Everything right with this video 1) You don't ask people to subscribe to your channel right off the bat. It's like passing the offering plate at the beginning of church; just tacky. 2) You give credit where it's due. You source your improvements. Super classy. 3) You're quick to the point. Thanks for cutting the fluff. 4) Your humor is witty and neatly injected into your content. I likes. We all likes.
In future devlogs I'd recommend adjusting the audio so that your voice is a bit louder than the music. Gameplay wise, I suspect it would feel a bit better to play if the size of the active hitbox of the punch to cover the center of the body as well (beyond just the tip of the fist) and probably cover a bit more distance in front of the player. Otherwise great video! Looking forward to your journey.
I literally just finished watching the previous devlog for the first time and looked at your channel to see the next one has been uploaded 1 minute ago.
I am already impressed, you've made great progress! Small piece of advice: don't get too hung up on the inventory system right off the bat. I lost motivation to do two separate games I was working on because I got so lost and frustrated with different bugs and issues with my inventory system. If it doesn't work out, just leave it be and work on other mechanics!
As your character is a robot, might it be cool to not use your inventory for tools but give the player the option to "enhance" the robot with certain parts? As if small woodsaw comes is carried within an arm and comes out when a tree needs to be taken down, or in terms of pvp, the option to enhance the robot with laser eyes. As the robot is limited in how big it is you can't have all enhancements at once, forcing the player to think about their loadout. That way you split stuff that needs to be transported and stuff that is used for practical purposes, making your game a bit more unique while fitting the robot theme. If you use this idea or not, love your vids :)
Not sure if these have already been addressed, but thought I may as well mention them, just a few tips: - Linking trees to a delayed timer is fine for now, but make sure you link it properly to an event based structure later ie the function that sets up the landscape, will call a function to setup trees after its done - I would definitely try go for a quicker and more impactful punch animation, for example his torso should be moving forward more following through with the punch, also needs a frame or two of wind up - For the weapon animations, linking them to part of an animation graph is again fine for now, but make sure you update later to dynamically take animations for each weapon in the object itself, which gets passed to the animation graph when switching weapons, so the animation graph only has one set of animations that get swapped out, ie WeaponIdle, WeaponSwing, etc
This is really awesome! One thing I suggest is making it so that when you open up the tab menu it is see through/has a lower opacity. This would make it easier to move around when you have the menu open, overall great job though!
I really like the way you’re approaching your game development. It’s a good habit to get mechanics working before you finalize any graphical design elements, and it helps to prevent burnout.
If you are still looking for ideas here are a few of mine. 1. Loading screen and a better way to enter the world: First impressions are everything if the player is just chucked into a world at a super speed that is hardly ideal. 2. Variety in visuals and biome: If you had different types of trees such as pine or willow with slightly different colors that could help with variety in feeling like not everywhere you turn is the same. The same can be applied to the sand area or coastline, I think it would be cool to have palm trees and shells. 3. Sound effects and music: Having repetitive or no sound can make or break games investment or feedback to the player, having sound effects or music dependant on biome or combat or whatever would be great. 4. Skybox and day/night cycle: a skybox would be an excellent way to spice up the sky and a day and night cycle would give more opportunities to provide the world with new things. It could even lead to new items like torches or glowing mushrooms, or even fires. Although I am sure you are aware, the next place to go in that world is up to you.
I literally made the exact same game as you. I followed the exact same procedurally generated terrain tutorial and currently have every feature you have, no more, no less. I started with the inventory though and just finished the tree and rock spawning. I guess good luck to both of us! I’ll see what the difference between our games are later. I hope I don’t end up accidentally copying you.
Hey mate! For someone who’s working a full time job and building this game/making these videos on the side it’s really impressive! Love the video and can’t wait to keep supporting you!
You’re kinda inspiring me to make a devlog for my linear adventure game. I see so many positives but I also a ton of negatives since I’d had to learn how to make videos and that’d take up more time than game dev’ing
Go for it! Learning video editing is definitely a process and as you can see I'm still learning it lol. But I've had a ton of fun and learned a lot from doing it so far.
