No matter the initial reception, all I ask is that they dont give up on this game, I'm confident heart machine is capable of bringing their vision to life. I'm just worried that they wont be given enough time to flesh out their vision.
This makes me even more excited than before. Solar Ash was absolutely beautiful and I loved the sense of scale. HLB is looking great, thanks Heart Machine and Noclip for showing us a peek behind the curtain!
Thank you so much for showing the detailed technical aspects of what the developers and artists are doing. Showing the procedural graphs really helps convey just how complex coming up with playable procedurally generated elements can be.
I wish it was more regular to see more behind the scenes and in-depth looks at the development behind games. Companies seem to want to give the impression that everything's smooth 100% of the time with project development but it's so interesting seeing the actual work and planning the devs put into the projects.
Honestly, I'm pretty scared of public reception since this is the exact opposite of Drifter's game philosophy. It'd be hard to give gamers the preamble that Breaker is a rouguelike based on "an open world you will only see once" as opposed to Drifter's extremely dense secret laden map meticulously created - down to enemy placement. That being said, you'd be hard pressed to give gamers a preamble to literally anything, as seen with neglected in-your-face tutorials...
Agreed. Procedural generation is great BUT currently it has large drawbacks. No Mans Sky and Warframe is an example of the good and the drawbacks of it. But procedural generation works for those because of what the games are trying to be. One drawback is that the experiences will vary per player and generally arent controlled. Sometimes thats bad, sometimes thats good. Another being the lack of tailored experiences such as scenic views being seen after a fight in an area designed for a fight, or towering structures you need to see in the distance intentionally to provide direction to the player wont always be in clear view or seen at all. Secret areas may be placed in not-so-secret spots, etc. Doesnt mean that it cant be done, just that currently no one has done it that well yet. I think a hybrid-procedural approach would be better where only some areas are procedural between non-procedural areas for the tailored experiences to still hit right. Hopefully HLB will somehow figure out how to make procedural open-world games as good as the tailored experience ones.
@@JupiterxBlues by using houdini to do all procgen baked it kindof has that aspect. im wondering about the size of the world and how much of it will be inspected versus unsupervised
I'm still playing through Solar Ash, but for me personally the game doesn't benefit from its dense secret laden map. The game feels best when you move quickly, which is in constant conflict with the urge to find all the secrets. Tying in with this, I find it hard to orient in some of the areas, due to the general design, shifting gravity and lack of focal points. Which makes sense lore-wise, but doesn't work with the gameplay. If the character in this new game controls similarly as in Solar Ash, but you don't have to constantly stop to orient yourself, then I might enjoy it more.
Not to be pedantic, but it is a roguelite, not a roguelike, which is not quite the same thing. Plus, they have said that there will also be a lore reason as to the "respawn" and for the world to change every time.
I feel like this is more in-line with HLD than we realized at first. The first game dealt a lot with the fear of morality through the visual storytelling, both in your character's explicit storytelling and the environmental design, mortality is a constant prevailing theme. HLB makes this a gameplay theme, open worlds that are gone forever after you die is a very direct way of communicating this. I can't wait to see where this goes
when I saw the trailers, it wasn't the art or shift in dimensions that threw me off. It was the promise of "infinite content". This video and explanation makes me FAR more confident in the project. Can't wait to see what comes next, and I'll prolly pick it up on release too
Alx is an absolute rockstar!!!! As a fellow chronically ill person he inspires me to no end. Games have the power to help us escape our reality and also to cathartically experience our trauma in a controlled way. Thank you for what you have built with HeartMachine!!!
This company made fun of a man that killed himself over false allegations. Great company. Some pos posted on twitter with 0 proof that this indie dev assaulted her, he then lost his job, the entire indie world turned against him, then he offed himself. The little weasels at this company made fun of him after. Oh yah the person who accused him is a scammer and is close with ppl at this company. Such amazing ppl. She went into hiding after. One tweet and a man lost everything.
