Bringing Back the Genius Level Design of the 90s in My Game

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  • čas přidán 2. 06. 2024
  • In this Devlog I talk about how I'm using Godot and Trenchbroom to make levels inspired by games like Quake!
    ➤ WISHLIST BLOODTHIEF ON STEAM: store.steampowered.com/app/25...
    ➤ JOIN THE DISCORD: / discord
    Welcome to the latest video for Bloodthief: My Retro first person melee action game made with Godot 4. In this devlog I talk about:
    - Quake and it's awesome level design
    - Trenchbroom (a level design tool I'm using)
    - Wally, Aseprite, and Substance Designer
    - Godot 4 game dev tips
    Leave a comment below if you have any feedback on the game or questions about my process!
    --------------------------------------------
    Chapters
    0:00 Intro
    0:45 Gameplay Montage
    2:17 Analyzing the Original Quake Maps
    4:57 Trenchbroom
    8:58 Wally
    10:40 Aseprite & Substance Designer
    11:41 The Map
    12:54 Wrapping Up
    --------------------------------------------
    TUTORIALS MENTIONED
    --------------------------------------------
    All dumptruck_ds tutorials can be found on his channel: / @dumptruckds
    Trenchbroom tutorial series: • TrenchBroom 2 Tutorials
    Substance Designer Beginners Quake Texture Tutor: • Substance Designer Beg...
    --------------------------------------------
    MUSIC
    --------------------------------------------
    All music by Midnight Crawler:
    Spotify: open.spotify.com/artist/2Mxdt...
    Website: www.midnightcrawler.com
    The Green Mist - Midnight Crawler:
    open.spotify.com/track/7BmRHn...
    Leviathan - Midnight Crawler: open.spotify.com/track/4Uw7Ae...
    --------------------------------------------
    Alagard font by Hewett Tsoi: dafont.com/alagard.font
    --------------------------------------------
    #devlog #gamedev #godot #trenchbroom #godotengine #indiegame #indiedev
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Komentáře • 412

  • @Bonk2027
    @Bonk2027 Před 8 měsíci +231

    Im so glad theres finally a devlog with a game that has a true vision and passion for what they are taking inspiration from

    • @Blargis3d
      @Blargis3d  Před 8 měsíci +23

      That's so kind of you to say, thank you!!

    • @trumtrum5136
      @trumtrum5136 Před 8 měsíci +5

      I wish there were livestream style game devs

    • @JadenGregg-su9no
      @JadenGregg-su9no Před 8 měsíci

      ​@@trumtrum51363 REPLIES

    • @Pyrocyntrix
      @Pyrocyntrix Před měsícem

      ​@@Blargis3d what's the website you found Wally on?,

  • @embyrdev
    @embyrdev Před 8 měsíci +112

    Oh wow I did the Godot 4.0 port of Qodot! Always awesome to see it being use din the wild

    • @Blargis3d
      @Blargis3d  Před 8 měsíci +33

      Omg, I owe you my life. Qodot is the best, and it works amazingly in 4.0. THANK YOU for your work!!

    • @slimebuck
      @slimebuck Před 7 měsíci

      Thank you my man, because of your port of qodot to 4.0 I have decided to get back into game creation and level editing. I miss quake and quake 2 level editing so much

    • @user-le2zv6go3v
      @user-le2zv6go3v Před 5 měsíci

      you deserve all the praise @embyrdev :)

    • @chocolate_maned_wolf
      @chocolate_maned_wolf Před 3 měsíci

      Thank you SO much it literally is the only thing keeping me sane as everyone else except valve gives up on level design focused tools ❤

    • @etrevi
      @etrevi Před 2 měsíci

      dude i beg you PLEASE link the wally download page
      @@Blargis3d

  • @Postal0311
    @Postal0311 Před 8 měsíci +8

    Around 2003ish, we seemed to move away from BSP and similar techniques to build levels and switched to building with static meshes. Suddenly, maps were not as slick to move around about, there was all sorts of greeble to get stuck on. Maps got more visual fidelity, but became harder to glide through, and the focus became more on looks than how well you could move though the environment.

    • @Blargis3d
      @Blargis3d  Před 8 měsíci

      Interesting, I love hearing the insider history stuff like this

  • @robinHobin
    @robinHobin Před 8 měsíci +74

    Since the game is called blood thief, you should totally do the artifact stealing thing
    If there is a story that would be fun to work with.