Really loving your ideas so far! I can't wait to see where it goes. IDK how useful it is, but looking at your lil robot dude I just want to see a cute animation of him looking in his belly hatch for things, like rummaging and throwing out random items till he finds what he's looking for. Adorable! :D
the amount of feedback that you implement is insane. like, you're ending up such a more rounded and well-kept prototype because of how you include outside perspectives. its a very mature way of developing, like valve's crazy level of playtesting. good on you to use your platform well :)
also speaking of feedback, i think the hitbox for punching should be a lot bigger, its less realistic but i think players would get irritated having to line up the model of the fist with the tree every time they want to gather resources
It Would be really cool to see some of the concept images that you want to make the game into, and even a little plan with check list stuff, looking forward to the end result. Already see mod packs and dlcs to this game when its fully furnished!!!
I only just found this channel, but wow, it's practically everything I was stuck on when I was working on my own game, plus you've managed to fix things I've just put off.
episode 2 came out yesterday, I started my journey into making my dream game yesterday so I'm gonna start watching these videos to boost my confidence!!!
Hi OverPhil, this was another great video. I was so happy to see this when I opened up UA-cam! I really enjoyed the last one and it was great to get a update and see how far you’ve come. It looks like you are learning a lot , which is really impressive. The game already looks like a lot of fun and I am excited to see what you have next for us. I like your presentation and the bits of humor you add in for the videos. Thank you for taking the time out of the development cycle to make a video and share with us too. Best of luck and I look forward to the next one! Take care brother
Glad to see more survival games. I've been working on a survivsl game for the past year. I hope our ideas don't overlap but I think both of ours will be quite different. I look forward to seeong this!
Super great video! I am stoked to see what else you do with the project. I was surprised to see that you used my raycast generator and that you explained my code better than I did. xP I do have some advice for you if you would like to spawn your trees in the EDITOR. In Sebastian's video, he manually creates the mesh collider so that the normals along the chunk seams are correct. But if you are just using a single mesh, the standard mesh collider component will work just fine. That way you can spawn your trees in the Editor. Or, what else you could do is have a mesh collider component for the EDITOR, but disable or overwrite it when you start the game.
i'll be following this for sure, i've been getting into making video games for ab a year. I also make music and work a full time job so I don't have a lot of time to dedicate to game dev, so i'm excited to see how your game comes along!
If all the episodes are this short and this entertaining, I can't wait to follow the progress of this game to at least alpha. I've never been much of a game dev or code monkey, but this stuff fascinates me endlessly.
it's really interesting to watch your devlog! keep working; it looks great! (as great as a funny lil robot man in a giant world full of trees and rocks can be, of course.)
I really like the humor combined with game development because it makes it interesting to watch And you did exactly that, so thank you and I also appreciate the work that goes into your videos And also... Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you
Hey the hot bar stuff is actually not too bad, I made one for this personal project I’m working on. Just have the bar display the top X items in ur inventory and update it every time you pick an item up that goes into the top X slots! Looking cool so far so keep it up :)
I'm super excited for this! I love survival games and I want to learn how to program games so you're basically giving me a hint on how I could proceed! I'm looking forward to watching more of these videos!! But could you maybe go over the code a bit more in depth in the videos? Or maybe even do a separate series where you basically show almost everything? May be much to ask for and could take valuable time from you that should be put into making the game lol.. Anyway, I love the videos, great editing and interesting! Good luck my man, looking forward to the next video!! :D
These short videos are really fun cause you basically see a bunch of progress fast. But if you would be interested in making somewhat longer ones with maybe more explaining or something I'd love to see that too for sure!
I think that when your chopping down trees or mining rocks should take more than 1 hit and I personally think it would help a lot basing off of stardew etc. :) And is way to early but when you make the home/base you should be able to interact with the person who is controlling you, I feel like that would add a nice touch to the game.
i’m not a dev at all. i’m not even a massive gamer. but WOAH guy i love watching those devlogs so much. i got so sad when i saw this was only the beginning. i genuinely can’t wait to watch how cool that series is gonna turn out. PLEASE don’t pull a Dani on us and make us wait 4years for the next update !!!
