I think it's amazing you picked the game back up. It looks like it really has a lot of potential. Now I am sure that you'll appreciate some feedback so here we go: I do really like the vector art style. While pixel art can be great as well, I think vector art would give the game more of a unique flair. Your skills in vector art and skeletal animation make me confident in saying that you'll be able to execute it well, too. The dash and jump mechanic looks quite cool too, although I don't like the way the player is frozen in air after the dash. I think reducing the gravity scale instead or just supporting the effect with some particles or animation would go a long way. Looking forward to seeing what you make of the game
You're very right about the frozen player in the air...I'll have to do something about it soon because it does look a bit jarring...maybe even a combination of both solutions...thanks so much for the feedback, I really appreciate it!
i really like your story. i also started game dev this year and YT the nervousness of posting on social media just like you said immediately goes away the moment you face the fear and post. good luck bro looking forward for new updates
1 a the most honest titles i'v read! Pls keep it up! Dang, nearing end and... 1 of the MOST honest vids i'v seen in a while. Hope u havin fun! N achieve ur goals! Remember, "goals issa target, no matter how good u r no 1 hits the bullseye ervrytm. Targets's about taking aim"😁 -CGP grey
@@Aaron-ur5jc Have another one! One of the big reasons of building this channel is to start a community of people who are in the same situation, working long hours and steadily building their own stuff, we need some kind of support among each other
@@tissueinu true that... true that. Hope u successfully build 1! I'm just a viewer brah😅. Pls go at ur own pace. Consistencys king👑🤴. Only now i'm realizin that magic sauce's direly needed fo long term achievements.
I am in a similar boat with a full-time job and doing game dev after hours. You cannot wait for motivation - you need to do one small thing and if you have the energy do the next small thing.
Thanks for the feedback! In the end I decided to go with the pixel art, I decided to focus on gameplay and stick with what was working for me right now. I go over it into more detail in the latest devlog I just posted
I think the character looks really good in Vectorstyle, it provides a lot more clarity and visual appeal compared to its Pixel counterpart. It's a simple character design with strong shapes, it is really suited for Vectors.
I'm reeeeaaaaching ooouuuttt! XD I'm glad you picked this up again. I really like the look of this game. I personally like the pixel art style over the new idea. A small pallet is good, but not too small. I really feel ya on ya limited time, with ya job etc. I would say to not burn out, give your self a strict bed time based on ya work hours. Make sure u get 6-8 hrs sleep each night. If you still got things that ya need to implement into your game, it can wait til the next afternoon. Hope this helps!
It really does! I think a lot of us have a hard time realizing that so much stuff can wait until the next day, yet we torture ourselves over it....Thanks for the feedback, I'll be sure to keep it in mind!
OMG! That cat is cute. I really like devlogs so I'll give you a follow. I'm making a game too while working full time. I'm not very organized but I've put in a lot of effort. I just work on the game when I feel like hoping I don't totally burn out. It's worked so far.
Thanks! I think there has to be a way for people like us who work full time to manage our own expectations of the time we actually have. I know I've really struggled in the past but I hope little by little I can find my own way and share it with others. (The cat's my mate's, as you can see he's a great playtester too)
Amazing start! Well done for such undertaking, you are an inspiration. I really like the pixelart style you have there, but the vector one also looked cool! Well done and all the best with this endeavor!
@@tissueinu you took the effort and courage to resurface it and share it with the world. Keeping it up will be a hard journey. But you inspire people already which is great!
I did see it, but coming from Unity I was very wary of built-in stuff like this...Godot however is proving to be a very different experience so I may have a go at it. In any case, later on today I'm releasing the second devlog where I'll go over the choice I made.
Looks really great! Great sense of movement and great attacks. DON'T get rid of the pixel art! I've always felt that the vector style feels so cheap. Reminds me of crappy mobile games for some reason. Not talking about the designs you showed, but more in general. Anyways, looking good, can't wait to see more!
Thanks so much! I also have the same feeling about vector art, I think a way to avoid the "crappymobilegame" factor you describe is to use spritesheets for animation instead of skeleton tools like DragonBones, but in the end I did end up sticking to pixel art
Game looks good. Personally I would have enjoyed a more combat focused game since that's my preference but its a different subject. The stealth mechanic would be good to keep, reminds me of Mark of the Ninja. If you want to release this as a full for sale product it does need some sort of a hook, otherwise its already a very saturated market. This is not to say that you dont have one already, Im just mentioning it since it was not mentioned in the video. Keep up the great work. Find the balance of professional work and hobby project, its never good to overwork if the job is not one of your dreams.
