Love the new additions! And one thing I noticed, I love the menues. They are so responsive and jumpy. I think that's an easily overlooked addition of quality there :)
@zzache
Жыл бұрын
For the maggot, maybe one of his moves could be digging underground and then randomly popping up near the player a bit later. It would also be nice if the passive selection cards had some sort of illustration, to make them a little more interesting to look at. The game looks great so far!
@hudrozz
Жыл бұрын
Looking better every dev log
@wazaDev
Жыл бұрын
The game world concept sounds really great
@sadgeleaf_4915
Жыл бұрын
looks awesome! be careful with meta progression though, because it can quickly become less skill based and more just waiting to unlock buffs until you’re so powerful you don’t even need to try. In my opinion, I think having it be less character power based, and more something cosmetic, or unlocking more gun sets.
@FirebelleyGames
Жыл бұрын
I agree 💯One of the most annoying experiences as a player is being basically guaranteed to fail just because you haven't done the meta progression. My hope for this game is to make the meta-progression make the game more interesting rather than easier. For example, unlocking additional content is a great way to incentivize playing the game without explicitly making the game easier. But will definitely be giving it a lot of careful thought!
@memyselfishness
Жыл бұрын
For random encounters, you already mentioned a casino, but what if you put gun parts on the line? Or run buffs? Other ideas: Finding hidden dens (extremely rare) or just den shortcuts, finding the bodies of heroes who had bad resurrections for some loot, finding another hero who boasts of accomplishments but once you reach certain stats throughout all your runs they admit you are better and give permanent buffs, alternate universe portal rooms that have special waves that are homages to other similar or games such as Nuclear Throne, Hotline Miami, and whatever other roguelikes or twin stick shooters that have inspired you along the way.
@FirebelleyGames
Жыл бұрын
Excellent ideas! Thank you 👍
@Entikai
Жыл бұрын
Man, so good! I love everything I see in this game!
@rkiwi9485
Жыл бұрын
This game already looks so cool and fun. I'm not really into shooters, but the graphics and the gameplay loop looks really fun and the bullets are pretty. I look forward to seeing what the future holds for this game :)
@bavde1137
Жыл бұрын
im actually really enjoying these dev logs, keep it up ::)
@jaredhenry13
Жыл бұрын
If you end up with enough passives, would be cool to see a rarity system implemented that could really make the card designs pop with different colors for the banners and buffs to each ability per rarity. Loving these DevLogs and they inspire me to keep building my programming skills to make a game of my own some day!
@lightcomic1
Жыл бұрын
im excited!
@twomur_
Жыл бұрын
wow your game already looks so clean and the gameloop seems awesome!! i can’t wait to see what the level and shop art is going to look like!! also that would be cool if the cards would have custom art/design depending on the weapon part to add some good visual clues for the player
@ArtisticallyGinger
Жыл бұрын
Game continues to look better and better
@volvaire6541
Жыл бұрын
YAYY ANOTHER dEVLOG
@DjmanG
Жыл бұрын
The game seems to be already really good and playable, i would love to try it!
@magnochuntey
Жыл бұрын
good luck with your game! UI is looking super nice
@Trublub
Жыл бұрын
I love this game so far. Just wanted to say that it would be really cool if there was a master switch to disable/enable roguelite elements of the game (mostly just permanent buffs/upgrades) for people that want a pure roguelike experience. EDIT: I just thought that I should clear up that when I say 'upgrades', i mean buffs that affect the player directly (permanent health and speed bonuses, permanent passives, stuff like that), and that I'm not saying you shouldn't have a meta progression of gun parts and things you find in the dungeon (like Enter The Gungeon).
@FirebelleyGames
Жыл бұрын
Multiple people have expressed concern about the meta progression being necessary to "win" in the game and I definitely share that concern! Ideally, any meta-progression I make will be purely content unlocks or other inconsequential upgrades.
@Tom-ll5qw
Жыл бұрын
looking good! im a big fan of this kinda roguelike combat - definitely gonna wishlist it once you get that steam page up and running! do you think you could explain a little about how you built out such a flexible perk system? ive been toying around with the idea for a while but it seems really tricky to manage all the different ways you could trigger them and how they might impact the gameplay without falling back on a wall of if statements
@FirebelleyGames
Жыл бұрын
Thank you! My current goal is to get a Steam page up ASAP (probably a few months out still). Regarding the perk system, it's useful to think of your game as being event-based. An event is anything in the game that your perk might need to know about. For example, enemy hit, bullet created, gun changed, magazine empty, enemy died, etc. When you make a perk, you configure it such that it listens to the events it needs to listen to, and then runs any logic it needs to run. Along with the event it's sometimes necessary to also include an object containing context/data about the event. This context could be any and all information that is relevant to the event or the current game state. As an example, consider applying a status on entity hit. Firstly, I need to send a global event whenever an entity gets hit. Along with that event, I pass an object that contains the bullet instance, the enemy instance, and any other data I can collect that is necessary for my perks. Then in my status perk, that context object gets received with the event and I can do everything I need to do such as modifying the entity instance so that it receives the status effect. Think in terms of events and structure your system like that. You will be surprised how intuitive and easily scalable it is. I hope that brief overview helps!