1:43 Instead of waiting 2 seconds, you can just make it so it waits until the land is generated. That way, if the land generates faster or slower than 2 seconds, the trees will always populate immediately after the land.
I’m exited to see where you go with this! Quick request, everyone likes having a bit of customization and I think there beauty in simplicity. Maybe you could add some super simple neat hats to choose from and different colors?
Any questions for the 3d art stuff feel free to reach out! What your doing is the most pure form of game dev 'I want this game, so I'm gonna make it' Its literally how all us devs started and your progress is insane I have no doubt we will be playing this game soon
If you're gonna let the player move while the inventory is open, I'd suggest changing the inventory layout a little, since the way it's set up right now you can't see like half the screen. If you moved the non-hotbar slots to fill up the top of the screen instead, it would be much easier to see where you're going while checking your inventory. The only real downside with that would be that it wouldn't be a square anymore. It's not a big deal, it'd just feel a little better that way. This looks really great though, keep up the good work!
Reduce the render distance, add fog at the end. This makes the island look bigger and more realistic.
Everything right with this video
1) You don't ask people to subscribe to your channel right off the bat. It's like passing the offering plate at the beginning of church; just tacky.
2) You give credit where it's due. You source your improvements. Super classy.
3) You're quick to the point. Thanks for cutting the fluff.
4) Your humor is witty and neatly injected into your content. I likes. We all likes.
dont forget: 5) Synthwave playing in the background.
The like and subscribe inventory icons were just...mwah.
In future devlogs I'd recommend adjusting the audio so that your voice is a bit louder than the music. Gameplay wise, I suspect it would feel a bit better to play if the size of the active hitbox of the punch to cover the center of the body as well (beyond just the tip of the fist) and probably cover a bit more distance in front of the player.
Otherwise great video! Looking forward to your journey.
I literally just finished watching the previous devlog for the first time and looked at your channel to see the next one has been uploaded 1 minute ago.
Same lol
Me 2
Absolutely me too
What good timing you have
Same
Looks great man keep up the good work love watching dev logs
Just subscribed first video ive seen love to see more
This is beyond amazing! Looking forward to the rest of the game!
I also reacted to your devlog on my channel :)
I am already impressed, you've made great progress! Small piece of advice: don't get too hung up on the inventory system right off the bat. I lost motivation to do two separate games I was working on because I got so lost and frustrated with different bugs and issues with my inventory system. If it doesn't work out, just leave it be and work on other mechanics!
That's some good advice. I've been going hard at the inventory since this video came out and I can feel it
As your character is a robot, might it be cool to not use your inventory for tools but give the player the option to "enhance" the robot with certain parts? As if small woodsaw comes is carried within an arm and comes out when a tree needs to be taken down, or in terms of pvp, the option to enhance the robot with laser eyes. As the robot is limited in how big it is you can't have all enhancements at once, forcing the player to think about their loadout. That way you split stuff that needs to be transported and stuff that is used for practical purposes, making your game a bit more unique while fitting the robot theme.
If you use this idea or not, love your vids :)
I wanted to say the same. If just carries the equipment then why it is a robot. Let hem be a bootleg Nano Iron man
I was thinking the exact same thing!
Not sure if these have already been addressed, but thought I may as well mention them, just a few tips:
- Linking trees to a delayed timer is fine for now, but make sure you link it properly to an event based structure later ie the function that sets up the landscape, will call a function to setup trees after its done
- I would definitely try go for a quicker and more impactful punch animation, for example his torso should be moving forward more following through with the punch, also needs a frame or two of wind up
- For the weapon animations, linking them to part of an animation graph is again fine for now, but make sure you update later to dynamically take animations for each weapon in the object itself, which gets passed to the animation graph when switching weapons, so the animation graph only has one set of animations that get swapped out, ie WeaponIdle, WeaponSwing, etc
These are all good ideas
This is really awesome! One thing I suggest is making it so that when you open up the tab menu it is see through/has a lower opacity. This would make it easier to move around when you have the menu open, overall great job though!
