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One Month of Game Development
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- čas přidán 14. 06. 2024
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Good afternoon, everyone. This Devlog covers all the changes I've made over the last month including all of the relic artwork that was missing from the previous devlog, transitioning most of the remaining enemies over to the new system, creating new abilities for certain enemies and adding keyholders.
Penumbra Tower is a frog themed turn-based dungeon crawling roguelike.
/// Video Background Music ///
Flowerboy, Gato Paradiso: / @flowerheadmusic
nobonoko - swamp: / @sinewavy
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#gamedev #devlog #roguelike
5:14 That’s cool that you added a restroom to the game. Even frog adventurers have to go potty sometimes
i was rewatching the video after i finished editing and i thought the same thing haha
I like that the frog deity's name literally means 'false frog' in Latin.
Bro your channel is a godsend, I'm more inspired than ever to work on my own game! Your progress is amazing!
Glad to hear it!
No idea if anyone has pitched this yet, but I think adding an endless mode where the enemies are fully random could be a good compromise. I think in general it is probably better to separate the areas out though.
Alternatively, you could have occasional "Boss floors" which incorporate less traditional pairings of enemies
At the same time, you are the expert and if encounters start feeling too samey, then mix everyone in. Variety is the spice of rice after all.
I had some Ideas for each of the relics
- my first idea was for the item that makes you attack twice but deal half dmg something like "Shattered Spearhead" could work
- for the item that allows you to apply atk dmg bonus to thorns, but can't attack could maybe be "Spinosa Shield" (the Quasipaa spinosa is a spiny Chinese frog, but this name might be a bit convoluted)
- thirdly the item that makes enemies explode could be called something along the lines of "hazardous gunpowder"
- finally the item that makes basic attacks do no dmg, but other attacks do 2x dmg could be "Strange Sling" or something like that
None of these exactly evoke "corrupted" but I thought I might as well post them here since they might give others some ideas
Again, we need a herein basic enemy and a fish bone enemy or Armadillo or chameleon or something that can turn into decoration objects, i would like that. Thanks for reading this if you have, see you next video lol
I meant heren sorry like the bird
Whenever you decide to add another floor type, you could make it a jack of all trades zone. Which would allow you to keep the ability for any of the enemy types to spawn together, but also help the other zones feel more on brand.
I definitely like the variety of different animals rather than mostly just frogs… Justice for Raccoon🫡
It was literally my favorite character model! I was like "how can you not love this cute fella" when he said he didn't like the character design😭
Raccoon was one of the best designs, very surprised he cut it out as well
Some frog/toad enemies is cool, but variety is generally good. I'd love to see a lot more different designs, and maybe you could even have some very limited character creation (just picking among 3-5 designs)
I know you said that you mostly wanted suggestions for Relics. But, if I could make just one suggestion, it would be to bring back the racoon enemy.
It would be really neat to see the Racoon as a mini floor boss where if he wasn't dealt with in a certain amount of time he could steal one of your items at random!
Also, I think a neat addition to the game would be to add a secret black market of sorts. Maybe if you killed enough racoon enemies they'd spawn a black market key that allowed you to go and find some more dangerous relic items that could potentially give you better synergies but at a cost!
I really enjoyed this video and decided to sub, cant wait to see the next update!
