces on the face but that par for the course for faces and the hair looks a little wild but hair cards overlapping I think tends to look crazy but I think the mesh doesn't look bad at all
I'd just use the face project tool and trace over the elf mesh you already have instead of learning how to model or making a new one all together.
Character looks cute and the even though the chest should be a bit smaller for my taste. The graphics looks nice too.
Honestly just glad to be here on day 1
Need a video on how you achieved the lightning and how you textured the world and color theory
Sure! I could do that
@@noggin-dev Thanks
Looks cool. Waiting for updates!
look very nice, hope the game will be released !!
So bro cant model and cant animate but proceeds to make something insane anyway. Respect.
Looking forward for more updates
It would be nice if the magic had different types it could be a skill or it's tied to the equipment you use
also on grass and map magic 2
wow.. good job
risk of rain with flying? give me now
This looks really cool, will the combat be armor core like? (judging from the lock on). Also for animations, i would recommend looking at a program called cascadur which (i find) to be much much easier to animate in than blender, and it has a free version. You could also try some sort of mocap using a camera and just fixing up the animations.
an idea from me :D - if it's Frieren inspired, make it so that to gain spells it has to be through reading books (might be good for roguelike mechanics... i think)
Dude, just do it..... LEARN TO MODEL . . . . . At least a little bit.....
NIce. Keep going
Hi 👋 , what software did you used to make the character?
Learning to model is awesome because you can in theory still use the vroid things as baseline and optimize them further while adding own unique touches etc.
Imo the amount of verticies VRoid uses arent even bad for a hero model / character or even for a full party of characters or town NPCs. even for enemies (i wouldnt do this in a rogue like ror2 though because it probably isnt that nice if you have like 100-300 enemies while 100 other things are happening...)
the worst part about vroid models are the amount of materials used and the algorithms of vroid to combine them are really bad so beeing able to do this via blender (with a better plugin for this) or even better doing this by hand wouldnt be as complicated while not taking too much time.
either this or you find a 3d artist that wants to work with you because normally for this scale of projects without a publisher its hard having the money to commission multiple models.
making humans completly from scratch is a pain though and takes defintily more time when you dont focus all your power into 3d...
anyways subbed because hell yeah fantasy rogue like from a dev that likes risk of rain + good video.
You're right, I was looking at it today, my Vroid just has a good few layers of clothing and that's part of the problem. Some outfits use large meshes and then use transparency to hide most of it.
But thanks, noted everything else you said, I appreciate it!
@@noggin-dev oh i forgot the transperency in meshes. and also that the body below the clothes just gets masked away. (i think there was a toggle in the export settings to delete most of it but there is still quite a heavy amount of possible overdraw..)
epic!
a