I think a lot of people don’t realize how much work goes into making a game. How many HOURS of adjusting, tweaking stuff to get it correct. Love all the work. Wishlisted, and patiently waiting. 👉🏼👈🏼
@@AIAdev why not just have a dedicated reflect button on the building to flip the model building it on the edge of the grid? (haven't watched the entire video yet, so idk if its in)
Love the videos! Some spell name suggestions: Repress, Collect. Vanish(ment), Compress. I feel like you could "flavour" the spell to fit any name. For instance, with compress, the object would become very small quickly, so it looks like you compressed it to fit in your inventory. Or for vanishment, a little smoke effect, before the object vanishes.
suggestion: i think you should add a spell, that will summon a familier (like in the animes) from another world, that you can form a pact with, and command it to do work for you, like watering plants or telling them to construct a building or anything you will add later in game
Maybe add different "tribes" that use mana differently? For example, witches - elemental magic, like the magical wind that makes the broom fly, or the spell that summons the rain cloud you were talking about. Others may be elves with the ability to accelerate plant growth and healing people (magic of nature?) or demons with the power of destruction (they could live near witches and from them they would learn a spell that allows you to destroy previously placed objects). And the player would wander between different tribes to learn their ways of using magic. Traveling would involve the risk of being attacked by hostile creatures, but I guess the ability to use new spells would be worth it.
@@joewantsabrew Yeah, I know it would be something big and probably a little complicated to do, but I can always share an idea. In my opinion, it would add a nice reason to explore the island and push the plot a bit forward. E.g. in Muck you can just try to survive as long as you can, but you can also collect powerups, try to fix the boat, defeat the guards, the dragon and finish the game, so in Mana Valley you could do something similar by looking for other tribes and learning their spells that could be useful in the game and would add depth to the storyline of this world
I have an idea for the name of the spell which destroys objects. And I have 2 other spell ideas which are completely original. Spell idea #1: where you summon in a monster which will fight for you probably will be a pomp Lou but you can make it whatever monster you want. This spell is called Destructovaporalis. Spell idea #2: a bunch of homing projectiles goes after an enemy and freezes them solid for a few seconds. These ideas could really work for the project. Excited to see what you do next.
if you struggle with the placements of walls and fences, the satisfactory type is pretty good. Basically it snaps to the edge as normal, but the outside always faces the player. So basically the sprite visuals and the position are seperate
I am really enjoying the concept and progress of the game. The suggestions/ideas I have are: - Name the spell something simple like deconstruct, reverto, dismantle, return construct - Add the ability to tame monsters as familiars or pets, whether through feeding, magical contracts or a magical spell that makes an enemy a temporary or permanent friend - Make it so the game rains sometimes, making a day where you don't need to water crops - Add fishing, I love fishing minigames and you can easily add more ingredients, foods and unique items - Add a possibility of a double harvest, gamers like the extra serotonins they get when they successfully grind and get an extra reward based on RNG (ex: get 2x as many fruit) - Make a resting mechanic to skip time or days
The spell should be called "Mana Dematerializer" Also Im pretty sure you might be thinking of adding classes e.g. mana user, spiritualist, wizard, overseer, warlock, saint or something like that. And to make sure that farming is used in some sense you can make it so that you need a specific amount of mana to activate these classes. Furthermore, you will need some materials to help with your evolution/advancement to the next class. You can add a cool cut-scene where the material are put into a potion then your player drinks to go the next stage of mana. Familiars Familiars are a common thing with rpg's you can maybe integrate them into the game. These Familiars would give buffs to different aspects of the game. Weapons Weapons can be sorted into different forms, a staff, a wand, crystal, book and etc. These will give different buffs and some can only be used a specific class then a little description e.g. Staff of Yygdrasil (Staff type) "Can only be used by the class saint" The staff was made with the wood of Yydrasil and has the power of life flowing from the tips of its branches, only a "saint" could every contains its power. Or Eye of the Seventh Circle (Crystal type) Can only be wielded by a warlock "This weapon is one of the eyes of the demon ruling the lowest of the circle in hell, the corrupted energy chaoticly bursting out of this weapon can harm it users. Only the "warlock" could ever wield it and not be driven insane"
Suggestion: Once every 15 harvests of a specific plant species (guaranteed on the fifteenth, but with an increasing chance from the first of the cycle onwards, so the first harvest is 1/15 chance, second is 2/15, and so forth) you can get a higher tier or special version of the crop, like a silver pumpkin, mana carrot, flowering onion, radiant sunflower, etc. These can be used in alchemy the same as their lower tier counter parts, but also have unique spells or rituals that only they can do but aren't strictly necessary to progression. It would be something obtained and randomized upon harvest, so designing new 3D sprites wouldn't be required, and some spells/rituals/skills can change the probability. Additionally, because it would be guaranteed within x number of harvests or less, there wouldn't be as much frustration from players as there is with rare loot drops in some games because it isn't based on a luck system as much. Idk, I just find systems where progression is tied to luck kind of frustrating, and if these crops are the basis of a number of spells/rituals/alchemy, then players will already be harvesting/growing a good number of them, making the occasional higher tier surprise something pleasant, useful as a basic ingredient, but also useful for niche prank/cosmetic/bonus spells.
I am really excited for this game it seems like a really relaxing game to chill and vibe with I hope there's lots of different and immersive music throughout the game as well that makes things 1000% times better!
Yeah, I there to be a lot for the player to do and interact with. Certainly a main quest line but lots of side quests and other tasks the player can do, just for fun. I found a really talented composer and I'm excited to work with him!
Love the work so far, have the game in my wishlist and waiting patiently! If I could give a suggestion just for a general idea of what could be implemented how about a resource collection mechanic? Like chopping wood or mining ores for building? Also maybe a small village as well? Don't know if those ideas work but who knows. Keep up the great work!