It is content like this that makes me love this Channel. Being able to get this kind of behind the scenes look is so rare but important to show. Also Heart Machines art style is absolutely gorgeous 😍
I'm really excited for this game and absolutely think going early access is the right call given the scope of what the team is trying to do with the procedural generation. I know this game will be a success given how beloved Hyper Light Drifter is and how successful games with a similar EA launch path (The Forest, Subnautica, Spiritfall, etc) have been. Best of luck to the development team!
heyy just letting you know that the captions are kind of all over the place. a lot of misheard words that sound like the words in the captions but in the context of the video they make no sense. Luckily i can hear fine, and the subs are just a boost in legibility, but if someone watches this without being able to hear i can see it becoming an issue. The rest great as always, very human look at game dev. (like indie game the movie, but without all the manipulative stuff lol)
Yeah, the creators can upload their own captions to fix that, and it would only take a couple of hours to type them out, but NoClip doesn't want to bother. They'll fly around the world to get the footage but won't take the time to type up 30 minutes of words.
Great behind the scenes look! Really important to explain how games change so much during development. On the game itself, I really hope it gets to differentiate itself from Risk Of Rain2, because the in progress stuff without their art pass looks very similar, even gameplay wise!
I was thinking along the same lines bu I think in this case the focus seems to be more on the meele combat, which combined with the open world aproach instead of levels will differentiate it enough I think. It would fit nicely and have it's own place imo among other rogulikes as there are little to no good 3D melee focused action roguelikes. Yeah we have top down 2D and side 2D, and shooter 3D with Risk of Rain and Returnal, but no 3D melee action roguelike that I can think of.
First, Ravenbound. Then, Warframe's Duviri Paradox mode. Now, Hyper Light Breaker. I was not expecting anyone to make a procedural open-world game after No Man's Sky came out. Yet, I have at least 2 procedural open-world games to look forward to. Here's to hoping all of these worlds are actually exciting instead of another gimmick. Still hoping for an 'indie Yakuza' experience - a finely crafted smaller hub space with tons of unique and memorable stories to tell - in the future
It's the ridiculous masks, which have been proven to not work at all against the coof, or any other airborne virus, that is restricting air to their brains for them to think rationally. 🤢
I hope you can customize the outfits of the different fighters to look more like Drifters from the first game. In my opinion, the characters don’t have the same techno vagabond/knight/medjay look that hooked me in HL Drifter. My favorite part about the world of hyper light was the appearance of the characters, it is completely unique with Things From The Flood by Simon Stalenhag being the only other media that gives me similar vibes.
You’re a fan eh? Do you have the snes cartridge, the vinyls, the art books, the collectors edition on switch, or perhaps the rarest gem of them all..the cassettes?
Ok Im hyped! And it seems so fun to work on a challenging concept like an open world 3d roguelike! I was so curious to see that one day, because its logical to try, to test some genre blending
Great docu. Love the effort and transparency. As an adult, I'm amazed at how the craft on both sides stands out. That said, I'm the goblin that just wants a sequel to HLD in that vein
Game sounds a lot like Unexplored 2 and Caves of Qud. A roguelike with a dynamic open-world split up into biomes where when you die a completely new history and world is generated. This also exists within Caves of Qud but that game tends to have a bit more structure than Unexplored 2
I cant wait for this game, I'm not big into rogue likes, as I'm not very good at playing games, as much as I enjoy them, but I'm really hoping I'll enjoy this one, (and there will be an easy mode)
I'm not big on roguelikes either. But I do recommend Risk Of Rain 2 while you wait for this game. The game starts with 3 different difficulty options and you can become extremely powerful quickly. Those devs also had a similar transition of having a 2D game to a 3D sequel. The game also has fantastic lore and environmental storytelling, and log books full of hilarious descriptions and fun details/back stories on the universe and it's characters.
As a solo dev, it's a bit weird that they are not using tools like Quadspinner Gaea, which was designed ground up for super flexible terrain generation. At the very least generating the base terrain layer in Gaea and then work on that Height Map with Houdini for procedurally placement masks, IF the solutions for that in Gaea weren't enough for you. Feels a bit convoluted to do terrain generation with the specifications stated in the video with so much math and nodes, while using something like Gaea would do that with a much smaller node tree... IDK, I might be missing something though... Awesome video though, thanks a lot for the continued amazing work sharing devs insights! :D
They're focused on having a diverse staff and monitoring the air quality of the office. Also, they're getting publisher money. Endless indulgences lead to subpar thinking and a subpar product.
Houdini can be messy but if the guy is a Houdini pro he can still do everything he needs in Houdini without messing around with new tools. My best guess. I'm a long time Houdini user who just tried out gaea recently. .. Houdini has plenty of easy terrain tools as well.
