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@anfi8673
3 жыл бұрын
The new visuals make the game stand out more, they are really cool.
@mathiasbauer3169
3 жыл бұрын
This art style does indeed look nice and stylized. If it was my game, I would definitely use this art style but propably not as the main-art style of the game. Maybe you can integrate it in some way (eg.: a "computer" level or a weapon/system changing the look of the game on the fly or vice versa). Playing with only one style might get boring after time. But I guess I would buy the game with either one of both styles.
@lukaszkups
3 жыл бұрын
I'm totally after that idea as well - it looks great, but personally I do really prefer the textured one way more. Eventually, if not a "computer level", maybe just a switchable game style as people want?
@rekkimaru7
2 жыл бұрын
The green wireframe style is great and makes the game instantly recognizable and unique. That was a good choice.
@OnyxIdol
3 жыл бұрын
As a hobby developer myself I appreciate everything that saves times. I say go for it, especially since it looks good and *distinct*
@dylanking000archive
2 жыл бұрын
Just watched the previous devlog before this one and the art style improves it 100% imo. Everything became instantly readable, looks cool, and the performance boost is a very nice bonus. Also as a solo dev saving time wherever possible is so valuable.
@thejakery
3 жыл бұрын
The new style is incredible, it does exactly what you wanted it to. I hadn't really been too drawn to the previous style, but now it looks awesome.
@tauheedgamedev2388
3 жыл бұрын
I do like the new visual style, it really helps the game stand out.
@WarjoyHeir
3 жыл бұрын
This proves how much aesthetics do for games. First visuals seems rather dull and the wireframe instantly catches your eye, it is brand new, portrays what the game is about really well and instantly! I'd experiment with the color palette some even though the one you have right now is quite fitting, as a visual guy I can imagine some more interesting combinations.
@coltonbates629
3 жыл бұрын
I think he'd be better off making the robot you play as green, and the background yellow or blue. But yea, the wireframe is going to make the game really stand out
@deathdyver5139
3 жыл бұрын
So several ideas for the Spider walker. You could do it where after a certain threshold is reached it become immune for a period of time (ie after 3 missiles it becomes immune for 15 seconds) Another idea is that after a certain number of missiles they begin to do diminishing damage per middle. One last idea is after a certain number of missiles the SW could enter a"rage mode" type where the SW takes half damage and deals double damage to persuade players from abusing the current strat. Other than that this looks amazing and I can't wait to see more of it.
@LofiDev
3 жыл бұрын
Thanks, I really like the idea of a "rage mode" I might try that.
@SimplestJason
3 жыл бұрын
The new art style looks great, but if I were to have any input, the enemies are slightly less readable now. Maybe it's just because they're so detailed even though they're pretty small on the screen? Otherwise it's super cool looking and really fits the gameplay!
@xLoxLoLex
3 жыл бұрын
I had that though in the back of my head and now that I read your comment I came to the realisation of it
@nichegames9590
3 жыл бұрын
Yeah, I think you should go with this new look. It's a risk but really like it.
@HappyNormalHuman
3 жыл бұрын
Love the new look, very unique.
@bamfyu
3 жыл бұрын
I love this new Artstyle, really cool man...
@WingofTech
2 жыл бұрын
If you are able to polish it perfectly, I am quite envious of this now simplified VFX workflow you've built. A video on making games without lighting look good (and have simulated light such as textures and baked lights) might do well. I'd enjoy it as a VR game dev. :3 Your game reminds me a lot of a flash game I adored from Rocksolid Arcade. They eventually had to license it off but it was called ROBOKILL (1 and 2), though 1 was my favorite. ;P
@blwaverage7172
3 жыл бұрын
For me, the style change is cool and good looking but it would only be like that for 5-10 mins and then wear pretty thin with the current level design/layout. One way to remedy this would be to give the areas outside the level some life by adding the odd geometric shapes in. It feels like with this style all the levels will blend into one mentally if they just share the exact same colour pallet and similar layout. Along with extra details in the environment, I would probably add a pallet swap every few levels or even mid-level. I'm a simple person so if I saw the map go from green to a light blue background my brain will go "oh new environment" although nothing really changed. I feel like to make this style work you'll need to play on the simplicity of it along with colours that stand out but don't distract from the player. Going back on the light blue background look I would register that as an Ice level while a bright red would be lava. For the radioactive pools, I'd add a few destructible objects that would spawn them. It would make the player think about the positioning and is a free tool for the player to use. I'd probably also have a rush type enemy that on death drops a puddle again this gives the player another tool in the arsenal to use while also providing them with a mob that stops them from just sticking to a corner of a map and mowing things down. Looking forward to seeing where the game goes from here.