For the fence and wall problem, I think you could address it by moving the fence to the edge ome of the following ways: - ensure that the inside is always towards the center of the square and allow fences/walls going perpendicular to be placed in the same square along with flooring. - ensure that the outside is ways facing in and make the fence slightly larger than the 2 blocks it occupies, designed so that it looks good when clips with other fences placed in the same orientation but also so that it looks like a corner when it clips into fences going perpendicular. You are probably going to want specific corner shapes, but at leats this way the roof and flooring won't require as much custom shenanigans. Before you fully implement either test them both with floors, you'll want to see if you like the look of the floors clipping through fences/walls (first option) or if they need to be slightly bigger than their square and clip through each other (possible for second option).
Make different types of wands/staffs that each have a special ability and a passive For example: Water wand Unique ability: water ball (launch a water ball that when it hits a enemy makes the enemy go in it till it pops) Passive: water magic deals more damage
I think you should add a castle weights be a lot of wizard or whatever it is people anyway or is nothing. maybe you can add secret items underwater. Teleportation portals will get you to another dimension. More enemies. quest maybe. finding more spells. And more movement options.
Spell idea: turning enemies that are on their last leg into alchemy ingredients with a curse type spell. Those ingredients could be what you don't get from planters - classic animals used for potions. The curse could be combined with various elements to yield different results: FIRE - dried newt WATER - bloated toad WIND - bat wings EARTH - mole tooth The curse is essentially "transmogrification" + "harvest materials". A simple name like "pluck" or "curse of [element]" or "curse of [animal]" could work. A name like "Pluck Toad" might be most intuitive. After upgrading the curse, less standard "elements" could be combined with it for materials of mythical beasts: WOOD - ??? METAL - ??? LIGHT - ??? DARK - ??? Also, this way you don't have to implement each animal nor kill peaceful creatures (unicorns?) just for the ingredients, and can go all out on creative monster designs.
I have a suggestion! You should add mana deprived zones that have unique properties to them. Like no gravity or one that makes flying islands. My favorite thing about games other then cosmetics is a diverse world. Maybe one with an upside down waterfall👏
Quick thought about the wall issue: put them on the grid line (corners solved), maybe wall collider should ignore certain layers (to prevent from not being able to put items next to the wall), but you have to check, if the next grid field doesnt contain the same object (to prevent walls going through objects). Or make colliders for other objects slightly smaller, that there is a room for the wall on sides. Or simply google how it was done for example in The Sims:)
This looks awesome! Im glad you are implementing some of the original concepts of your original game into Mana Valley. I think the destroy spell could be called dismantle, disassemble, or deconstruct if you are sticking with english naming sense for the magic system. Or if you want to take a more wild flair to it you could use Rewind as if you are rewinding the time of the components used to assemble to objects back to their base form.
Add a spell that allows you to tame slimes and stuff as pets or as help for fights. If this game ever has bosses, you should be able to tame them after you get them low enough and they'll be able to help you.
Suggestion: What if there were some kind of "explosion" spell, perhaps launching a little explosive-magic that detonates when it hits something? It could probably deal damage to enemies, at the cost of using more mana than the normal attacking spell And what if you could also use it to rocket jump?
Good stuff. Maybe add something like an object such as a tree with a door that acts like the Tardis from Doctor Who. If you haven't seen it it's the idea of walking into something small on the outside that's big on the inside. This also appears in Harry Potter with the tents they have and the bag Hermonie has for storing them.
I love the stylization/style/shader of the game! Keep up the awesome work AND THE DEVLOGS. I like the way you're structuring/talking/explaining things. It's not too flashy like some other devlogs - it's more personable 🙂!
For the spell name, id say deconstruct, if you ever add puzzles this spell could be used to dismantle mechanisms too. In terms of things to add, first off merging! So many magic games are lacking in the ability to have unique builds and actually merge spells, like having a compress water, and then using a seperate spell to heat it up into a steam burst with tons of knockback. In terms of coding its adding 3 spells (sorry AIA) but the simple ability to get creative and the joy people get from accidently discovering something they can use is unmatched. Dragons are gonna be a common one, but id actually go the less game breaking route, and have them be related to the building system, like having a little hatchery you can build for your dragons and maybe they are just like... little, they just scavenge for bits of gold and passively get it to you slowly. (bonus points if we can breed the dragons for different colors, but i do understand all of that is a big ask) and third just animals in general, with the farming having unique magic animals that maybe eat the crops and prodouce even more mana, but they take longer and require extra water. Absolutely love the work man, keep it up!
Suggestion : Make 4 bosses where the first 3 have rhyming names and the 4th is like bob or smth kinda like the ghost from paceman . Inky, Pinky, blinky, and Clyde
You can add a pet to the game, like, if you kill one monster ther's a chance of a pacific version of this mob spawn, and it pet can give a bonus to the player. (I'm Brazilian so my english is bad sorry for that)
OMG- I've been reading through the comments and I had a great idea (in my opinion). So. Imagine that hostile creatures could break some things (steal plants, rob water from the well...) but could not totally destroy the things. You could make some kind of protection spell and a repair spell. You could also use the protection spell on you as shield. Just an idea. I just want to play this game!
Loving the series so far, I look forward to the progression of this game :) For the problem you were having with corners and such, I think a possible workaround would be to go back to the edge tiles you had at the start, but have an option to "flip" the thing you're placing inside out Alternatively you could make it so that the player can place walls and fences on multiple edges of the same tile and simply have the inside part be facing them, which would have the same effect as "flipping" the tile but could also allow for greater design control Hope you figure it out 👍
After implementing an inventory system for my own game I can understand a bit of the frustration when you were talking about having the right items equipped without having to loot a chest. My game doesn't even crafting, but I can imagine how some of that might become frustrating to debug and test. Good luck and the game looks really good 👍
Man, I got so much respect for your originality! I'm still learning how to create an RPG from a course I bought online. It's good (trust me, it's insanely good!), but you my friend, you're doing the impossible. Keep up the amazing work man!
Maybe planters could be for herbs and flowers but regular farming plots for the rest of the crops. Also orchards. Oh! Maybe in the future there could be different ways to cook and refine the crops? They give extra boosts if eaten and give more money when sold. :>
Thanks for showing Quantum Console in the video! It finally convinced me to buy it from the Asset Store, especially that now that Unity has a sale going on.
