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What 2 Months of Pure Polishing Looks Like! - Aestik Devlog #18
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- čas přidán 20. 10. 2022
- === WISHLIST AESTIK ON STEAM: ===
►►► bit.ly/aestik-... ◄◄◄
=== Discord / Demo ===
► / discord ◄
=== Social Media ===
► linktr.ee/hood... ◄
=== Official Aestik Website ===
► aestikgame.com/ ◄
#devlog #indiegamedev #unity #unityengine #metroidvania #metroidvaniagames
There are some changes I didn’t talk about in the devlog - so if you played the old demo, you’re in for a fun little surprise! ✨
To play the demo, join the Discord (Link in the video description)👾
Awesome progress! I'm a little concerned with the Force of Myst rework and how it replaced the gun. It feels like giving up a bit of your games own unique identity in favor of hollow knights? Maybe you could combine the gun with the spell mechanic, like shooting with essence, so you can fix the ammo issue but still have a more unique mechanic that helps the games identity
Loving the design so far! I personally think the map could do with a slight change in design as currently it looks sooo similar to Hollow Knight's. Maybe just add a design on the background that changes based on each area, or add a design to the border? Overall great work
Hey! Glad you like Aestik so far!
I might look into the map design / map screen in the future; so that's noted. I wanted to keep it as simple as possible though, because it really takes some time to create and implement the map tiles into the game - but I'll definitely think about it (:
This game is looking amazing! I would recommend making tutorials for games such as these because many are inspired to make games but don't know where to start.
Also, I'm curious about how to add save spots and also how to transition between rooms. I've always had game dev dreams and I really wanna make a metroidvania. 👍
Hey, thanks a lot! (:
I replied to you in the Discord channel, too.
While I don’t plan to make full blown tutorials, I will try to keep sneaking some tips & tricks in; scene transitions and save spots are a good fit for stuff like that. (:
@@NicTheThicc Oki, thx the reply :)
Awesome job, game is looking great. I've been working on several of these exact same items lately and I agree the the title entrances are great. I did this as well as add a subtle audio queue which works very nicely imo, you might play with that and see if you like it.
Ah I see you're a connoisseur of some good old sparkles as well, haha.
Glad you like Aestik; thank you!
Might play around with some audio queues too!
I really love this series and the game itself, it really came a long way. It's so inspiring to see a fellow guy from Switzerland doing gamedev and you really are one of the reasons I also want to start this. Amazing work my guy, keep grinding💪
Thank you so much; that’s great to hear!
It sometimes feels like I’m just a random guy doing random stuff, but it’s really great to know that my work is inspiring to you. (:
You’ll definitely get the hang of it - game dev sure is a fun ride ;)
Can you code? I cant and its the only thing keeping me from starting gamedev myself :/ i do make models and music for a game of a friend of mine tho which is quite fun :)
@@kjellbeats Well said my friend, cuz I can’t code aswell. I am currently learning GD Script. But I cant really do anything by myself yet. The thing is I come more from an artistic side.
@@JuhoSprite good luck man! And fun too ofc :)
Woah I really love the area title splashes! 😍 Immediately when you showed them I thought "Wow that's a great touch" and you proceeded to say "yea they're not much of a big deal" 😅. Dude they look great and definitely make a difference! Nice work
Nice; thanks a lot!
So I’m not the only one who enjoys these kinda small touches after all! (:
A lot of great stuff added here. I really like the reworked save system and the dialogue system looks really nice.
I said this in my last comment, so I don't mean to beat a dead horse, but the health bar really needs an overhaul. It is way too hard to distinguish between what health you have and what is expended at a quick glance or out of the corner of your eye, a thing that is very important for metroidvanias with Dark Souls esque combat. In my opinion you should make them have a more drastic change in color like making them black or even white when expended.
The second thing that I would say is that I would have liked if you had reworked teh gun instead of coming up with a new ability entirely. Obviously I think that a game can take inspiration from others, however, I felt like the gun presented a good way to give your game a unique character which the new reworked one doesn't.
All in all, good progress.
Hey!
Thanks for your feedback; I’ll definiyely take a look at the health issue! Maybe just making the broken icons darker might be the way to go - gonna test it out!
For the dialogue system, you may want to implement a way to pre-wrap a word to the next line if it can’t fit on the current line. It’s a little bit complicated, if I remember correctly, but definitely worth it.