I really like the way you’re approaching your game development. It’s a good habit to get mechanics working before you finalize any graphical design elements, and it helps to prevent burnout.
If you are still looking for ideas here are a few of mine.
1. Loading screen and a better way to enter the world: First impressions are everything if the player is just chucked into a world at a super speed that is hardly ideal.
2. Variety in visuals and biome: If you had different types of trees such as pine or willow with slightly different colors that could help with variety in feeling like not everywhere you turn is the same. The same can be applied to the sand area or coastline, I think it would be cool to have palm trees and shells.
3. Sound effects and music: Having repetitive or no sound can make or break games investment or feedback to the player, having sound effects or music dependant on biome or combat or whatever would be great.
4. Skybox and day/night cycle: a skybox would be an excellent way to spice up the sky and a day and night cycle would give more opportunities to provide the world with new things. It could even lead to new items like torches or glowing mushrooms, or even fires. Although I am sure you are aware, the next place to go in that world is up to you.
I literally made the exact same game as you. I followed the exact same procedurally generated terrain tutorial and currently have every feature you have, no more, no less. I started with the inventory though and just finished the tree and rock spawning. I guess good luck to both of us! I’ll see what the difference between our games are later. I hope I don’t end up accidentally copying you.
Btw I’m not using the falloff map. Instead I’m gonna have it be infinite and try to add biomes.
Hey mate! For someone who’s working a full time job and building this game/making these videos on the side it’s really impressive! Love the video and can’t wait to keep supporting you!
You’re kinda inspiring me to make a devlog for my linear adventure game. I see so many positives but I also a ton of negatives since I’d had to learn how to make videos and that’d take up more time than game dev’ing
Go for it! Learning video editing is definitely a process and as you can see I'm still learning it lol. But I've had a ton of fun and learned a lot from doing it so far.
I'm your first subscriber in case u do the devlog
Obsolutely love this and would love longer videos as its a joy to watch
Really like that you show how the community helped you
You guys really do help
Really loving your ideas so far! I can't wait to see where it goes. IDK how useful it is, but looking at your lil robot dude I just want to see a cute animation of him looking in his belly hatch for things, like rummaging and throwing out random items till he finds what he's looking for. Adorable! :D
the amount of feedback that you implement is insane. like, you're ending up such a more rounded and well-kept prototype because of how you include outside perspectives. its a very mature way of developing, like valve's crazy level of playtesting. good on you to use your platform well :)
also speaking of feedback, i think the hitbox for punching should be a lot bigger, its less realistic but i think players would get irritated having to line up the model of the fist with the tree every time they want to gather resources
Yeah I'm gonna tweak the animation for the next video and the hitbox will be much better
It Would be really cool to see some of the concept images that you want to make the game into, and even a little plan with check list stuff, looking forward to the end result. Already see mod packs and dlcs to this game when its fully furnished!!!
This so cool! I am so glad I found this channel to be along for the ride, and gain the confidence and motivation to build my own dream game.
Awesome man, super motivating towards my developing career, good luck with your journey!
this is probably my favorite series so far
This game already has more success catching an audience than the marketing campaigns of most finished indie games.
I only just found this channel, but wow, it's practically everything I was stuck on when I was working on my own game, plus you've managed to fix things I've just put off.
episode 2 came out yesterday, I started my journey into making my dream game yesterday so I'm gonna start watching these videos to boost my confidence!!!
Good luck!
Hi OverPhil, this was another great video. I was so happy to see this when I opened up UA-cam! I really enjoyed the last one and it was great to get a update and see how far you’ve come. It looks like you are learning a lot , which is really impressive. The game already looks like a lot of fun and I am excited to see what you have next for us. I like your presentation and the bits of humor you add in for the videos. Thank you for taking the time out of the development cycle to make a video and share with us too. Best of luck and I look forward to the next one! Take care brother
Keep up the great work, it looks amazing and I cant wait to see the finished product!