You can add a flly, like u can kill it with your tongue and it flies 2 steps by turn
This please! Fly enemies would be cool
Player Attacks/Skills
-----------
Lighting Strike:
lvl 1: target one enemy dealing damage = to 25% of player damage
lvl 2: target two enemies dealing damage = to 55% of player damage
max lvl: target all enemies dealing damage = to 100% of player damage
Razor Disc:
Insta kills any enemy
Can only be used once per floor
Vine Shield:
lvl 1: creates a shield of vines on the tile next to you (player choice, up down left right)
lvl 2: creates 2 vines
lvl 3: creates 3 vines
lvl 4: creates 4 vines
Vines disappear after 2 turns or after blocking one attack
Poison Spit:
lvl 1: poisons a single enemy for 5% damage for 3 turns
lvl 2: poisons a single enemy for 20% damage for 3 turns
max lvl: (attacks in a plus shaped area) dealing 35% damage for 2 turns
Sticky Goo:
lvl 1: Spits goo at the enemy slowing its speed and attack speed down (a 2 turn attack is now a 3 turn attack)
lvl 2: increases cooldown speed by 10%
max lvl: increases cooldown speed by 25%
Relics
-----------
HP Boost:
Gain full health + 30 bonus health but cant attack for 5 turns
Zoom Zoom:
Increase speed by 2x (so basically 2 turns instead of one) but enemies gain +25% damage boost
Iron Frog:
Gain a shield that restores every at the beginning of every level but all enemies gain a +10% health boost throughout the whole game
The Ultimate Gamble:
Roll the dice
1-5 Immediately drop to 1hp,
6 jackpot - choice of either Any Totem, Power Up, Level Skip, Restroom Visit, Full Health)
Switch-a-Roo:
Once per run you can use this skill to switch your hp with an enemies hp
Luck of the Coin:
Flip a coin (player chooses heads or tails)
Correct = kill all enemies on current floor
Wrong = Spawn a certain amount of enemies
Escape line:
Escape the current floor to a different random floor
Kind of a banger list
I think that splitting up enemy variation by biome is a pretty good idea. It eliminates some randomness, true, but introduces an element of strategy, and allows players to think carefully about how they want to prepare for certain battles ahead (assuming that biomes are split up similarly to floors in Isaac or Gungeon, where they follow a certain order, or persist for a certain amount of time). Besides, there can always be a harder/more randomized biome that just has a gauntlet of enemies from all sorts of domains relentlessly attacking.
As for the items in need of names/concepts- in the same order as presented in the video- my recommendations are as follows:
- Double-Edged Sword (self explanatory)
- Polycoria (condition of having two pupils in one eye; seeing (and attacking) doubly, but at the cost of efficiency/accuracy)
- Starving Rose (perhaps a bit of a niche reference, but roses _love_ eating blood/bonemeal)
- Sulfuric/Brimstone Touch (that stuff blows up)
- Trick Dagger (maybe a weak idea, but kind of harping on the thought that if your enemy thinks you'll be attacking one way, they won't expect you to attack in a different way, thus explaining the double damage)
Excited to see what the other comments (and you) come up with. Killer log as always ✌
thanks 😎
relics😁:
1. Barbarian's soul - make it like a will'o'wisp or like a ghost lion head idk
2. Blunt scimitars - 2 dull scimitars
3. I don't know
4. Jam & Knife - a jam knife
5. Merlin's avatar - floating gloves holding a staff
Instead of an attack icon above their head I would add an attack preparation animation and maybe change their hightlight color to something different
oh haha, i was going to bring this up but forgot while editing, i will do this too and will mention in next devlog hopefully 🤞
The one for throns damage that stops you from attacking could be called Pacifist’s protection. The idea is you can’t hurt things directly because of the effects so I came up with that
More people need to see this!
Fantastic devlog! I do kinda wish that a lot of the enemies weren’t just frogs though. That aside, the new design for the spider summoner (tm) is awesome- and leagues better than it’s predecessor! I also a few relic suggestions namely …
- Firedrake Egg (name pending lol). When an enemy dies of burn damage, it transfers the remaining stack of burn to a random enemy within a set range- perhaps 3 tiles? It would probably a common or uncommon relic.
- Pollywulg Tome
When you get hit, you have a 15 or 25% chance of being teleported to a random non hazard tile. It would probably be quite legendary.
Great progress! The game is really shaping up to be something pretty cool, looking forward to seeing the 35 relics you are still adding :)
I love the polish in your game, every aspect feels so clean!
Your currency looks very similar to the one present in the die in the dungeon demo (also a frog roguelike) haha
the shrine statue looks so cool
For the twice attack/half damage item, maybe it could be a set of Brass Knuckles broken in half, named something like Split Fist
Another demo? Count me in!
6:55 As for the enemy spawning in specific floor types, I'd look at it that way: Enemies only found in a selected environment add a TON to theming and having a decent enemy variety is likely not benefitting from just placing them at random too, so I'd suggest either some sort of rare "glitched" or "magic" floor, where there can be a little wider mix-up, or just overall some specific enemies that can additionally appear at any floor. The best thing your demo had going for it, (imo of course, lol), was the correlation between the enemy attack patterns, their abilities, your relics and the environment. It was incredibly fun to maneuver around the hazard tiles, sneaking in and out of dangerous enemy attacks and plotting which ones to take out in what way. So in conclusion, try to keep a decent uniqueness for the enemies, but also utilize them for fun factor and challenge that come from their different attributes mixed together! :D
Hey, I think I did the idea for the charged battery!