@LofiDev
3 жыл бұрын
Thank you. Those are some really good suggestions.
@j_cap95
3 жыл бұрын
In my opinion the visuals are way better, but under some circumstances: the lack of detail can lead to a boring experience, so I think this game asks to be frenetic, something like Doom or Hotline Miami. This quick rythm matches well with simplicity in controls and mechanics, making it an arcade beast with short but intense levels. Also I think this idea doesn't add up with the checkpoints or slow pace you suggest in the video's second half. Anyways, it's only my pov, I am happy to see you working on it, and eager to know what we end up with.
@omarjennane2620
3 жыл бұрын
New visuals are much better ! Keep up the good work
@ThePoinball
3 жыл бұрын
Great strategy ;) Looking great with the new Shader
@xLoNaDaRx
3 жыл бұрын
I love the new art style! It brings some geometry wars vibes, which really fits the mecha shooter mood the game is going for
@NinjaBearStudio
3 жыл бұрын
I really liked the first iteration of the new look, with the outlines. But the second one - outlines only - would make me not play it! I think it's definitely distinctive, but that doesn't necessarily mean it's good (nor bad), just means a person can easily recognize that it's THAT game. I feel that games with very little colour information - or way too much - require different processing in the brain, which makes longer play sessions to be pretty exhausting or just boring. Your game looks so fun and the models with a simpler texture already look so unique (again, especially with the cartoony outlines). I don't think you need to have such a polarizing change - as you said it yourself - to make it stand out. If you really enjoy that new and want to keep it, I would at least suggest that is something like an unlockable filter or something like that! In any case, best of luck, I really dig your devlogs! :)
@TwinStick
3 жыл бұрын
This looks awesome! I'm keen to watch this progress!
@davebrueck7886
3 жыл бұрын
Love the new art style. Doubly so as a fellow dev - UV mapping is a huge time sink and you have a finite and limited amount of time that is much better spent elsewhere.
@WackyWhiskerDev
3 жыл бұрын
Yeah I dig that new art style! Looks great
@e_buffturtle
3 жыл бұрын
Keep the new art style, its super cool and Unique
@BigSaur
3 жыл бұрын
Found this from Reddit. I LOVE this direction for the art style. There's a lot you can do with it. Offtopic: As an old school Mechwarrior player it irks me that there's no torso twisting. I'm not sold on the movement - seems too nimble for the mech design. Just my 2cents in case you're interested - follow your vision :)
@LofiDev
3 жыл бұрын
You're right the animations need more work. Thanks for the suggestion of torso twisting. I'll see if I can work that in there.
@gf-iw1zw
3 жыл бұрын
love these new visuals! good job
@Skeffles
3 жыл бұрын
Cool new wireframe visuals! It makes me think of either a blueprint or the matrix. Perhaps you can build on that further.
@the0neskater
3 жыл бұрын
Definitely do not like this new look. Maybe for a special effect or something but yeah this is a huge change that is a deal breaking for me personally. Your existing art was excellent and super clean! By thin outline shader by itself looked quite nice too.
@AwesomeCadecraft
3 жыл бұрын
I agree. It looks the best at 0:27
@alexanderdorenkamp
3 жыл бұрын
Add more damage and kill particle effects to spice it up.