That's one of the beauties of game development I think. There are so many disciplines in it that we all get to start working with what's most comfortable and easy to us. It's a nice thing that so many of us are brought together in different ways by the same passion
In many ways you should actually be able to make the whole game using just boxes and placeholder art as its easy to spend way too much time on the character details and if its 2d, 3d or vector art - while none of these matter if the actual game i bunk. Designing levels is surely the hardest part as you will have to come up with some kind of story and what progress you should have through each level, introducing new gameplay mechanics, new gear, new types of enemies, progressive difficulty. Its wise to have a good chunk of this planned out before you do as otherwise you will possibly be tinkering with placeholder levels for a long time as you develop the whole engine. But as with any platformer you have to ask yourself what new your game can bring to the table unless its just a learning experience where you want to clone some other games mechanics. It might be that the game itself is pretty identical to others of this genre but you are able to do it in an interesting art style or high "cuteness" factor which a lot of indie devs have had success with. A limited palette is certainly the way to go if you want to make it more stylish, but as you say it can often limit the look greatly if you want to also convey different objects with distinct functionality as its important for a player to distinguish whats background art vs interactive stuff. Good luck.
Wow, thanks so much for the detailed reply. I agree with what you're saying, definitely the game could be developed much quicker, but as I said, I am working full time and I have a weakness for visual stuff...I think that having such an efficiency-centered focus towards the game is a very personal decision-I know I would have a hard time and I'd probably lose motivation faster than if I didn't...maybe the trick is to find a balance right? Gamedev is something that's fun for me cause I get to do a bit of art aside from the coding. As for the progression stuff, you're spot on, I have to find ways to iterate quickly and realize what works and what doesn't, while making a fun experience for players. A lot to think about! I want to thank you again, it was a very engaging response and one I'll keep coming back to frequently when in times of doubt.
@@tissueinu , thanks. I forgot to mention that your pixel art style is very nice and I can understand why you would want to work on that since you master it so well. A good balance between time spent on gameplay/leveldesign and the art is good. I must admit I have quite a few stranded game projects so I have gone into many of the pitfalls including a total burnout where I didnt want to touch any of my projects for almost a year. I guess its also difficult to strike the balance between a full time job (which I also have) and game development as a hobby. Starting smaller with simpler game ideas is a good way to work, and perhaps come back to the bigger ones now and then until they feel solid enough for you to go all in. Getting a decent overview of the total work needed can be both terrifying and a good measure to how motivated you are. Many of of the bigger successes we know of within indie games took almost a decade from inception to release so if anything its hard to keep motivated. There are some good youtube channels I watch to get inspiration, AdamCYounis for pixelart and Lost Relic Games for motivational speeches.
i'm also trying to decide if i use pixel art or vector art in my games, mainly because i have no idea how to animate vector art, but i find it to be way easier and funnier than pixel art.
That was exactly my problem...I basically found three ways to animate: 1. Making a spritesheet (tends to be a bit harder to set up since vector software isn't exactly built around it and without an animation timeline I get lost), 2. Using something like Dragonbone, but I'm finding it a bit too clunky to use or 3. Using a tool like Adobe After Effects (which is very expensive and I still haven't found a more affordable alternative). As for making assets I do really think it's much easier to make
Hi, I have recently dropped my Godot summer project after landing a full time project so I feel you. I'm also thinking of trying 3D if only I could learn basic low poly with pixel art textures. any advice?
I have a friend who very recently started doing these type of models with pixel art textures and he's quite happy with the result. He's doing it in Unity, however, I think Godot would be a great engine for these type of low rez assets. All the 3D I learned was here on youtube. I checked out a lot of Grant Abbitt for modelling. At some point I want to start touching a lot of 3D again for Godot, but maybe when this project is a bit more mature. Meanwhile, for the texturing, I found this very helpful if you'd like to take a look: ua-cam.com/video/RQVAUaSUP-k/v-deo.html A Let me know how it goes! Good luck with your project!