Glad im not the only one that gives future me challenges to overcome. I even leave little notes directly in my code for future me to have an easier time figuring it out.
I love the artstyle and aesthetic for the game. I don't ever use Steam, as I don't play many games, but this game is on the wishlist. It's actually the only game on the wishlist. So, is there going to be a painting system? Perhaps using alchemy, different colors can be made. It's fun when games have a lot of customization, especially building games. Perhaps also a banner system, where you can make very basic designs but very custom designs, reminiscent of patterns in animal crossing games or clan flags/emblems/banners in multiplayer mobile games. Perhaps the designs can be used as stamps that can be placed on surfaces. Keep up the good work, it's looking great! :3
Will you adding the dark arts into your video game, Aidev? Where people want to roleplay anti-hero prehaps villain to screw around with other players. I would love to see spells that use your health bar and mana bar at same time. I would like to see cartoony chibi blood fimilars and chibi zombie horde defend your fortress.
For a game in which spells are such a big thing, having a spell ONLY for deconstruct seems a little weak, I think you can make it more interesting You could expand the spell to maybe teleportation of objects or even a pocket dimension of some sort and bind it to also the placement of walls and objects, that would explain how you can spawn a wall out of nowhere That's just a rough idea of things you can do, take it as a loosely suggestions You're making some really cool progress overall
Cool ideas! There will certainly be many more spells in the game :). Some of the really unique stuff is limited to the size of my team... being 1... me. lol
I love your devlogs about mana valley, keep it up! I think that it would be cool to add magical beasts that you can tame to help you with the farming and with other gameplay stuff
Suggestion For Performance: I don't know if you are already doing this but I would highly recommend having a world manager that ticks every frame then in that manager you can iterate through all the plants in the world to age them all from one component, instead of having several hundred behaviors in the scene all running on update functions. This should help to reduce the overall performance cost of plants and allow you to age them even when the player isn't nearby. You could also hook in several other systems at a later point like time of day, hunger, etc, if you want them of course. Also I would suggest that you use vfx graph for particle effects, it takes a little bit more leg work to learn but it's hundreds of times more optimized so long as you don't need the particles to interact with physics. You can still have gravity, but world collision isn't really possible with vfx graph. as for the planters I would just have set points you can plant in each one that center the seed on mouse over that way the player doesn't have to be very accurate to plant the seed, and you can get more control over exactly where the seed is growing and how many plants fit in each planter. You could then expand on that idea further by having specific plots in the planter only suitable for specific sized plants, and if you wanted to go really deep you could even add data structs to those plots for things like fertilizers.
@@AIAdev VFX graphs are just another way of making particles in unity it works with the urp and hdrp render pipelines and has a node drag system more similar to how unreal does particle effects, but instead of going through the usual processing loop of geometry -> cpu -> shader -> gpu it just puts all the particle calculations on the gpu from the start. This means you can easily have particle systems with millions of particles without tanking fps although I still don't recommend going quite that far, but the downside is that since the particles aren't being calculated on the CPU at all they can't interact with collision as that is only happening on the CPU. ua-cam.com/video/7bMOhNUA1bI/v-deo.html&ab_channel=GabrielAguiarProd. here's a link to some very handy VFX graph tutorials. The VFX graph is not only much more performant but is capable of significantly better results.
This game is very interesting so far, and I love the work that you’ve done in Mana valley. A good name for the spell you created good be “deconstruct”, speaking of spells you should add one that can speed a a plants growth by a stage or two, it shouldn’t cost too much mana but still have a pretty long cool down. You could call it accelerate, anyways I can’t wait to play the game and see more of your development.
Have you tried making it snap to the closest edge center and make rotation based on that snap point? In this case you would need objects that snap to the grid from center of grid square, and objects that snap at edges of the grid. For the plant problem of floating above planters change the origin point in a 3d software like blender to the point you want the plant to be at the surface so for a stalk the models origin would be slightly higher than its base, in this case you can just create "seed spots" using an empty parented to the planter in this case the origin of the object will use the "seed spots location" for where it should be when it changes model.
Always looking forward to these! How about adding a spell to chop the trees. I'm thinking something along the lines of a magical axe being attached from your wand through a magic "lead" or stream - Harry Potter style? - and then later you would get the ability to chop trees faster with a magical chainsaw spell? Keep up the great work!
Suggestion: Would be could if you had fantasy plants that you grow with different stuff. For example: fire flowers that you use for flaming splash potions or semthing. The way you grow it is with lava instead of water. Or dairy daisies that you grow with milk (the milk you can get from cows or maybe a costum mob). Stuff like that would add some depth to farming.
Looks great! I love seeing your updates. What would cool is if you could grow vegetables to eat/use orrrrr bewitch them to become defenders, like growing a pumpkin that turns into a monster pumpkin that can fight with its vines or something 😂😂😂
I'm 13 and am making game like apex legends(beatle royale)and I heave suggestion:add a items like bouncing mushrooms,pasiv bea nest and ants nest. Suggestion:made a rain time,(fog) blury time,thunder and lightning time and...Suggestion:more mobs like pumpkin spiders,rabit of lettuce,butterfly...
You should add companions that can follow you and help with quest. Maybe even add different creatures for pets that help with farming or just carrying stuff around with you. I know this might be a lot but what about environment getting destroyed when fighting?
Hiii! I love your videos and I can't wait for the game to come out!! Maybe the spell could be called "Reducto" (a different version of Reduce, that can be reduce in space to put it in the inventory or reduce to ashes, as in destroying it) Some features might be a Levitation spell to make it easier to travel animals (if they would be in the game) or even players; Some type of mana powered Golem that helps you with crops for example; Some type of portal to make it easier to travel between two places (for example if you have your house and your farm in two separate places, the portal will allow for faster travel); Some kind of ruins with multiple floors for some adventure.
Love the game! For the water icon changing to red, it kinda looks like it changes to blood, which while metal af, doesn't seem to represent the artstyle lol. so maybe instead you could put a face on the drop from happy (watered) to neutral (needs water) to sad (desperately needs water) or something like that?