Got it in my backlog, but I’m scared of starting to work on it haha
@@NicTheThicc from some searching on google, it seems like unity has built-in functionality for this, found in the unity UI or text mesh pro typewriter effects.
@@helio6839 ah that might be an easy fix. Will check it out; thanks!
@@NicTheThicc Same, would be a great nice-to-have during polishing but I'd definitely say focus on bugs first. Nice to know Unity has a built in feature for text-mesh pro, but if you aren't using it, I'd imagine you can keep track of how many standard chars can fit in the width of your text box, and split your text at those char lengths - inserting a "
" separator in between.
This game is really cute :) all the lucks!
Thank you!! (:
Bro first Devlog i saw from u and i have to say this game looks great and i hope u stick on it!
That’s great to hear; thank you!
Will definitely do! (:
Wow aestik looks insane
When this releases I'm buying it on release day
+
Thanks! Great to habe ya on board! ✨
I'm excited to play your game but I have a question, Bro. How many people have developed this game so far from your team, and greetings to you from Saudi Arabia (Google Translator)
Hi! Thank you; glad to hear that! (:
The development is actually all done solely by me at the moment, but we‘re a team of two working on the project. Communication, Community lead, marketing etc. is done by the other half of Hooded Traveler Games. (:
@@NicTheThicc Great pro, you are just a help from your friend. You are really a great person and I am excited to try the game and I hope it succeeds
so how long has it been since you really started this project? I'm just learning unity and c#, but the more I learn, the more I realize the amount of work is huge that I wouldn't know where to start, story plot, characters, art style, level design, I'm like wtf am I doing xD
Hi!
I started working on Aestik about 2 years ago, but I re-worked a big part of the project several times - I learned so many things about unity, coding and game dev in general by working on Aestik (and a bunch of smaller projects).
I think, just starting to work on stuff is the way to go; even if it means that you need to re-work content a few times. But I believe that the „wtf am I doing“ is what everyone has to go through first, haha.
(…and in some regards I still feel that way tbh.)
I realy like this game but i think it is to similar to hollow knight
yeah, it looks really cool but the number of similarities with hollow knight are just.. brazen. almost every single element has a hollow knight parallel.
@@Gashdal while I also agree, “Parallax” isn’t a thing that hollow knight created, but you must agree that you can see some animation overlap, like the cloak flowing in very similar ways, I myself take inspiration from games, I feel like there are a few suspicious, like the UI being structurally very similar, while I wouldn’t say polish can be copied there is an effect when hitting enemies that feels very similar. Though I would say visuals aren’t what make a copy, this game is it’s own thing.
@@Mattstov where did you get parallax from? i didn't mention that at all
While we definitely take inspiration from Hollow Knight in it’s core gameplay, we aim to set Aestik apart from its inspiration by adding unique mechanics such as moral decision making that leads to branching storylines, a follower system and more at the moment unannounced features.
The artstyle choice was actually made due to its simplicity - I really wanted to utilize classic frame animation, but having a more complex artstyle would elevate the workload to levels beyond my capabilities of a solo dev. And pixel art isn’t exactly a strength of mine, so since that’s the case as well as there being a lot pixel art games, which makes it hart to stand out, I chose to go for that route. Though I also try to make Aestik‘s own thing out of it by using much more vibrant colours, cel shading on even environmental assets, and so on.
So while I get that seeing Aestik for the first time makes people think of Hollow Knight, it really isn’t trying to rip-off anything. I wouldn’t put that much effort and passion into an unoriginal project which I now have been working on for over two years.
Feel free to check out the demo for yourselves though - that might be the best way to get an actual impression of the game. (:
@@Mattstov lmao, are you daft? he never mentioned parallax at any point wtf.... having a parallel with something else means having a similarity. Please, either get your eyes checked, learn how to read or just get a dictionary, bruh.
Force of myst looks dope. Amazing job on the animations.
Thank you! Tried do be kinda flashy - i think it worked out quite nicely (:
Yes.
Yes!
Shiny
Isn’t it?!
this seems like hallow knight
gseht guet us.
Danke vielmals! ✨
hollow knight
"which makes it look more unique in my opinion" so your opinion of unique is bad copypaste?
That’s not a nice thing to say. :(
@@NicTheThicc but it is the truth. You game's identity is slowly fading away the more you copy hollow knight. It was already pretty copy pasta as it was graphically, but that was mostly ok. But copying literally animations and game mecahnics from the other game... yeah... not a good thing tbh.
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