@@ma1onso I work with Python as well! I guess that's why I'm using Godot I guess, gdscript is quite similar. Glad to know it's a motivation, hope you keep at it and see your projects to completion!
@@ma1onso I think the main reason is that I spent so long without touching gml that coming back to gamedev using gdscript made more sense given its similarity to python. I also really like the community that Godot is bringing together and the fact that it's completely open source, but all in all, I think it's just a whim. I felt like using it, so I went ahead and I learned how to use it and at the moment it's feeling right. In the end there's always a bit of emotional judgement that we have to surrender to and listen to something other than our brains.
I think it's amazing you picked the game back up. It looks like it really has a lot of potential. Now I am sure that you'll appreciate some feedback so here we go:
I do really like the vector art style. While pixel art can be great as well, I think vector art would give the game more of a unique flair. Your skills in vector art and skeletal animation make me confident in saying that you'll be able to execute it well, too.
The dash and jump mechanic looks quite cool too, although I don't like the way the player is frozen in air after the dash. I think reducing the gravity scale instead or just supporting the effect with some particles or animation would go a long way.
Looking forward to seeing what you make of the game
You're very right about the frozen player in the air...I'll have to do something about it soon because it does look a bit jarring...maybe even a combination of both solutions...thanks so much for the feedback, I really appreciate it!
"For my dog's wellbeing"
*cut to dog having an existential crisis*
He's actually playing with an icecube lol, he goes crazy with them
i really like your story. i also started game dev this year and YT the nervousness of posting on social media just like you said immediately goes away the moment you face the fear and post. good luck bro looking forward for new updates
Thank you! It really did disappear, it actually motivates me a lot to post more stuff and continue working on the project
@@tissueinu yess best of luck and success 💯👍🏻👍🏻
1 a the most honest titles i'v read! Pls keep it up! Dang, nearing end and... 1 of the MOST honest vids i'v seen in a while. Hope u havin fun! N achieve ur goals! Remember,
"goals issa target, no matter how good u r no 1 hits the bullseye ervrytm. Targets's about taking aim"😁
-CGP grey
Thank you for the ❤! Love the viewer interactivity.
Thank you for that quote and for the kind words! I am indeed having fun, doing my best to keep my aim steady!
@@tissueinu happy to comment n know~ surprised u replied🤣
@@Aaron-ur5jc Have another one! One of the big reasons of building this channel is to start a community of people who are in the same situation, working long hours and steadily building their own stuff, we need some kind of support among each other
@@tissueinu true that... true that. Hope u successfully build 1! I'm just a viewer brah😅. Pls go at ur own pace. Consistencys king👑🤴. Only now i'm realizin that magic sauce's direly needed fo long term achievements.
Been wanting to follow a new devlog like this from the start. You're showing promise so I hope you keep going strong!
Thanks for the encouragement. I'll try my best!
I am in a similar boat with a full-time job and doing game dev after hours. You cannot wait for motivation - you need to do one small thing and if you have the energy do the next small thing.
Exactly! And at the very least just do anything every single day, that's how I'm trying to keep momentum.
Hey there, I feel you on the making a game with a full time work. Your game really looks neat, Keep it up!!!
Thank you! It's a difficult balance but not an impossible one, we can surely do it with a bit of planning!
I really like the vector art over the pixel art. I feel it really distinguishes the game from other games on the genre
Thanks for the feedback! In the end I decided to go with the pixel art, I decided to focus on gameplay and stick with what was working for me right now. I go over it into more detail in the latest devlog I just posted
Looks great Tissue, keep up the amazing work!
Thanks so much! Your channel is being one of my main sources of pixel art knowledge/inspiration!
@@tissueinu Whoa, glad it can help in any way!!! Your pixels are awesome
This game looks amazing! I have subscribed to your channel sir!
Thanks so much!
Animations looks super good! Awesome work :)
Thanks so much for your kind words!
I think the character looks really good in Vectorstyle, it provides a lot more clarity and visual appeal compared to its Pixel counterpart. It's a simple character design with strong shapes, it is really suited for Vectors.
I'm reeeeaaaaching ooouuuttt! XD I'm glad you picked this up again. I really like the look of this game. I personally like the pixel art style over the new idea. A small pallet is good, but not too small. I really feel ya on ya limited time, with ya job etc. I would say to not burn out, give your self a strict bed time based on ya work hours. Make sure u get 6-8 hrs sleep each night. If you still got things that ya need to implement into your game, it can wait til the next afternoon. Hope this helps!