@@shotoutgames8823 That's exactly my point, sometimes ppl get caught up in their own expertise and overcomplicate while just using a more specific tool could yield more efficient workflows. I know Houdini can do everything, I'm certain the tech art lead is a master of his craft, I just thought that Houdini for that application could be overcomplicating. Tools like World Machine and Gaea have been around for ages now. But I understand that having 2separate tools can sometimes detract from the workflow, but considering they weren't being able to make it work, IDK.. But ofc we probably don't have the full story regarding the issues around that as well, or I'm most likely missing something as well.
Pretty hype for this. Their previous two games were incredibly solid as far as mechanics and game feel. Will be nice to see that skill at making games feel good to play extended out to something you can spend more than 8-12 hours on.
Even if it's an early access, i'm really excited to be able to play this beautiful game. All of you guys are amazing and you are creating something really amazing, I am really in awe of everything you are doing.
09:30 reminds me soooo much of the countless hours I spent in Blender creating procedural shaders for character materials like: "Ah hey lets make some character eyes" or "hey lets make some procedural generated skin" or... Btw these guys should give cloud imperium games in Frankfurt a call. Their planet system is insane. Took me a week to make my first procedural generated eye shader, but it looked amazing 🙂
That was pretty interesting ! I'm really excited about this one, i'll pass the early access phase tho, i know that's a good way to support the team but i'm really not fond of it, can't wait to try the finished game tho !
Responsible use of RNG and procedural generated elements are a fine skill that can contribute to a memorable, unique experience. Many studios are not mature enough to hone this balance of game design. 27:42 - favorite part of game design. The grey box level geometry can make or break the fun of exploration.
It's sad that they went gameplay-first. I loved HLD for the world it created and sense of immersion. I hope this is just a spin-off and they'll come back to the actual exploration-based game in the future.
Another great documentary on this game's development. Thank you to Noclip and Heart Machine for giving us this insight into the development process. I can't wait to play the game in early access.
I feel like the perfect size for the map of the game would be the size (in relation to the player's travel speed) of the map from the Bowser's Fury side-game that came with the switch version of Super Mario 3D World. That game almost felt like an open world game in terms of how the map was spaced out, but it was just the right size for a shorter experience like a roguelike.
It's so great watching professional creative people solve problems in interesting ways. Other programming fields should take note from the ingenuity of game development.
I am a HUGE heart machine fan, both of their fames have been just incredible. And they seem like good kind people. And this game looks amazing and i can not wait for it. hands down my game im most looking forward too. Shit, goals someday to work there.
Seeing the people who make the things I love (Rogue-Lites) and being so passionate about it and Loving every piece of the process so much. It literally moved me to tears multiple times during this video. Seeing them under duress and wanting to just work harder so they could get the game in the communities hands... it's an incredibly beautiful thing and I admire the hell out of everyone involved
As a technical artist, I really love the part on the procedural generation. I don't think people understand enough how much of a challenge it is to do something like that even with something powerful like Houdini and still have it run well This is very inspiring!
In the marketing trailer there is a zoom in and out camera + warping effect for players dashing. How hard would this be to implement into the gameplay... Like fixed camera god of war style but with constant dashing.... It would make Elden Ring feel more animated. Where the character moves just as fast as the bosses do.
No matter the initial reception, all I ask is that they dont give up on this game, I'm confident heart machine is capable of bringing their vision to life. I'm just worried that they wont be given enough time to flesh out their vision.
and for the love of god PLEASE let the composers pop off lmao
Aka 99.999999% of every game in this era.
@@shallot4991 let that man cook
@@SticksAandstonesBozo😊😮😊
@@ReubMann😮
This makes me even more excited than before. Solar Ash was absolutely beautiful and I loved the sense of scale. HLB is looking great, thanks Heart Machine and Noclip for showing us a peek behind the curtain!
Thank you so much for showing the detailed technical aspects of what the developers and artists are doing. Showing the procedural graphs really helps convey just how complex coming up with playable procedurally generated elements can be.
I wish it was more regular to see more behind the scenes and in-depth looks at the development behind games. Companies seem to want to give the impression that everything's smooth 100% of the time with project development but it's so interesting seeing the actual work and planning the devs put into the projects.