I think the sprite for the Racoon is a little better than the Polliwog. I find the variety more intriguing.
And for the items:
1. Ritual Dagger
2. Flimsy Sai
3. Thorned Manacles
4. Volatile Catalyst
5. Trickster’s Mantle
Justice for Raccoon 🫡
A rhino enemy that rammed forward until it hit a object or player would be cool.
I love that spring gang instrumental in the background lol
Cactus striate jacket for the thorns
Here are a couple ideas for the item names:
Attack twice but half damage item - "boxing gloves"
Attack bonuses applied to thorns item - "spiked handcuffs"
Enemies explode on death - "vengeful afterlife" with the art being an angry ghost or smthn similar
this is nearly identical to the top comment rn lol
U should make variations of enemies that spawn on each floor
For example a green version of the snake that spawns on the forest floors
i was maybe planning on doing something similar to this, where different variants would apply status effects
Game is visually looking fantastic.
For the relics
Ring of retribution (a ring with a spike going through it)
Fragmented slash (a broken blade, maybe connected with some corrupted tendrils)
Forsaken statuette
Powder keg (a powder keg with some kind of creature popping out or a eye seen through a hole on the side)
Fang of convolution (grotesque fang)
it would be cool to see relics based of enemies that do more damage to their species
You have grown a lot in a month!
I think making a "wet noodle" item would be fun for either the double strike, half damage item or for the no basic damage, double ability damage item. Alternatively some of the corrupted relics could maybe have a "regular clothes made of horribe materials" theme, so the item that gives you thorns but you can't attack could be like "Uncomfortable Underwear" and the image is a pair of briefs made entirely of barbed wire. The half your total max HP but deal double damage item could be something like "Custom Gloves" and it's a pair of gloves with glass shards stuck on it. Maybe it's a little too violent for the theme but I mean you have bombs and bleeds and burns, it's not too far fetched.
I feel like something along the lines of "The behemoths bane" will sound good for the first one since i think it will be like it takes away your power fro something else like a heavy weapon
That upgrade menu seems heavily inspired by slay the spire lol rest or upgrade! Love it
1. Amulet Of Greed
2. Claw Gloves
3. Crown Of Barbed Wire
4. Glue Bomb
5. Extra Cinnamon
Those are my ideas 🙂 Great devlog btw
Thanks you!
wow looks epic and I love the art
1/2 your health but double damage: Frog tongue piercing
The rouge ring would be the half health double damage it would be a ring with a chunk of a purple gemstone leaking out corrupted goop
i think the half health double dmg could be a poisonous potion. youre poisonous toward others but it also effects you some? idk
I just fnished watching the whole series and during the videos I got some ideas of improvement, as the series progressed, most of 'em just don't fit anymore in the scope of the game. But, here are one idea that I think can help the game to be better. First one, I thought about the relic itens system. They're pretty good, but, what if the relic levels instead of going from 1 to 20, go some sort of stacks, just how it was months ago? But, not exactly. Let me explain. Imagine a flame iten, a burning tome, the passive of this item is just gain a 5% of chance of inflicting burn to the enemies, but, it is just one stack of "flames". The next item you get is some sort of firem bomb, just to don't create another item description lol, an it haves another stack of "flames". The atribute "flames" gives more flaming damage to the flame status, so, if you have one stack of flames, the fire damage is 2 per action, and i you get just one more stack it goes to 4 damage, with 3 it deals 8 damage. This is just a idea and maybe seems too complicated to do or implement, but, if you want a simple way ti understand it, check Skul: The Hero Slayer, the atributes idea is based on itens atribute of this game. I hope this could gibe you some ideas of how to improve the game. Btw, I love your game and your path all along here is a huge inspiration for me to develop my games. Thanks!!!
Relic names:
Fragile dagger/glass dagger.
Soft spring head/cotton spring head.
Voodoo thorns?(idk with this one)
Incendiary powder.