It really does! I think a lot of us have a hard time realizing that so much stuff can wait until the next day, yet we torture ourselves over it....Thanks for the feedback, I'll be sure to keep it in mind!
@@tissueinu no wukaz maaaate 😁👍
OMG! That cat is cute. I really like devlogs so I'll give you a follow. I'm making a game too while working full time. I'm not very organized but I've put in a lot of effort. I just work on the game when I feel like hoping I don't totally burn out. It's worked so far.
Thanks! I think there has to be a way for people like us who work full time to manage our own expectations of the time we actually have. I know I've really struggled in the past but I hope little by little I can find my own way and share it with others. (The cat's my mate's, as you can see he's a great playtester too)
The great job planning ahead with trello / Game Design doc. Good Luck on your project I hope you see it threw to completion!
I'll try my best! Thanks for the kind words!
look forward to seeing where you go with this
Me too lol, it's still a big mystery
Hey man your game look amazing you will become successful one day
Thanks for the support!
its insanely hard but so so much worth it.
I like the new style
Thank you! Let's see which one I decide to keep pursuing!
Amazing start! Well done for such undertaking, you are an inspiration.
I really like the pixelart style you have there, but the vector one also looked cool! Well done and all the best with this endeavor!
Thanks for the encouragement and the uplifting words! It's great to see people liking a project I started so long ago and nobody had ever seen
@@tissueinu you took the effort and courage to resurface it and share it with the world. Keeping it up will be a hard journey. But you inspire people already which is great!
The intro so cool🔥🔥
Thanks! The timing was quite a challenge to set up
You should def go with the vector style; it looks awesome.
Thanks for the feedback! I still have to choose, lots of things to consider...
Underrated
Thanks for the comment! Makes me glad to know someone thinks that
Np
If you dont want to use dragon bones, Godot comes with a built in bone animation tool! its pretty neat.
I did see it, but coming from Unity I was very wary of built-in stuff like this...Godot however is proving to be a very different experience so I may have a go at it. In any case, later on today I'm releasing the second devlog where I'll go over the choice I made.
Cool stuff! Subscribed
I appreciate that! BTW I recognize you from twitter, you're making great stuff as well!
Looks really great! Great sense of movement and great attacks. DON'T get rid of the pixel art! I've always felt that the vector style feels so cheap. Reminds me of crappy mobile games for some reason. Not talking about the designs you showed, but more in general. Anyways, looking good, can't wait to see more!
Thanks so much! I also have the same feeling about vector art, I think a way to avoid the "crappymobilegame" factor you describe is to use spritesheets for animation instead of skeleton tools like DragonBones, but in the end I did end up sticking to pixel art
Wow cool
Thanks!
Game looks good. Personally I would have enjoyed a more combat focused game since that's my preference but its a different subject. The stealth mechanic would be good to keep, reminds me of Mark of the Ninja. If you want to release this as a full for sale product it does need some sort of a hook, otherwise its already a very saturated market. This is not to say that you dont have one already, Im just mentioning it since it was not mentioned in the video.
Keep up the great work. Find the balance of professional work and hobby project, its never good to overwork if the job is not one of your dreams.
I'm good at level design but bad at modeling and animating, we're like exact opposites in that way
That's one of the beauties of game development I think. There are so many disciplines in it that we all get to start working with what's most comfortable and easy to us. It's a nice thing that so many of us are brought together in different ways by the same passion
In many ways you should actually be able to make the whole game using just boxes and placeholder art as its easy to spend way too much time on the character details and if its 2d, 3d or vector art - while none of these matter if the actual game i bunk. Designing levels is surely the hardest part as you will have to come up with some kind of story and what progress you should have through each level, introducing new gameplay mechanics, new gear, new types of enemies, progressive difficulty. Its wise to have a good chunk of this planned out before you do as otherwise you will possibly be tinkering with placeholder levels for a long time as you develop the whole engine. But as with any platformer you have to ask yourself what new your game can bring to the table unless its just a learning experience where you want to clone some other games mechanics. It might be that the game itself is pretty identical to others of this genre but you are able to do it in an interesting art style or high "cuteness" factor which a lot of indie devs have had success with. A limited palette is certainly the way to go if you want to make it more stylish, but as you say it can often limit the look greatly if you want to also convey different objects with distinct functionality as its important for a player to distinguish whats background art vs interactive stuff. Good luck.