Please continue doing these. I always wondered what fame devs think when they are making a game. Awesome vids
That's an astonishingly amazing concept. I hope that it will blow up
You've blown up FAST man! Congrats! This thing is coming together nicely so dar, keep it up!
I’m very excited to play this. Keep up the good work!
Nice progress so far, looking forward to the end result :)
Glad to see more survival games.
I've been working on a survivsl game for the past year.
I hope our ideas don't overlap but I think both of ours will be quite different. I look forward to seeong this!
keep it up i am so excited for the final results of this project and please do not give up on this project
Damn Phil you've got to keep these coming. I'm so hyped!! 😁
Can't wait for the next video, I love what you do! A little step further each time.
Just wanted to say this looks interesting and subscribed can’t wait to see future updates
i love your idea for your dream game! couldnt agree more, i cant wait to see where this project goes! :) hope to play it one day!
Looks amazing, can't wait to see where you go with this!
I already love this series, you’re going places
You give me the confidence and the motivation I need to continue my game development journey. really awesome channel!
I'm ECSTATIC to know your making a game like this. Absolutely can't wait!
Super great video! I am stoked to see what else you do with the project. I was surprised to see that you used my raycast generator and that you explained my code better than I did. xP
I do have some advice for you if you would like to spawn your trees in the EDITOR. In Sebastian's video, he manually creates the mesh collider so that the normals along the chunk seams are correct. But if you are just using a single mesh, the standard mesh collider component will work just fine. That way you can spawn your trees in the Editor. Or, what else you could do is have a mesh collider component for the EDITOR, but disable or overwrite it when you start the game.
Thanks man I'll have to try that. And thanks for making videos I couldn't have made this one without you.
i'll be following this for sure, i've been getting into making video games for ab a year. I also make music and work a full time job so I don't have a lot of time to dedicate to game dev, so i'm excited to see how your game comes along!
I need more of this! Just started Unity and this is so helpful
so much progress! Well done!
Looking forward to the next one
If all the episodes are this short and this entertaining, I can't wait to follow the progress of this game to at least alpha. I've never been much of a game dev or code monkey, but this stuff fascinates me endlessly.
You literally taught me like 2 new things that I was wondering if there was a way to make THANK YOU DUDE also cool dev log
it's really interesting to watch your devlog! keep working; it looks great!
(as great as a funny lil robot man in a giant world full of trees and rocks can be, of course.)
I love devlog videos seeing the progress is so satisfying
You got this man! I may do this soon, and a sugjestion I have is to add random broken down houses or pieces of wood, maybe it could add lore!
Thanks for inspiring us to continue our game development! :)
Looks like the Brackeys inventory, just went through that myself recently. Looking great, keep it up!
Maybe you could have different randomly generated terrain depending on elevation. Like a desert basin or a snowy mountaintop.
I would recommend using different noise maps for moisture and temperature which will let you specify anything from a jungle to a snow biome
But terrains should be massive and distant with full of uniqueness!
@@SlothInTheHat isnt that how minecraft used to do it back in the day?
@@smokinwoodz Maybe, it’s the only way I could figure out how to implement biomes.
The game is looking good. Really am liking how the game world looks from all those objects being spawned in. Keep it up! :)
Such an amazing work ! Continue like this !
I see a ton of potential in this game! Keep going !
Here since day one, definitely watch episode 2
I really like the humor combined with game development because it makes it interesting to watch
And you did exactly that, so thank you and I also appreciate the work that goes into your videos
And also...
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
Very Cool can wait to see how this game will look when finished
Defo the start of something huge. Keep it up!
Bruh you make this look easy good job I can’t wait for more
Hey the hot bar stuff is actually not too bad, I made one for this personal project I’m working on. Just have the bar display the top X items in ur inventory and update it every time you pick an item up that goes into the top X slots! Looking cool so far so keep it up :)
Nice vid, cant wait to see what the game is gonna be like.From what you said and what I just saw this is gonna be a really fun game
great vid! i look forward to see this game progress further
Not sure why I enjoy these but I do wish to see more. We're all rooting for you.