@Tom-ll5qw
Жыл бұрын
@@FirebelleyGames ty dude! thats a really interesting way to go about it - learning more about this sorta system architecture is one of my favourite parts of programming - thanks for nudging me in the right direction :) your channel seems to be a real hidden gem among devlog youtubers and im looking forward to seeing it grow! if you decide to set up a discord server ill definitely be the first to join up btw ;)
@messier56
Жыл бұрын
An Idea for an event: a cup game. One cup has a prize (Coins upgrades, parts.) But only under one cup. The cups are shuffled so quick that you can't follow the item. And then you guess, with a 33% chance for an item. Would be pretty fun
@twomur_
Жыл бұрын
random encounter idea: cat paladin- the paladin would be a large knight with the head of a cat and would use long blade swings to send projectiles in the player’s direction!! mayhe some home if there was a red dot site or something of that nature it would distract the cat paladin lol
@FirebelleyGames
Жыл бұрын
Very clever haha
@pocketbattlesar
Жыл бұрын
Looks like a fun game, made me think a little about kino der toten
@ForeverShadow0
Жыл бұрын
I love everything that is happening for this game. Looking forward to the next devlog!
@ibrahemrafee2397
Жыл бұрын
i love this THIS IS AAA
@bananadog111
Жыл бұрын
I have an idea for a random encounter , so what if you could make the choice to fight a boss/miniboss that drops good loot but you could also just die/lost hp, that way it would be more skillful than just a casino/gambling machine
@FirebelleyGames
Жыл бұрын
Excellent idea!
@jellysandwich9265
Жыл бұрын
You could make an option for the player to skip on a passives or weapon upgrade if they want to
@hot_chocolate7626
Жыл бұрын
Bruh, he didn’t even give me half-credit for the bone gun. But nice progress anyway! Edit: Graveyard arena looks sick.
@FirebelleyGames
Жыл бұрын
TBH I did not even remember how the idea came about 😅
@99JasonKim
Жыл бұрын
keep going
@lightcomic1
Жыл бұрын
Im interested in that bullet pattern script. Could you possibly do a video or make an article on your website about how that works? The editing in these videos are getting better aswell!
@nemene8585
Жыл бұрын
he calculates the length of the line and then for the number of bullets, he finds the point on the line that coresponds with the bullets index divided by the number of bullets multiplied by the lines length, then he just places it there
@lightcomic1
Жыл бұрын
@@nemene8585 what does he need the length of the line for?
@nemene8585
Жыл бұрын
@@lightcomic1 so he knows how spaced out the bullets should be
@FirebelleyGames
Жыл бұрын
Here is the script - it's pretty straightforward! Just decide how many bullets to do per each path and then spread them out at even intervals along the path. pastebin.com/TfAk1vMK
@lightcomic1
Жыл бұрын
@@FirebelleyGames oh i would have thought u just spawned a bullet in at each point and then moved them like normal
@7_rlz_714
Жыл бұрын
I like how to add new skills in a modular way
@FirebelleyGames
Жыл бұрын
See the first comment here and my reply for an overview kzitem.info/news/bejne/rn2J2JaLqJVzaI4&lc=UgylDu6coXltcryTk8d4AaABAg.9jBlOG7G7LG9jBsJHpTzX5
@7_rlz_714
Жыл бұрын
@@FirebelleyGames it directs me to the same page with no change
@FirebelleyGames
Жыл бұрын
@@7_rlz_714 The first comment on the page is the highlighted reply
@lamp2153
Жыл бұрын
Name idea: Guns and glory
@nemene8585
Жыл бұрын
I think it would be nice if the meta progression was optional or just added additional content and not just buffing the player
@FirebelleyGames
Жыл бұрын
Agreed!
@cescimes
11 ай бұрын
pretty hard to balance, you're essentially asking to make both a roguelike and a roguelite in one game
@elmer5455
Жыл бұрын
cooool
@kantallive
Жыл бұрын
wow, have 2 of your games now. I can see enormous progress in art. do you have support of pixel artist?
@FirebelleyGames
Жыл бұрын
Thank you! No, all the art is being done by me!
@kantallive
Жыл бұрын
@@FirebelleyGames amazing improvement. How is this possible to make such a good trails in pixels?
@FirebelleyGames
Жыл бұрын
@@kantallive Thanks again 🙂For the trails it's pretty straightforward, I'm using the pixel scaling viewport display mode in Godot and then using particle nodes for the trails. That combination naturally makes a pretty nice looking effect with not much effort!
@xXPredator117D3
Жыл бұрын
Would be nice if there was coop
@loganbrown6914
Жыл бұрын
That would be cool
@alexsandor6135
Жыл бұрын
Why don't you just spawn the shopkeeper in the arena instead of using the elevator? That way you have less work to do and the player doesn't need to wait for the elevator animation
@FirebelleyGames
Жыл бұрын
I definitely understand where you're coming from, and I am currently iterating on the presentation of various events. It is entirely possible that the elevator will disappear in the near future for the reasons that you state
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