Honestly, I'm pretty scared of public reception since this is the exact opposite of Drifter's game philosophy. It'd be hard to give gamers the preamble that Breaker is a rouguelike based on "an open world you will only see once" as opposed to Drifter's extremely dense secret laden map meticulously created - down to enemy placement.
That being said, you'd be hard pressed to give gamers a preamble to literally anything, as seen with neglected in-your-face tutorials...
Agreed. Procedural generation is great BUT currently it has large drawbacks. No Mans Sky and Warframe is an example of the good and the drawbacks of it. But procedural generation works for those because of what the games are trying to be.
One drawback is that the experiences will vary per player and generally arent controlled. Sometimes thats bad, sometimes thats good. Another being the lack of tailored experiences such as scenic views being seen after a fight in an area designed for a fight, or towering structures you need to see in the distance intentionally to provide direction to the player wont always be in clear view or seen at all. Secret areas may be placed in not-so-secret spots, etc. Doesnt mean that it cant be done, just that currently no one has done it that well yet.
I think a hybrid-procedural approach would be better where only some areas are procedural between non-procedural areas for the tailored experiences to still hit right. Hopefully HLB will somehow figure out how to make procedural open-world games as good as the tailored experience ones.
@@JupiterxBlues by using houdini to do all procgen baked it kindof has that aspect. im wondering about the size of the world and how much of it will be inspected versus unsupervised
I'm still playing through Solar Ash, but for me personally the game doesn't benefit from its dense secret laden map. The game feels best when you move quickly, which is in constant conflict with the urge to find all the secrets. Tying in with this, I find it hard to orient in some of the areas, due to the general design, shifting gravity and lack of focal points. Which makes sense lore-wise, but doesn't work with the gameplay. If the character in this new game controls similarly as in Solar Ash, but you don't have to constantly stop to orient yourself, then I might enjoy it more.
honestly the thing I liked the least about drifter was the secrets. I kept coming back thanks to the snappy gameplay
Not to be pedantic, but it is a roguelite, not a roguelike, which is not quite the same thing. Plus, they have said that there will also be a lore reason as to the "respawn" and for the world to change every time.
I feel like this is more in-line with HLD than we realized at first. The first game dealt a lot with the fear of morality through the visual storytelling, both in your character's explicit storytelling and the environmental design, mortality is a constant prevailing theme. HLB makes this a gameplay theme, open worlds that are gone forever after you die is a very direct way of communicating this. I can't wait to see where this goes
I don’t know why but the part with the dogs spawning more after being killed made me laugh so hard.
Making games is so much of that kind of stuff and it's like one of the most fun parts of the process
@@hyperfixatedd I think this is why it made me laugh. I’m working on a small game and have had things like this LOL
@@lilrockstar77 let's gooooo! Awesome, man
when I saw the trailers, it wasn't the art or shift in dimensions that threw me off. It was the promise of "infinite content". This video and explanation makes me FAR more confident in the project. Can't wait to see what comes next, and I'll prolly pick it up on release too
Alx is an absolute rockstar!!!!
As a fellow chronically ill person he inspires me to no end.
Games have the power to help us escape our reality and also to cathartically experience our trauma in a controlled way.
Thank you for what you have built with HeartMachine!!!
This company made fun of a man that killed himself over false allegations. Great company. Some pos posted on twitter with 0 proof that this indie dev assaulted her, he then lost his job, the entire indie world turned against him, then he offed himself. The little weasels at this company made fun of him after. Oh yah the person who accused him is a scammer and is close with ppl at this company. Such amazing ppl. She went into hiding after. One tweet and a man lost everything.
@@HonkeyKong54gonna need a source for this mate
@@nitricswight Alec Holowka
@@nitricswight don’t use the bs Wikipedia either
@@HonkeyKong54 what does this mean, what are you talking about
It is content like this that makes me love this Channel. Being able to get this kind of behind the scenes look is so rare but important to show. Also Heart Machines art style is absolutely gorgeous 😍
While I agree with you, I really miss the 2d
I love the video of you guys really getting in deep with the active development of a game. This and the Hades docuseries you guys did are the best.
felt so blessed getting the chance to try Hyper Light Breaker at GDC and meet the developers, really cool people
I'm really excited for this game and absolutely think going early access is the right call given the scope of what the team is trying to do with the procedural generation. I know this game will be a success given how beloved Hyper Light Drifter is and how successful games with a similar EA launch path (The Forest, Subnautica, Spiritfall, etc) have been. Best of luck to the development team!