LOVE this game idea its great and I am going to watch every video the second it comes out(:
I'm super excited for this! I love survival games and I want to learn how to program games so you're basically giving me a hint on how I could proceed! I'm looking forward to watching more of these videos!! But could you maybe go over the code a bit more in depth in the videos? Or maybe even do a separate series where you basically show almost everything? May be much to ask for and could take valuable time from you that should be put into making the game lol..
Anyway, I love the videos, great editing and interesting! Good luck my man, looking forward to the next video!! :D
These short videos are really fun cause you basically see a bunch of progress fast. But if you would be interested in making somewhat longer ones with maybe more explaining or something I'd love to see that too for sure!
Yeah that's something I've been debating about. I worry they won't be as entertaining if I overexplain everything
That's cool man. Like wow, you made it look easy.
looking good man, can't wait for the next update!!
Notifications turned on! Would love to play this one day and say I saw it come to life!!
Great job so far, can't wait to see more!
super cool series, cant wait to see where this goes
Uuuuh, another devlog! You should make an epic hitmarker whenever u hit a tree:)
I think that when your chopping down trees or mining rocks should take more than 1 hit and I personally think it would help a lot basing off of stardew etc. :) And is way to early but when you make the home/base you should be able to interact with the person who is controlling you, I feel like that would add a nice touch to the game.
i’m not a dev at all. i’m not even a massive gamer. but WOAH guy i love watching those devlogs so much. i got so sad when i saw this was only the beginning. i genuinely can’t wait to watch how cool that series is gonna turn out. PLEASE don’t pull a Dani on us and make us wait 4years for the next update !!!
like make this a weekly thing ! don’t rush anything but guy, i just wish i could just binge watch your videos
Ive been waiting for this, cant wait for more of that sweet sweet content!!!!
1:43 Instead of waiting 2 seconds, you can just make it so it waits until the land is generated. That way, if the land generates faster or slower than 2 seconds, the trees will always populate immediately after the land.
That's a good point
See you in 12 months, when he has 100K
Those random icons were amazing, i dont know why but i felt the urge to say it.
watching this from day 0 when theres several episodes is gonna be so good
Alert - New comfort youtuber found
ngl i really like games like this and i hope it turns out well so i hope the best for you
im marking it. i was here since devlog #1
lol i love ur vids looking forward to playing this in the future (I hope) :) ur doing great
Thanks I hope so too
Very interesting concept, can't wait to see where it goes!
I’m exited to see where you go with this! Quick request, everyone likes having a bit of customization and I think there beauty in simplicity. Maybe you could add some super simple neat hats to choose from and different colors?
love it ! taking inspiration from Minecraft is dope ! also i'm still working on my blender skillz
Can't wait to see this project as it progresses
nice! hope to see the game blow up!
and... Maybe you could add Bosses and monsters and make it a challenge!
Some of the best content on UA-cam no doubt
very nice I can't wait for the next devlog!
I was here man! I was here before it became the biggest game in the world!
Any questions for the 3d art stuff feel free to reach out! What your doing is the most pure form of game dev 'I want this game, so I'm gonna make it' Its literally how all us devs started and your progress is insane I have no doubt we will be playing this game soon
"And I gotta say, they are models". 3:45
That made me laugh.
If you're gonna let the player move while the inventory is open, I'd suggest changing the inventory layout a little, since the way it's set up right now you can't see like half the screen. If you moved the non-hotbar slots to fill up the top of the screen instead, it would be much easier to see where you're going while checking your inventory. The only real downside with that would be that it wouldn't be a square anymore. It's not a big deal, it'd just feel a little better that way.
This looks really great though, keep up the good work!
Scrap Mechanic kinda has the same idea, farm in the day, defend at night. Looking forward to your game :)
Holly molly i legit just found this channel and then legit minutes later u upload