Wow, thanks so much for the detailed reply. I agree with what you're saying, definitely the game could be developed much quicker, but as I said, I am working full time and I have a weakness for visual stuff...I think that having such an efficiency-centered focus towards the game is a very personal decision-I know I would have a hard time and I'd probably lose motivation faster than if I didn't...maybe the trick is to find a balance right? Gamedev is something that's fun for me cause I get to do a bit of art aside from the coding. As for the progression stuff, you're spot on, I have to find ways to iterate quickly and realize what works and what doesn't, while making a fun experience for players. A lot to think about! I want to thank you again, it was a very engaging response and one I'll keep coming back to frequently when in times of doubt.
@@tissueinu , thanks. I forgot to mention that your pixel art style is very nice and I can understand why you would want to work on that since you master it so well. A good balance between time spent on gameplay/leveldesign and the art is good. I must admit I have quite a few stranded game projects so I have gone into many of the pitfalls including a total burnout where I didnt want to touch any of my projects for almost a year. I guess its also difficult to strike the balance between a full time job (which I also have) and game development as a hobby. Starting smaller with simpler game ideas is a good way to work, and perhaps come back to the bigger ones now and then until they feel solid enough for you to go all in. Getting a decent overview of the total work needed can be both terrifying and a good measure to how motivated you are. Many of of the bigger successes we know of within indie games took almost a decade from inception to release so if anything its hard to keep motivated. There are some good youtube channels I watch to get inspiration, AdamCYounis for pixelart and Lost Relic Games for motivational speeches.
i'm also trying to decide if i use pixel art or vector art in my games, mainly because i have no idea how to animate vector art, but i find it to be way easier and funnier than pixel art.
That was exactly my problem...I basically found three ways to animate: 1. Making a spritesheet (tends to be a bit harder to set up since vector software isn't exactly built around it and without an animation timeline I get lost), 2. Using something like Dragonbone, but I'm finding it a bit too clunky to use or 3. Using a tool like Adobe After Effects (which is very expensive and I still haven't found a more affordable alternative). As for making assets I do really think it's much easier to make
good video :)
Thanks so much!
Hi, I have recently dropped my Godot summer project after landing a full time project so I feel you. I'm also thinking of trying 3D if only I could learn basic low poly with pixel art textures. any advice?
I have a friend who very recently started doing these type of models with pixel art textures and he's quite happy with the result. He's doing it in Unity, however, I think Godot would be a great engine for these type of low rez assets. All the 3D I learned was here on youtube. I checked out a lot of Grant Abbitt for modelling. At some point I want to start touching a lot of 3D again for Godot, but maybe when this project is a bit more mature. Meanwhile, for the texturing, I found this very helpful if you'd like to take a look: ua-cam.com/video/RQVAUaSUP-k/v-deo.html A Let me know how it goes! Good luck with your project!
I played thousands of games so I can help grow your game bro
Why does your character look like frodo got fused with a bird? He even turns invisible like he’s got the one ring
He's actually a mix between a bird and a human! Very good eye!
Random question Do you play DST?
Kinda know someone with a quetzal
Don't Starve Together? Never played it, but having an actual quetzal sounds awesome
@@tissueinu yes, and I appreciate the reply!
Are you a web developer?
Kinda, what I do is mostly backend and microservices architecture, why?
@@tissueinu because I a Backend Developer in Python, at the night I develop video games 😅. Same situation, thanks for the motivation.
@@ma1onso I work with Python as well! I guess that's why I'm using Godot I guess, gdscript is quite similar. Glad to know it's a motivation, hope you keep at it and see your projects to completion!
@@tissueinu Cool! Python is for happy developers : ). What is the main reason for ditching gamemaker in favor of Godot?
@@ma1onso I think the main reason is that I spent so long without touching gml that coming back to gamedev using gdscript made more sense given its similarity to python. I also really like the community that Godot is bringing together and the fact that it's completely open source, but all in all, I think it's just a whim. I felt like using it, so I went ahead and I learned how to use it and at the moment it's feeling right. In the end there's always a bit of emotional judgement that we have to surrender to and listen to something other than our brains.
Are you Mexican or do you just like the bird?