Love getting a peek behind the curtain with these docs. Some might consider "more than the expected number of dogs" to be a feature rather than a bug!
I'm so hyped for Hyper Light Breaker
I’ve never been more excited for any game before. I fell in love with hyper light drifter and it’s story and I just can’t wait!
heyy just letting you know that the captions are kind of all over the place. a lot of misheard words that sound like the words in the captions but in the context of the video they make no sense. Luckily i can hear fine, and the subs are just a boost in legibility, but if someone watches this without being able to hear i can see it becoming an issue.
The rest great as always, very human look at game dev. (like indie game the movie, but without all the manipulative stuff lol)
Yeah, the creators can upload their own captions to fix that, and it would only take a couple of hours to type them out, but NoClip doesn't want to bother. They'll fly around the world to get the footage but won't take the time to type up 30 minutes of words.
those are autogenerated by UA-cam, and some of the misheard words end up being pretty funny
love seeing the process of art being made. so much love and care goes into it. looking forward to playing this.
Great behind the scenes look! Really important to explain how games change so much during development. On the game itself, I really hope it gets to differentiate itself from Risk Of Rain2, because the in progress stuff without their art pass looks very similar, even gameplay wise!
honestly I've logged so much time into RoR2 that it'd be hype for, somehow, an improvement to that 3d roguelike style
I was thinking along the same lines bu I think in this case the focus seems to be more on the meele combat, which combined with the open world aproach instead of levels will differentiate it enough I think. It would fit nicely and have it's own place imo among other rogulikes as there are little to no good 3D melee focused action roguelikes. Yeah we have top down 2D and side 2D, and shooter 3D with Risk of Rain and Returnal, but no 3D melee action roguelike that I can think of.
@@gjergjipocari8227 hand of fate is all that comes to mind for me lol
First, Ravenbound. Then, Warframe's Duviri Paradox mode. Now, Hyper Light Breaker. I was not expecting anyone to make a procedural open-world game after No Man's Sky came out. Yet, I have at least 2 procedural open-world games to look forward to.
Here's to hoping all of these worlds are actually exciting instead of another gimmick.
Still hoping for an 'indie Yakuza' experience - a finely crafted smaller hub space with tons of unique and memorable stories to tell - in the future
5:43 “True open world experience in a rogue like structure for the first time ever”
Did these guys played roguelikes before?
Thank you. Somebody else says it. That kept annoying me every time.
It's the ridiculous masks, which have been proven to not work at all against the coof, or any other airborne virus, that is restricting air to their brains for them to think rationally.
🤢
Pretty sure he means the ever-shifting nature of it, just failed to mention it that one time.
I hope you can customize the outfits of the different fighters to look more like Drifters from the first game. In my opinion, the characters don’t have the same techno vagabond/knight/medjay look that hooked me in HL Drifter. My favorite part about the world of hyper light was the appearance of the characters, it is completely unique with Things From The Flood by Simon Stalenhag being the only other media that gives me similar vibes.
heart machine made my favorite game of all time and the story behind its production inspired me in my life. much love. much respect. thank you
You’re a fan eh? Do you have the snes cartridge, the vinyls, the art books, the collectors edition on switch, or perhaps the rarest gem of them all..the cassettes?
Super excited to see where HM goes with this whole Pangea idea. Looks awesome!
Can't wait for the next part in the series
the 1st game was AMAZING, the lore and fights were crazy good
Ok Im hyped! And it seems so fun to work on a challenging concept like an open world 3d roguelike! I was so curious to see that one day, because its logical to try, to test some genre blending
Love this channel for giving us a glimpse behind the curtain. I'm super excited for how Hyper Light Breaker will turn out. Thanks, Noclip!
Loved the grandiose structures!! I rly enjoyed how large in scale everything was in Solar Ash, am super excited for HLB 💯💯💯
THE RETURN!!!!!!!