The mana will be used for the leveling system! I originally was going to have skill trees but thought of a more interesting idea that should make it more fun (I hope)
I would have a suggestion for the water plant system. In the scond watering stage you turn the droplet red. My concern is that could cause colorblindess issues for some people. I would go for like 2 drops stacked behind each other or something like this
Hey! I'm really excited for Mana Valley! Could you add caves / caverns to the game? Maybe you could go down and mine for materials, then bring them back up to craft better things. (like bigger plant beds)
The idea for you game is good, having something like a lively tower-defender. Didn't expect that, tbh. About spells, I like skill trees, that require 2 previous skills to learn a more powerful one. ofc elements is best base for spells.
I loooooove!! your game!! been following your dev logs now for a while and they are honestly great!! I can not wait to be able to play this game one day
For the problem you had with fences, maybe you could have it so that objects like fences and walls get placed based on the lines of the grid and not the squares. That way the player could choose which side of the square they want the fence on, and rotate the fence so its oriented the wrong way. This would also fix the corner issue and the gap between the floor issue.
suggestion: if mana defines how big/powerful your spells are, then I think it would be cool if you could get different types of mana depending on your actions in the game. for example gardening would give you plant mana and mining would give you rock mana.
Fence. Allow the player to rotate the object, but not the mesh, then when the player places the object the mesh is set to correct alignment by the game?
I think the spell used to give you the places item should just be a shrink spell so you can have multiple used for the spell and it makes sense because your shrinking it so it can fit into your backpack/pocket/invento ry
Very nice work! (And very nice spreadsheets 👀) looking forward to how future you overcomes the fence issue! Name suggestion for destroy spell, Deconstruct? (Says what it is on the tin, and sounds technical, also imagine deconstructing someone!)
suggestion: pumpkin golems/headless horseman enemy type that tries to 'liberate' either all pumpkin crops or pumpkin crops that aren't happy or yknow just a headless horseman that wants to kill you idk
You could maybe try making a enemy that can burrow underground like some kind of duo, the two enemy's switch between each over like their attached to each over. The first one could be like a flying guy and the other one would be like a carrot guy who burrows underground
Are you going to have magical alternatives to the farming tools to work at unlocking? Summoning a rain cloud to water a whole area, maybe enchanted tools doing things by themselves or levitating a crop over to storage so you don't have to carry them
You could add a quick travel spell that will use mana. The map will only show parts you've been to and maybe there will be structures that you can quick travel to.
Did you solve the grid issue with your building yet? Because I have a suggestion that I have been playing with in my own game. And I feel like it would easily meet your needs.
i have an important question. if the system only checks if a plant can mature when the player is around. will the plant ever mature if the player is away. IE-if i leave to go do something else for awhile and come back.
Great Suggestion: You and your friends in battle bosses to earn lots of loot Bad Suggestion: Make a timer for when plants can die if they dont get bo'ohw'o'wo'er (Water)
Instead of checking the plant status whenever the player is near, couldn't you add an event to the plant prefab which triggers a state after X sec/min and water amount? Basically each plant having its own small FSM?
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Name the destroy attack
"Destroica kokonica" and no it doesn't mean anything cool I just came up with it in the spot
its not a witch game with out a skill tree, add it NOW!!!
@@EmileAnimation true
@@thatpigboss
@@AIAdev getting sponsored by raid proves that ur making it as a content creator, gg!
I think a lot of people don’t realize how much work goes into making a game. How many HOURS of adjusting, tweaking stuff to get it correct. Love all the work. Wishlisted, and patiently waiting. 👉🏼👈🏼
This is VERY true. It's certainly not a linear process.
@@AIAdev if it was everyone would be a developer.
@@AIAdev why not just have a dedicated reflect button on the building to flip the model building it on the edge of the grid? (haven't watched the entire video yet, so idk if its in)
@@AIAdev yeah definitely, i really admire the work you do
Me too
Love the videos!
Some spell name suggestions: Repress, Collect. Vanish(ment), Compress.
I feel like you could "flavour" the spell to fit any name. For instance, with compress, the object would become very small quickly, so it looks like you compressed it to fit in your inventory. Or for vanishment, a little smoke effect, before the object vanishes.
I love "Compress," it gives the player the perspective that you are using magic to shrink the items and hold them in your bag!
yeah compress is a good one.
I wanted to like but it had 69 likes and I didn’t want to ruin it
suggestion: i think you should add a spell, that will summon a familier (like in the animes) from another world, that you can form a pact with, and command it to do work for you, like watering plants or telling them to construct a building or anything you will add later in game
Ahh yes, slavery.
Maybe add different "tribes" that use mana differently? For example, witches - elemental magic, like the magical wind that makes the broom fly, or the spell that summons the rain cloud you were talking about. Others may be elves with the ability to accelerate plant growth and healing people (magic of nature?) or demons with the power of destruction (they could live near witches and from them they would learn a spell that allows you to destroy previously placed objects). And the player would wander between different tribes to learn their ways of using magic. Traveling would involve the risk of being attacked by hostile creatures, but I guess the ability to use new spells would be worth it.
Yes!
This is a pretty cool idea! Dunno if AIA would add it, as it's a pretty big thing
@@joewantsabrew Yeah, I know it would be something big and probably a little complicated to do, but I can always share an idea. In my opinion, it would add a nice reason to explore the island and push the plot a bit forward. E.g. in Muck you can just try to survive as long as you can, but you can also collect powerups, try to fix the boat, defeat the guards, the dragon and finish the game, so in Mana Valley you could do something similar by looking for other tribes and learning their spells that could be useful in the game and would add depth to the storyline of this world
I have an idea for the name of the spell which destroys objects. And I have 2 other spell ideas which are completely original. Spell idea #1: where you summon in a monster which will fight for you probably will be a pomp Lou but you can make it whatever monster you want. This spell is called Destructovaporalis. Spell idea #2: a bunch of homing projectiles goes after an enemy and freezes them solid for a few seconds. These ideas could really work for the project. Excited to see what you do next.
if you struggle with the placements of walls and fences, the satisfactory type is pretty good. Basically it snaps to the edge as normal, but the outside always faces the player. So basically the sprite visuals and the position are seperate
I am really enjoying the concept and progress of the game. The suggestions/ideas I have are:
- Name the spell something simple like deconstruct, reverto, dismantle, return construct
- Add the ability to tame monsters as familiars or pets, whether through feeding, magical contracts or a magical spell that makes an enemy a temporary or permanent friend
- Make it so the game rains sometimes, making a day where you don't need to water crops
- Add fishing, I love fishing minigames and you can easily add more ingredients, foods and unique items
- Add a possibility of a double harvest, gamers like the extra serotonins they get when they successfully grind and get an extra reward based on RNG (ex: get 2x as many fruit)
- Make a resting mechanic to skip time or days
love these ideas!