@MikMikBrody
3 жыл бұрын
I really love these visuals! If you're on the fence about it, I think No More Heroes: Travis Strikes Again, uses a similar style and mixes it with more standard styles and other unique visuals, so that may help!
@IspyrGameDev
3 жыл бұрын
I feel you can find a nice balance between to 2 visual choices. This is very 'Tron' like meaning dated unfortunately, the black is too much imho. I feel you can find what you're searching for with a happy medium like in titles such as Borderlands, the TellTale games etc. Try blending them to see what happens. Still digging the gameplay though, which is more important at this point :)
@SatsumaDev
3 жыл бұрын
Whilst the new artstyle is very cool, I think you should probably iterate on it a little more still. The level geometry and pickups look great, but your entity models (the enemies and the player) are highly detailed models that look fantastic in the previous artstyle, but that in this outline-only style have far too many lines that in motion from a far camera top down perspective end up just looking like a mess of colour. In the heat of the moment it is difficult to tell at a glance what each enemy is or what they're doing / how they're moving and this will impact readability in the long run. I recommend doing a general pass across the various models and trying to keep only the details that will stand out in this new style. The wire-frame model on the menu looks great though, this is not a slant against your model quality at all. Beyond that maybe consider using shaders to make the background / environment more dynamic. With this new wire-frame style there's a lot of potential to very easily make the game more engaging to look at. Methods such as changing the colour of the level geometry in waves (perhaps timed to music, or the flow of an encounter), adding non-distracting background filters such as a starry sky or some form of celestial body could go a long way to make the game interesting to look at whilst keeping distraction to a minimum. That said I'm not sure how arcade-y you want your game's thematic to be so these suggestions may all be a bit much if you'd like to keep this a more grounded experience. On the topic of thematic I believe you mentioned in a previous video that this first level takes place inside a facility and that you want later levels to take place on a planet surface instead. I would urge you to consider how well this would work with your new wire-frame art style, as while the standard geometric architecture of an industrial facility looks great in wireframe, more jagged and natural non-euclidean geometry of an outside space may end up being messy and difficult to navigate in a style with so much abstraction. These are just some personal thoughts though. The game is shaping up to be very fun and I wish you good luck with further development!
@LofiDev
3 жыл бұрын
Thanks for the feedback. I think you're right about the models needing tweaking for this art style. I like your suggestion of using shaders to make the background more interesting. I'll see what I can do with that.
@benfoote9945
3 жыл бұрын
@@LofiDev I couldn't agree more!
@calciamno3415
3 жыл бұрын
Looks awesome. The reason I am happy coz this won't lag as much on my smart potato
@jakubkopecky7326
3 жыл бұрын
When you playing for a long time, it is boring to have a world without details. I don't think these style is a good choice.
@satolasgames7088
3 жыл бұрын
Hello Lofi :-) I don't know if the vector look is really making the game better. Maybe you could try to make the background white and all the lines black. or opposite (could be changed in menu for example) The old school green lines it's a bit too generic. It will not be really "recognizable" you would like to do or as Superhot is for example. Also theses Vector green lines had a reason at that time beeing this kind of oscilloscope vision devices. Now I guess we could play a bit more with the "wireframe" effect. Also maybe mixing cellshading and wireshader would be a very cool effect. The lines gives a "radar" feeling, I don't know if it is what you would like for the game. Btw your game reminds me a game I loved a TON, which is : Future Cop L.A.P.D. on Playstation 1 :-) Continue developping it is nice to see the progress and your voice is just perfect, let say things as they are ahah. Cheers !
@abelrashid5184
3 жыл бұрын
it just works
@benfoote9945
3 жыл бұрын
I like the art style as it matches what the world might look like to a robot, and you could add to the diegetic UI/UX theme by stealing from Nier Automata and linking things UI, damage notifications and aim assist to your skill tree. But as many have said, the model detail needs adjusting to suit, and even the particle effects needs adjusting otherwise it will become a mess of colour and bloom. Lastly, I think the biters and turrets look too similar in shape. The biter's sticking out neck looks a lot like the turret's gun barrel, especially when all you have to go on is the outlines...