Great docu. Love the effort and transparency. As an adult, I'm amazed at how the craft on both sides stands out. That said, I'm the goblin that just wants a sequel to HLD in that vein
Game sounds a lot like Unexplored 2 and Caves of Qud. A roguelike with a dynamic open-world split up into biomes where when you die a completely new history and world is generated. This also exists within Caves of Qud but that game tends to have a bit more structure than Unexplored 2
Seeing Axl as a leader inspires me so much. I hope I can be like him when I'm further along in my career
Really loved this doc. So well made, and an excellently told story flowing throughout 👏👏👏
Thanks for sharing your process. The game looks great! You have really good designers 👌
I love this game development jounalism.
NOT THE AMBER HEARD TRIAL AT 1:03
Been waiting for this for ages!
This is such an interesting topic for a video. Thanks for documenting this!
Feels like they learned a lot from making Solar Ash and can now combine that experience with the hyper light world.
Hope this turns out awesome 💯
Guys, as always, amazing amazing contents. Your work is something that the internet needs 💙
The credits song is really beautiful. Is it from the game? Where can I find it?
Caves of Qud is an open world roguelike. :)
but it's also 2D turn-based, so very different
I cant wait for this game, I'm not big into rogue likes, as I'm not very good at playing games, as much as I enjoy them, but I'm really hoping I'll enjoy this one, (and there will be an easy mode)
I'm not big on roguelikes either. But I do recommend Risk Of Rain 2 while you wait for this game. The game starts with 3 different difficulty options and you can become extremely powerful quickly. Those devs also had a similar transition of having a 2D game to a 3D sequel. The game also has fantastic lore and environmental storytelling, and log books full of hilarious descriptions and fun details/back stories on the universe and it's characters.
Stand-out episode. The research and attention to detail makes this a fascinating watch.
I'm so excited to get into the early access ahhhh this is so cool. Im a huge fan of HLD this is such a worthy sequel so far
Thank you for captioning this video!
As a solo dev, it's a bit weird that they are not using tools like Quadspinner Gaea, which was designed ground up for super flexible terrain generation. At the very least generating the base terrain layer in Gaea and then work on that Height Map with Houdini for procedurally placement masks, IF the solutions for that in Gaea weren't enough for you. Feels a bit convoluted to do terrain generation with the specifications stated in the video with so much math and nodes, while using something like Gaea would do that with a much smaller node tree... IDK, I might be missing something though... Awesome video though, thanks a lot for the continued amazing work sharing devs insights! :D
They're focused on having a diverse staff and monitoring the air quality of the office. Also, they're getting publisher money. Endless indulgences lead to subpar thinking and a subpar product.
Houdini can be messy but if the guy is a Houdini pro he can still do everything he needs in Houdini without messing around with new tools. My best guess. I'm a long time Houdini user who just tried out gaea recently. .. Houdini has plenty of easy terrain tools as well.
@@argylemanni280 You're focusing on preaching an agenda. Endless populistic cult-like following leads to subpar thinking and a subpar personality.
@@shotoutgames8823 That's exactly my point, sometimes ppl get caught up in their own expertise and overcomplicate while just using a more specific tool could yield more efficient workflows. I know Houdini can do everything, I'm certain the tech art lead is a master of his craft, I just thought that Houdini for that application could be overcomplicating. Tools like World Machine and Gaea have been around for ages now. But I understand that having 2separate tools can sometimes detract from the workflow, but considering they weren't being able to make it work, IDK.. But ofc we probably don't have the full story regarding the issues around that as well, or I'm most likely missing something as well.
It's probably their first 3D game as well, which might be a huge jump for a team as well.
2:50 Ok, it's severely off topic, but can we just talk about how one of the devs(?) has a NERV pfp?
Thanks for the vid. Always great.
Pretty hype for this. Their previous two games were incredibly solid as far as mechanics and game feel. Will be nice to see that skill at making games feel good to play extended out to something you can spend more than 8-12 hours on.
Even if it's an early access, i'm really excited to be able to play this beautiful game. All of you guys are amazing and you are creating something really amazing, I am really in awe of everything you are doing.
Solar Ash was a sleeper hit for me, so I am super exited for this!
A simple detail like one of the devs having NERV as profile pic reveals miles of where this game comes from, excellent ViDoc
Will this be playable on steam deck during early access?
09:30 reminds me soooo much of the countless hours I spent in Blender creating procedural shaders for character materials like:
"Ah hey lets make some character eyes" or "hey lets make some procedural generated skin" or...