@@AIAdev I am glad you like them! I love your content and can't wait to play the game when it's ready or needs beta testing :D
i think the destroy spell should be called something more construction like, like "Deconstruct" or "Disassemble", loving the game so far!
The spell should be called "Mana Dematerializer"
Also Im pretty sure you might be thinking of adding classes e.g. mana user, spiritualist, wizard, overseer, warlock, saint or something like that. And to make sure that farming is used in some sense you can make it so that you need a specific amount of mana to activate these classes. Furthermore, you will need some materials to help with your evolution/advancement to the next class. You can add a cool cut-scene where the material are put into a potion then your player drinks to go the next stage of mana.
Familiars
Familiars are a common thing with rpg's you can maybe integrate them into the game. These Familiars would give buffs to different aspects of the game.
Weapons
Weapons can be sorted into different forms, a staff, a wand, crystal, book and etc. These will give different buffs and some can only be used a specific class then a little description e.g.
Staff of Yygdrasil (Staff type)
"Can only be used by the class saint" The staff was made with the wood of Yydrasil and has the power of life flowing from the tips of its branches, only a "saint" could every contains its power.
Or
Eye of the Seventh Circle (Crystal type)
Can only be wielded by a warlock
"This weapon is one of the eyes of the demon ruling the lowest of the circle in hell, the corrupted energy chaoticly bursting out of this weapon can harm it users. Only the "warlock" could ever wield it and not be driven insane"
Suggestion: Once every 15 harvests of a specific plant species (guaranteed on the fifteenth, but with an increasing chance from the first of the cycle onwards, so the first harvest is 1/15 chance, second is 2/15, and so forth) you can get a higher tier or special version of the crop, like a silver pumpkin, mana carrot, flowering onion, radiant sunflower, etc. These can be used in alchemy the same as their lower tier counter parts, but also have unique spells or rituals that only they can do but aren't strictly necessary to progression. It would be something obtained and randomized upon harvest, so designing new 3D sprites wouldn't be required, and some spells/rituals/skills can change the probability. Additionally, because it would be guaranteed within x number of harvests or less, there wouldn't be as much frustration from players as there is with rare loot drops in some games because it isn't based on a luck system as much.
Idk, I just find systems where progression is tied to luck kind of frustrating, and if these crops are the basis of a number of spells/rituals/alchemy, then players will already be harvesting/growing a good number of them, making the occasional higher tier surprise something pleasant, useful as a basic ingredient, but also useful for niche prank/cosmetic/bonus spells.
I am really excited for this game it seems like a really relaxing game to chill and vibe with I hope there's lots of different and immersive music throughout the game as well that makes things 1000% times better!
Yeah, I there to be a lot for the player to do and interact with. Certainly a main quest line but lots of side quests and other tasks the player can do, just for fun.
I found a really talented composer and I'm excited to work with him!
Love the work so far, have the game in my wishlist and waiting patiently! If I could give a suggestion just for a general idea of what could be implemented how about a resource collection mechanic? Like chopping wood or mining ores for building? Also maybe a small village as well? Don't know if those ideas work but who knows. Keep up the great work!
For the fence and wall problem, I think you could address it by moving the fence to the edge ome of the following ways:
- ensure that the inside is always towards the center of the square and allow fences/walls going perpendicular to be placed in the same square along with flooring.
- ensure that the outside is ways facing in and make the fence slightly larger than the 2 blocks it occupies, designed so that it looks good when clips with other fences placed in the same orientation but also so that it looks like a corner when it clips into fences going perpendicular.
You are probably going to want specific corner shapes, but at leats this way the roof and flooring won't require as much custom shenanigans.
Before you fully implement either test them both with floors, you'll want to see if you like the look of the floors clipping through fences/walls (first option) or if they need to be slightly bigger than their square and clip through each other (possible for second option).
Make different types of wands/staffs that each have a special ability and a passive
For example:
Water wand
Unique ability: water ball (launch a water ball that when it hits a enemy makes the enemy go in it till it pops)
Passive: water magic deals more damage
I think you should add a castle weights be a lot of wizard or whatever it is people anyway or is nothing. maybe you can add secret items underwater. Teleportation portals will get you to another dimension. More enemies. quest maybe. finding more spells. And more movement options.
AIA: At some point you just expect things to know what they're supposed to do.
ChatGPT: Hold my beer
I would love an ai that can make games
@@AIAdev L
I saw the title and was like.... "Yeah... That makes sense"
punkin smash
Spell idea: turning enemies that are on their last leg into alchemy ingredients with a curse type spell.
Those ingredients could be what you don't get from planters - classic animals used for potions.
The curse could be combined with various elements to yield different results:
FIRE - dried newt
WATER - bloated toad
WIND - bat wings
EARTH - mole tooth
The curse is essentially "transmogrification" + "harvest materials". A simple name like "pluck" or "curse of [element]" or "curse of [animal]" could work. A name like "Pluck Toad" might be most intuitive.
After upgrading the curse, less standard "elements" could be combined with it for materials of mythical beasts:
WOOD - ???
METAL - ???
LIGHT - ???
DARK - ???
Also, this way you don't have to implement each animal nor kill peaceful creatures (unicorns?) just for the ingredients, and can go all out on creative monster designs.
I have a suggestion! You should add mana deprived zones that have unique properties to them. Like no gravity or one that makes flying islands. My favorite thing about games other then cosmetics is a diverse world. Maybe one with an upside down waterfall👏
Once the game is done, you could make the wave survival another mode/spinoff game, that would be fun!