Muscle swap
You doing this only during your freetime and you do both code and art? :o That's incredible what progress you've made!
I'd really like if there was a better visual indication to when your character takes damage versus when the enemies take damage, it's sorta hard to keep a quick mental count without that visual distinction, beit a minus sign in front of the value or a different color or etc.
Relic ideas:
1. Glass epibat (play on glass cannon, combined with the former half of the name for poison dart frogs lopophilic alkaloid toxins; epibatidine)
2. Snake's eye (play on snake eyes, for the low number but x2)
3. Secondhand croak
4. Prestigious lorgnette (performance-y, hence lorgnette, prestige is the name for the final phase of a magic act; making the bird come back)
5. 3 and 1/2 leaf clover
Side note: Idk if this is intentional or not but the relics that are max level say "(Max lv)". I assume that's supposed to say lvl.
*inhales* dude, you're making a FROGUELIKE
What about a relic that gives you one extra essence per kill while you're holding the key?
can wauling blade bounce around the tile its in, just a new animation not moving from its tile, It looks way to stagnant.
yeah i wasn't really happy with how it looked either, I'll try this, but also might completely change the art to something else 🤷
@@Greedable Yea, maybe one side darker, a cartoon outline? Keep up the awesome stuff tho, looking forward to next month 😅
The game looks almost ready to release
haha i wish it was 😭
The game looks great and the demo was amazing. I want to play it more. I can see that you showed 8 languages over the steam page.
As I've translated 17 other indies into Polish language, maybe you want to add this language to the game? Would be great to work together.
For example, I've translated Nova Drift and Shotgun King: The Final Checkmate :)
Have a nice day.
for when you choes not to take an item, could you get more essence if you skip a chest containing rare or legendery items, so you feel like your missing out less if you get a legendery thats not relivent or something
a banana that has a 25 percent chance to pick two new relics and if you don't get the 25 percent chance you lose some health or somthing along those lines.
that sounds cool, might add some sort of gambling like that
my idea for the first relic: double edged sword
You should add an item that increases key drop chance, up too 100% so you can just grab the key and leave.
sure, ill keep it in mind and add it to my spreadsheet
The first one should be called salientian sacrifice
how come the spinning blade tiles and quick sand tiles are at a different perspective from the dig holes?
idk my brain dont work right
_"Penumbra Tower"_ is unintuitive to recall. _"What's the name of that frog game again? Frog Tower? Rogue Frog? Oh, it's _*_Penumbra_*_ Tower... as in shadow. Of course"_
I also have a problem with the name. Its called a Tower but the floor exit goes down?
@@MarkoPiroski true
Ah yes, wake of the vultures, my favorite overpowered item
Bro, I need help. How big are your hand-dranw sprites? I'm having big issues trying to use hand-drawn assets in my game, they end up being looking awful when i export them in both unity and godot
what I've been doing is working on the master file in krita at 1000x1000px and then exporting the sprite as a png at 200x200px, then inside Unity i set the pixels-per-unit at 200.. not sure how this translates into godot :/. also having the sprites at 200px probably isn't the best for performance if you want to display a lot of sprites at once. idk anyways hope this helps
@@Greedable it does help a lot, thank you ♥ Bless you ^^
Hi, im new here, but im pretty sure a channel called BIT6T9 just reuploaded this video with the exact same title
hey heres an idea for a corrupted item how about a pearl like iteam that allows you to see the next move an enemy would do and allows you to see the key holder BUT at the cost that you can only see hazard tile's in a very VERY short distance that way it makes enemy's easy but hazard tile's a pain in the butt or something like that
an idea for the game: curses these are sort of relics you can get in a chest but if you get a curse you have to pick him and its a nerf instead of a buff. also for the pikeman maybe a tail slap that that can push you to an adjacent tile. and maybe for a relic that you can see who the key holder is
all three are interesting ideas, i will keep a note of them!