Btw these guys should give cloud imperium games in Frankfurt a call. Their planet system is insane.
Took me a week to make my first procedural generated eye shader, but it looked amazing 🙂
That was pretty interesting !
I'm really excited about this one, i'll pass the early access phase tho, i know that's a good way to support the team but i'm really not fond of it, can't wait to try the finished game tho !
Thanks for making this! I really enjoyed this game on the Nintendo Switch.
Responsible use of RNG and procedural generated elements are a fine skill that can contribute to a memorable, unique experience. Many studios are not mature enough to hone this balance of game design.
27:42 - favorite part of game design. The grey box level geometry can make or break the fun of exploration.
I’ve been so looking forward to watching this!!!
It's sad that they went gameplay-first. I loved HLD for the world it created and sense of immersion.
I hope this is just a spin-off and they'll come back to the actual exploration-based game in the future.
Pretty interesting look at this game and how it transformed into more of a roguelike. Quality stuff
I beat Solar Ash in December, and just got through Hyper Light Drifter yesterday! I am SOOOO ready for Breaker!!
You played ash before drifter???
So excited for a good coop rogue-like. Heart Machine has the coolest art style.
Another great documentary on this game's development. Thank you to Noclip and Heart Machine for giving us this insight into the development process. I can't wait to play the game in early access.
The toilet flushing sounds in the Open World Proposal clip 💀💀💀
Danny give the people what they want... more shots of Tetris the dog!!! Great in depth and enlightening vid 👍
Espero con muchas ganas este juego Pd: ojala algún día hagan un documental de shadow of the collosus
I feel like the perfect size for the map of the game would be the size (in relation to the player's travel speed) of the map from the Bowser's Fury side-game that came with the switch version of Super Mario 3D World.
That game almost felt like an open world game in terms of how the map was spaced out, but it was just the right size for a shorter experience like a roguelike.
Or, maybe a bit smaller than that. I'm not some expert.
It's so great watching professional creative people solve problems in interesting ways. Other programming fields should take note from the ingenuity of game development.
"Is this a typical number of dogs?" Game developers get to ask the best questions
Happy to see more videos about this developer.
Very excited to see more progress on this game
This channel inspires me to take up game development . Thank you
I am a HUGE heart machine fan, both of their fames have been just incredible. And they seem like good kind people. And this game looks amazing and i can not wait for it. hands down my game im most looking forward too.
Shit, goals someday to work there.
Awesome! Thanks for the video
I hope it will be single player also not just co op
You guys are the best in the biz!
omg omg so excited i been waiting for these so much aaaaaa :3333333
Excited for the next episode!
I love these docs so much
I'M SO GONNA BUY THIS DAY 1
Seeing the people who make the things I love (Rogue-Lites) and being so passionate about it and Loving every piece of the process so much. It literally moved me to tears multiple times during this video. Seeing them under duress and wanting to just work harder so they could get the game in the communities hands... it's an incredibly beautiful thing and I admire the hell out of everyone involved
This is so cool! Great to see something like this. I find this stuff fascinating. :D
Imagine not knowing the islands are generated every reset and thinking u were tripping because it looks similar but it’s not the same
Can’t say I’m excited they’re changing the HLD format, but hopefully it turns out great
As a technical artist, I really love the part on the procedural generation. I don't think people understand enough how much of a challenge it is to do something like that even with something powerful like Houdini and still have it run well
This is very inspiring!
Tarnish, where have I seen this? 08:29
wishlisted, thanks danny and team
Much more excited now, the others game were excellent and all the hard work will be worth it
ngl this seems a lot of work
Great video, top work
It reminds me almost of rust’s island generation
loved the video can not wait for more,
In the marketing trailer there is a zoom in and out camera + warping effect for players dashing. How hard would this be to implement into the gameplay... Like fixed camera god of war style but with constant dashing.... It would make Elden Ring feel more animated. Where the character moves just as fast as the bosses do.
I'm rooting for this studio
Such a great documentary! 😊
I don't know what's the sound at the back around 6:00 but it's very strange. 🤭
Amazing as always, I cant wait to play this game.
Hyper Light Drifter tem um lugar especial no meu coração apesar de eu ter chegado no final 3x e não ter terminado...
A roguelike No Man's sky would really be something. Besides, returnal has already perfected what this game was going to be.