PS: name the destruction spell Destructo Mente!
Quick thought about the wall issue: put them on the grid line (corners solved), maybe wall collider should ignore certain layers (to prevent from not being able to put items next to the wall), but you have to check, if the next grid field doesnt contain the same object (to prevent walls going through objects). Or make colliders for other objects slightly smaller, that there is a room for the wall on sides.
Or simply google how it was done for example in The Sims:)
This looks awesome! Im glad you are implementing some of the original concepts of your original game into Mana Valley. I think the destroy spell could be called dismantle, disassemble, or deconstruct if you are sticking with english naming sense for the magic system. Or if you want to take a more wild flair to it you could use Rewind as if you are rewinding the time of the components used to assemble to objects back to their base form.
Add a spell that allows you to tame slimes and stuff as pets or as help for fights. If this game ever has bosses, you should be able to tame them after you get them low enough and they'll be able to help you.
Suggestion: What if there were some kind of "explosion" spell, perhaps launching a little explosive-magic that detonates when it hits something?
It could probably deal damage to enemies, at the cost of using more mana than the normal attacking spell
And what if you could also use it to rocket jump?
Good stuff.
Maybe add something like an object such as a tree with a door that acts like the Tardis from Doctor Who. If you haven't seen it it's the idea of walking into something small on the outside that's big on the inside. This also appears in Harry Potter with the tents they have and the bag Hermonie has for storing them.
this is a cool idea!
I love the stylization/style/shader of the game! Keep up the awesome work AND THE DEVLOGS. I like the way you're structuring/talking/explaining things. It's not too flashy like some other devlogs - it's more personable 🙂!
Thank you so much Martin, this means a lot!
For the spell name, id say deconstruct, if you ever add puzzles this spell could be used to dismantle mechanisms too.
In terms of things to add, first off merging! So many magic games are lacking in the ability to have unique builds and actually merge spells, like having a compress water, and then using a seperate spell to heat it up into a steam burst with tons of knockback. In terms of coding its adding 3 spells (sorry AIA) but the simple ability to get creative and the joy people get from accidently discovering something they can use is unmatched. Dragons are gonna be a common one, but id actually go the less game breaking route, and have them be related to the building system, like having a little hatchery you can build for your dragons and maybe they are just like... little, they just scavenge for bits of gold and passively get it to you slowly. (bonus points if we can breed the dragons for different colors, but i do understand all of that is a big ask) and third just animals in general, with the farming having unique magic animals that maybe eat the crops and prodouce even more mana, but they take longer and require extra water.
Absolutely love the work man, keep it up!
Suggestion : Make 4 bosses where the first 3 have rhyming names and the 4th is like bob or smth kinda like the ghost from paceman . Inky, Pinky, blinky, and Clyde
New name suggestion for the destroy spell : dismantle
ooo I like that
You could add villages full of npcs that could trade you items or give you quests and you'll get a new spell as a reward
💯💯💯
You can add a pet to the game, like, if you kill one monster ther's a chance of a pacific version of this mob spawn, and it pet can give a bonus to the player. (I'm Brazilian so my english is bad sorry for that)
OMG- I've been reading through the comments and I had a great idea (in my opinion). So. Imagine that hostile creatures could break some things (steal plants, rob water from the well...) but could not totally destroy the things. You could make some kind of protection spell and a repair spell. You could also use the protection spell on you as shield. Just an idea. I just want to play this game!
Loving the series so far, I look forward to the progression of this game :)
For the problem you were having with corners and such, I think a possible workaround would be to go back to the edge tiles you had at the start, but have an option to "flip" the thing you're placing inside out
Alternatively you could make it so that the player can place walls and fences on multiple edges of the same tile and simply have the inside part be facing them, which would have the same effect as "flipping" the tile but could also allow for greater design control
Hope you figure it out 👍
After implementing an inventory system for my own game I can understand a bit of the frustration when you were talking about having the right items equipped without having to loot a chest. My game doesn't even crafting, but I can imagine how some of that might become frustrating to debug and test. Good luck and the game looks really good 👍
so happy that you got a sponsor! glad your channel is growing
Thank you!!
Add a spell that makes the target dance works on anything
lol that's kinda funny. My buddy has a game like this called Dance Assembly. I'll have to see if he lets me borrow the idea.
Man, I got so much respect for your originality!
I'm still learning how to create an RPG from a course I bought online. It's good (trust me, it's insanely good!), but you my friend, you're doing the impossible. Keep up the amazing work man!
thank you!
Maybe planters could be for herbs and flowers but regular farming plots for the rest of the crops. Also orchards.
Oh! Maybe in the future there could be different ways to cook and refine the crops? They give extra boosts if eaten and give more money when sold. :>
Damn the farming system actually looks sick, I can already see the future vision of how this game will play out. Looking forward to it 🔥
Thanks! I'm curious if your vision aligns with mine lol
Not sure if you are going to see this but could you maybe add a dialogue system? that would really polish up the game
Thanks for showing Quantum Console in the video! It finally convinced me to buy it from the Asset Store, especially that now that Unity has a sale going on.
Hopefully you got the non-deprecated version. I bought it and then a week later they came out with a new version lol. I still love it though.
@@AIAdev oh what a bummer. Yeah, I got the newest one.
Glad im not the only one that gives future me challenges to overcome.
I even leave little notes directly in my code for future me to have an easier time figuring it out.
Add some troll spells for your friends, like a push spell that works on mobs and your friends, so we can do a little trolling
Amazing, can't wait to see where this is headed!
Thanks Lejo!
I love the artstyle and aesthetic for the game. I don't ever use Steam, as I don't play many games, but this game is on the wishlist. It's actually the only game on the wishlist.
So, is there going to be a painting system? Perhaps using alchemy, different colors can be made. It's fun when games have a lot of customization, especially building games. Perhaps also a banner system, where you can make very basic designs but very custom designs, reminiscent of patterns in animal crossing games or clan flags/emblems/banners in multiplayer mobile games. Perhaps the designs can be used as stamps that can be placed on surfaces.