I think one problem with the game is how busy each room looks. It’s hard to parse what’s going on and hard to navigate when being chased by enemies. I think de cluttering the rooms could help a ton
Sorry for this rude comment that no one asked for, but I think that the art of this game is confusing and messy. But not in a good way like "Cruelty Squad". There doesn't seem to be an overall theme other than "cute" and "stumpy", which are good elements on their own but here they don't seem to be working coherently towards creating any particular theme or feeling. "Into The Breach" for instance, has a simple sci-fi, mechs vs bugs, cartoony theme in which all of the elements including the enemies, terrain and Hud work together in achieving the theme. The game looks like a live battle report of a massive battles with little miniatures that represent creatures and machines the size of sky scrapers, and the thick, black outlines and pixel art style make it look like a retro game from the 90's. It looks like something you would see displayed on a large monitor in a commander's HQ, it has a theme and gives a certain feeling. A few other games that also have a cute and stubby art style are Nuclear Throne, Patch Quest, Terraria, Binding of Isaac and Loop Hero, and also the many other "frog themed" games. I think you should really consider doing an overhaul of the art like you did a year ago. And by that I don't mean scrapping it all, instead maybe adding new stuff and pushing everything towards one cohesive look.
Instead of the sawblades just popping out of existance maybe animate it somehow? An easy way would be to just tween its scale to 0 and then after that remove it from memory.
yes i should probably do that
1. Berserker Brew
2. Satanic Switchblade
3. Botanic Embodiment
4. Ascension Recoil
5. Brawn to Brain
New dev log!!!!!!
really cool
Hello I have some constructive criticism. The art style is fine but the problem is how much blank space there is on the outside of the map maybe some type of texture could be added. As well as I think certain things don't blend well with the environment ex: rocks or bone piles sitting in water or lava just kinda looks off. Hope this helped.
i don't think it needs any texture, it's okay to have negative space. but if the rooms are smaller than the screen, there's no need to move the camera around to follow the player. it should just have a static camera when that is the case. then you would probably see a bit less negative space a lot of the time.
If attacks are twice but deal half damage then two attacks will deal normal damage
Hey, I found your channel because youtube suggested a 100 view stolen version of this exact video! Was about to subscribe to them but I remembered the clip of you looking at your own youtube account and realised the name of the uploader didn’t match. Just letting you know!
U can add some weapons to ur player maybe
nice
nifty.
attacking 2 times at half damage is the same as just having no buff isnt it?
if you only have regular basic attacks yes, but if you have things like status effects or other effects they could proc twice
Wym? The racoon design was so sick
What Krita brush do you use?
i think it's the ink fountain pen brush
@@Greedable thanks so much!
Who did your artwork??
Hi, I would like to tell you that someone is stealing your content; I saw this exact video in another channel BIT6T9
the game is looking nice! i love the art style.
is the Arachnid "Acultist" meant to be "Occultist?"
"spit and swallow" sounds pretty sexual to me. probably best you aren't going to use that.
i liked the raccoon also. :(
oh whoops yeah it was
What game engine are you using?
Unity, its the only one i know right now
Kenapa kamu menggunakan google untuk mengubah bahasa ini
My game was a frog game 😭😂❤
this guy is a FREAK!
ngl tooth fungus is a really disgusting idea for an relic
add lore
Justice for Raccoon
never
You know there's no such thing as a month with 32 days, do you?
you've fallen into my trap 😈
@@Greedable Perhaps you could say 1 + 31 = 32 and you started on day one and worked a month from there, but it still sounds weird.
just came across your videos and found it intresting, too bad I saw it from a blatant content stealer first... so im here repay my view to your video...
hopefully you can file for an easy copyright claim and get that weird youtube channel taken down!
is greedable, breedable????
Please get a demo out asap . The amount of damage you take in your gameplay worries me. When the creator of a game takes a lot of unavoidable damage, typical players will likely think the game is far too difficult. Just some food for though.
hi pls pin
If an enemy has a mechanic that only interacts well with a subset of the level themes, it may be a good idea to restrict it to those. Narrative/visuals could be another reason.
Regardless, if you plan out your enemies and level themes, you can set them up in such a way that all combinations exist. E.g. if you have three enemies, and you use two per level, that would give you the combinations AB, BC, and AC. Then you assign a level theme to each. When you have lots of enemies, you can define overlapping enemy sets and assign those level themes.
I think that the healing should be done in the fires on the right and left of the statue, maybe you burn your essence for some life
yeah maybe i separate them
Justice for Raccoon 🦝
Fr it looked so cool