@Greenst4rX
3 жыл бұрын
Wow this is interesting!
@Galomortalbr
3 жыл бұрын
you could put some cutscene at the start of the game with some info dump saying that you are fighting in the cyberspace, like almost the entire game is cybernetical warfare as the entire game look like and 1980s computer simulation, you even do something like super hot where the main characters pause the game to talk to a friend in some chat or something like that.
@dabing_bros
3 жыл бұрын
my enemy idea: it would attack players when they move
@WingofTech
2 жыл бұрын
Instead of the enemies falling on the ground and burning up, maybe you should have their color shift from red to the green of the environment, kinda leaving the rubble to fill the scene. Less performant but far more satisfying lol
@MaxIronsThird
2 жыл бұрын
maybe the vertices could be blown up
@ВикторЯнев-з6и
3 жыл бұрын
The game looks amazing, good job man!
@noerror9404
3 жыл бұрын
Good Work💕💕
@seraaron
3 жыл бұрын
I've not seen any of your other devlogs, so I don't know what the old art style looked like. But this is definately stylish and distinctive imo! That said, my question to you is: does this style fit your original theme / concept for the game? Because rn, this style makes me think of the retrofuturistic vision of holograms and virtual reality simulations like the Nintendo Virtual Boy or 80s movies about hackers. Was that what you were going for? If so, great! If not, and these robots and such are meant to be 'real' in their own ficticious world, then a different art style might be more fitting... even if it's more work :/
@odiaz
3 жыл бұрын
Why not a mix of both styles? The environment can have this new "80s" style and the robots can have the previous style as you would need more details on those. Keep up the good work.
@JackieCodes
3 жыл бұрын
before your game gave me a boarderlands vibe, now its very arcady, it looks good but it might get boring after playing for a while, have you tried mixing it up with the background being normal and the character/ enemies having that outline effect? If you keep this look you might have to add something special to keep the level interesting.
@Trombi01
3 жыл бұрын
Personally I think it is hard to judge the visual change, because the enverioment is not designed with the new style in mind. Currently the game looks a lot emptier than before. If you are going with no textures and lighting, I think you need to compensate for that with eihter effects or more/detailed models. If you do not mind me comparing the visual to another game, I would like to bring your attention to a game called Duskers (To be exact, visuals when you pilot a drone manually). While that game has no textures, it compensates with effects, lots of models and sound design. more over, The game still has some simple lighting to give the models some depth. Also something to note is, that the game uses the rather empty visuals to enhance the feel of being isolated and the detached from the action and hammer home the idea that you are alone in space. My recomendation is, that you think what part of visual design you like the most, and then try to make a visual style that focuses on those parts. By keeping everything else simple/non-existant you will have a design that you like and can bare to keep making.
@LofiDev
3 жыл бұрын
Duskers looks really cool, I dig the aesthetic. Thanks for the feedback. You've given me a lot to think about.
@MaxIronsThird
2 жыл бұрын
I like it but the image is way too high on contrast, maybe put some noise in the BG or make it more grayish (maybe even SNES color if it looks cool), plus tone down the saturation from the lines and make the designs less busy.
@thorminator
3 жыл бұрын
Previous version is more visually pleasing
@Demizo
3 жыл бұрын
The new art is great! However the grid floor is a bit noisy and bland. i think with a cleaner floor design the game would look much better. I'm all about "lazy" art
@aninuscsalas
3 жыл бұрын
i exist now
@RaptorSquad12
2 жыл бұрын
i like it but maybe a option to turn it of
@Trombi01
3 жыл бұрын
Hello? Still out there?
@artsu9697
3 жыл бұрын
Its been 2 month u Alive?
@vizzard742
3 жыл бұрын
why dont you make it into a rouglike game
@zigglyDev
2 жыл бұрын
i wouldn't go full line style rather give player the option to toggle between line style or normal stylized art. let the player decide for himself.
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