Keep up the good work, it's looking great! :3
I hadn't thought of a painting system, but it is a cool idea!
Will you adding the dark arts into your video game, Aidev?
Where people want to roleplay anti-hero prehaps villain to screw around with other players.
I would love to see spells that use your health bar and mana bar at same time.
I would like to see cartoony chibi blood fimilars and chibi zombie horde defend your fortress.
I'm not sure how much I can say without spoiling the lore... but in short... yes. But perhaps not to the extent you suggest.
suggestion: I think you should add a monster that looks like Mr. Beast and if he gets to you he will either take some mana or give you some.
For a game in which spells are such a big thing, having a spell ONLY for deconstruct seems a little weak, I think you can make it more interesting
You could expand the spell to maybe teleportation of objects or even a pocket dimension of some sort and bind it to also the placement of walls and objects, that would explain how you can spawn a wall out of nowhere
That's just a rough idea of things you can do, take it as a loosely suggestions
You're making some really cool progress overall
Cool ideas! There will certainly be many more spells in the game :). Some of the really unique stuff is limited to the size of my team... being 1... me. lol
@@AIAdev good job xD hope you get some help too, isnt a small project at all
I usually get bored of dev vlogs but yours are always fun
I love your devlogs about mana valley, keep it up!
I think that it would be cool to add magical beasts that you can tame to help you with the farming and with other gameplay stuff
thank you!
this is a cool idea. friendly animals of some sort will be in the game for sure. maybe not to this extent. We'll see.
I can't wait to see how it would turn out! You keep amazing me with every new devlog
Love your work! But please change the tree leaves gradient!! Make it span a longer distance and make the bottom and top colors more similar :)
Suggestion For Performance: I don't know if you are already doing this but I would highly recommend having a world manager that ticks every frame then in that manager you can iterate through all the plants in the world to age them all from one component, instead of having several hundred behaviors in the scene all running on update functions. This should help to reduce the overall performance cost of plants and allow you to age them even when the player isn't nearby. You could also hook in several other systems at a later point like time of day, hunger, etc, if you want them of course.
Also I would suggest that you use vfx graph for particle effects, it takes a little bit more leg work to learn but it's hundreds of times more optimized so long as you don't need the particles to interact with physics. You can still have gravity, but world collision isn't really possible with vfx graph.
as for the planters I would just have set points you can plant in each one that center the seed on mouse over that way the player doesn't have to be very accurate to plant the seed, and you can get more control over exactly where the seed is growing and how many plants fit in each planter. You could then expand on that idea further by having specific plots in the planter only suitable for specific sized plants, and if you wanted to go really deep you could even add data structs to those plots for things like fertilizers.
these are great suggestions. I'm doing the first already. I'll have to look into vfx graphs. I'm not sure I understand the idea.
@@AIAdev VFX graphs are just another way of making particles in unity it works with the urp and hdrp render pipelines and has a node drag system more similar to how unreal does particle effects, but instead of going through the usual processing loop of geometry -> cpu -> shader -> gpu it just puts all the particle calculations on the gpu from the start. This means you can easily have particle systems with millions of particles without tanking fps although I still don't recommend going quite that far, but the downside is that since the particles aren't being calculated on the CPU at all they can't interact with collision as that is only happening on the CPU.
ua-cam.com/video/7bMOhNUA1bI/v-deo.html&ab_channel=GabrielAguiarProd. here's a link to some very handy VFX graph tutorials. The VFX graph is not only much more performant but is capable of significantly better results.
This game is very interesting so far, and I love the work that you’ve done in Mana valley. A good name for the spell you created good be “deconstruct”, speaking of spells you should add one that can speed a a plants growth by a stage or two, it shouldn’t cost too much mana but still have a pretty long cool down. You could call it accelerate, anyways I can’t wait to play the game and see more of your development.
Have you tried making it snap to the closest edge center and make rotation based on that snap point? In this case you would need objects that snap to the grid from center of grid square, and objects that snap at edges of the grid. For the plant problem of floating above planters change the origin point in a 3d software like blender to the point you want the plant to be at the surface so for a stalk the models origin would be slightly higher than its base, in this case you can just create "seed spots" using an empty parented to the planter in this case the origin of the object will use the "seed spots location" for where it should be when it changes model.
Always looking forward to these! How about adding a spell to chop the trees. I'm thinking something along the lines of a magical axe being attached from your wand through a magic "lead" or stream - Harry Potter style? - and then later you would get the ability to chop trees faster with a magical chainsaw spell? Keep up the great work!
Suggestion: Would be could if you had fantasy plants that you grow with different stuff. For example: fire flowers that you use for flaming splash potions or semthing. The way you grow it is with lava instead of water. Or dairy daisies that you grow with milk (the milk you can get from cows or maybe a costum mob). Stuff like that would add some depth to farming.
Looks great! I love seeing your updates. What would cool is if you could grow vegetables to eat/use orrrrr bewitch them to become defenders, like growing a pumpkin that turns into a monster pumpkin that can fight with its vines or something 😂😂😂
thanks so much
I'm 13 and am making game like apex legends(beatle royale)and I heave suggestion:add a items like bouncing mushrooms,pasiv bea nest and ants nest. Suggestion:made a rain time,(fog) blury time,thunder and lightning time and...Suggestion:more mobs like pumpkin spiders,rabit of lettuce,butterfly...
You should add companions that can follow you and help with quest. Maybe even add different creatures for pets that help with farming or just carrying stuff around with you. I know this might be a lot but what about environment getting destroyed when fighting?
Hiii! I love your videos and I can't wait for the game to come out!!
Maybe the spell could be called "Reducto" (a different version of Reduce, that can be reduce in space to put it in the inventory or reduce to ashes, as in destroying it)
Some features might be a Levitation spell to make it easier to travel animals (if they would be in the game) or even players; Some type of mana powered Golem that helps you with crops for example; Some type of portal to make it easier to travel between two places (for example if you have your house and your farm in two separate places, the portal will allow for faster travel); Some kind of ruins with multiple floors for some adventure.
oooo very cool suggestions!
@@AIAdev ^^ I can't wait for the next devlog!!
Dude this is looking fantastic!! I can't wait to see how this shapes up
Love the game! For the water icon changing to red, it kinda looks like it changes to blood, which while metal af, doesn't seem to represent the artstyle lol. so maybe instead you could put a face on the drop from happy (watered) to neutral (needs water) to sad (desperately needs water) or something like that?
Nice update! I think a good name for the spell would be "deconstruct"
I saw your videos a long time ago and I'm very surprised how good the game looks right now
Thank you!
Just the issues shown IN THIS VID ALONE overwhelms me. Id love to make a game myself or be a playtester but jesus this is insane
you should use the mana for a leveling system, and while leveling you can choose diferent spells in a skill tree
The mana will be used for the leveling system! I originally was going to have skill trees but thought of a more interesting idea that should make it more fun (I hope)
@@AIAdev ok, try the thing u r thinking, if it isnt more fun just do a skill tree
Suggestion, if the player lets the plant sit to long, it turns into a monster of that plant.
ooo this is a cool and interesting idea.
I would have a suggestion for the water plant system. In the scond watering stage you turn the droplet red. My concern is that could cause colorblindess issues for some people. I would go for like 2 drops stacked behind each other or something like this
Good suggestion! The droplet does shake, but two droplets would be even more clear. Added to my todo list.
Cool idea can be terraforming on small scale (meaning, spell to remove grass, to grow and the same with trees)
I am always so hyped when AIA uploads!
You should add different spell combinations that lead to interesting and creative ways to approach different game mechanics! :D
(Love your vids btw)
I cant wait for this game to come out when will there be play tests?
Thanks! I'm not sure. I'm trying to get something playable ASAP
Hey! I'm really excited for Mana Valley! Could you add caves / caverns to the game? Maybe you could go down and mine for materials, then bring them back up to craft better things. (like bigger plant beds)
I might be a little late, but why not call the spell 'minimize' or something? For reducing placeable objects to inventory item size.
@AIA you could place wall-type objects on the edges of your grid (like Satisfactory). I think this would solve most issues and is quite future proof.
The idea for you game is good, having something like a lively tower-defender. Didn't expect that, tbh.
About spells, I like skill trees, that require 2 previous skills to learn a more powerful one. ofc elements is best base for spells.
Super proud on how far you move gone on this game bro!!
Thank you Mike!
I loooooove!! your game!! been following your dev logs now for a while and they are honestly great!! I can not wait to be able to play this game one day
Thank you so much!
I feel like the most logical name for the spell that deconstructs things is ... deconstruct but I'll be honest who wouldn't love a spell named YEET
I do like the spell name YEET
@@AIAdev honestly, that might be the best possible name
i like how the planter gets placed back in the inventory when you destroy/recall it.
For the problem you had with fences, maybe you could have it so that objects like fences and walls get placed based on the lines of the grid and not the squares. That way the player could choose which side of the square they want the fence on, and rotate the fence so its oriented the wrong way. This would also fix the corner issue and the gap between the floor issue.
This is a great suggestion. I can't wait to try it!
suggestion: if mana defines how big/powerful your spells are, then I think it would be cool if you could get different types of mana depending on your actions in the game. for example gardening would give you plant mana and mining would give you rock mana.
Fence. Allow the player to rotate the object, but not the mesh, then when the player places the object the mesh is set to correct alignment by the game?
I think you should try to incorporate some MC Witchery or Occultism like circle rituals. I really like those.
This is some very good progress towards the game, I would possibly look towards some offensive spells so you can "repel" or destroy the enemy.
100%. a witch needs magic!
How do you learn new spells? very curious about that.
The plan is for there to be a skill tree the player can spend points on. Some parts of the tree will be locked until certain objectives are completed.
I think the spell used to give you the places item should just be a shrink spell so you can have multiple used for the spell and it makes sense because your shrinking it so it can fit into your backpack/pocket/invento ry
Super crazy watching this game evolve, keep up the good work!
Thanks so much for watching!
Very nice work! (And very nice spreadsheets 👀) looking forward to how future you overcomes the fence issue!
Name suggestion for destroy spell, Deconstruct? (Says what it is on the tin, and sounds technical, also imagine deconstructing someone!)
thank you!
I'm excited to see how future AIA overcomes it too. There have been some good suggestions I want to try.
Deconstruct is def. a good option.
@@AIAdev Looking forward to seeing it! :D
Suggestion: what if you can summon some "voluntary workers" to help you with the plants, collecting stuff, ect.
this is a neat idea. someone suggested scarecrows that help you
Still here, still supporting your journey.
THANK YOU!!!!!
suggestion: pumpkin golems/headless horseman enemy type that tries to 'liberate' either all pumpkin crops or pumpkin crops that aren't happy
or yknow just a headless horseman that wants to kill you idk
You could maybe try making a enemy that can burrow underground like some kind of duo, the two enemy's switch between each over like their attached to each over. The first one could be like a flying guy and the other one would be like a carrot guy who burrows underground
Are you going to have magical alternatives to the farming tools to work at unlocking? Summoning a rain cloud to water a whole area, maybe enchanted tools doing things by themselves or levitating a crop over to storage so you don't have to carry them
yep! I don't know how deep I'll get with it, but I'd like to ad some progression to farming for the player
You could add a quick travel spell that will use mana. The map will only show parts you've been to and maybe there will be structures that you can quick travel to.
Did you solve the grid issue with your building yet?
Because I have a suggestion that I have been playing with in my own game.
And I feel like it would easily meet your needs.
i have an important question. if the system only checks if a plant can mature when the player is around. will the plant ever mature if the player is away. IE-if i leave to go do something else for awhile and come back.
Great Suggestion: You and your friends in battle bosses to earn lots of loot
Bad Suggestion: Make a timer for when plants can die if they dont get bo'ohw'o'wo'er (Water)
what if you dont have any friends?
@@AIAdev bad idea cpu and yes i have friends
Instead of checking the plant status whenever the player is near, couldn't you add an event to the plant prefab which triggers a state after X sec/min and water amount? Basically each plant having its own small FSM?