    • @captaincommando9839
      @captaincommando9839 Před 8 měsíci +1

      Or could totally stick with "Roid -Rage-Knight" idea.
      Who knows, maybe they just took his favorite *insert random medieval items here*.

    • @Legendary_Honey
      @Legendary_Honey Před 8 měsíci +3

      Even a mix of level types would be a great idea.

    • @Freshbrood
      @Freshbrood Před 8 měsíci

      Or the player could just be a sword using vampire.

  • @rossgouarin6573
    @rossgouarin6573 Před 8 měsíci +17

    As someone who modded quake and half-life back in the day, seeing wally and trenchbroom (a modern alternative to worldcraft/valve hammer editor) is a blast from the past. These workflows are how we did it back then, when modeling and level design were totally separated with different tools and workflows.

  • @SummonLemming
    @SummonLemming Před 8 měsíci +77

    The Pizza Tower-esque escape sequence would be very interesting to see! There's probably a lot you can play with regarding changing level geometry, opening up new areas or secrets, and new enemy placements to make the reverse trek a fun twist on the level itself.

  • @UngodlyDev
    @UngodlyDev Před 8 měsíci +16

    im 1 min in and already stunned by your presentation level up over the last couple videos. excited to try your game

    • @Blargis3d
      @Blargis3d  Před 8 měsíci +2

      I appreciate the kind words, thank you!

  • @sealsharp
    @sealsharp Před 8 měsíci +3

    I would love to watch a deepdive on how you have trench and godot interact. This is so cool. As an old UE1 mapper, i'm happy to see brush based level design tools again.

  • @BornatoBTW
    @BornatoBTW Před 7 měsíci +2

    As someone who's been doing a lot of Quake mapping as a way to train my own level design skills, it's great to see the revival of Quake mapping tools, and hopefully soon enough people will start paying more attention to the INSANELY COOL modding scene this game has since the start, along with its AMAZING maps the community has made.
    Very nice to see how you integrated it with QODOT too, more people should be doing this and I'm not gonna rest until they realize how powerful it is

    • @50PullUps
      @50PullUps Před měsícem +1

      What have you uploaded to Quaddicted & Slipgate Sightseer?

    • @BornatoBTW
      @BornatoBTW Před měsícem

      ​@@50PullUpsI haven't uploaded them publicly on those websites (yet) cuz I don't feel that I have worked on something good/long enough, but I've posted some of my 1-day map challenges on the Quake Mapping Discord. Might get back to that when work is not as rough as it has been, cuz I've just been sketching random structures recently

  • @westforduk
    @westforduk Před 8 měsíci +26

    Trenchbroom and godot interactions are incredible!! Been following this from the start. Keep up the good work! Definitely would love punishing spike pits that enemies might fall into too! Enemies should definitely be affected by the same traps as the player for creative kill strategies.

    • @Blargis3d
      @Blargis3d  Před 8 měsíci +1

      This is a great idea, I definitely plan on adding stuff like this!

  • @CodingKaiju
    @CodingKaiju Před 8 měsíci +10

    I love how you show your workflows! Please don’t ever lose that aspect of your devlogs.

  • @effkajimugsme
    @effkajimugsme Před 8 měsíci +5

    The go back-mecanics is so cool. Maybe not in every level, but really cool. Specialy in a kinda-maze map with multiple path.

  • @Arbeta10000
    @Arbeta10000 Před 8 měsíci +2

    That intro sequence by itself looks like a lot of fun! The sliding kick type move knocking enemies away and into things/each other looks really cool, reminds me a bit of Dark Messiah where you could kick enemies into traps, spikes, ledges, and so on, lots of creative ways to beat a level, your game looks very promising!

  • @rubenzs3161
    @rubenzs3161 Před 8 měsíci +2

    When I watch devlogs it's rare that I see a game I actually want to play, but blood thief is an exception

    • @Blargis3d
      @Blargis3d  Před 8 měsíci +1

      That means a lot, thank you!

  • @SpencerYonce
    @SpencerYonce Před 8 měsíci +3

    This is amazing. Subbed instantly. And you might have just convinced me to finally make a devlog for my game

    • @Blargis3d
      @Blargis3d  Před 8 měsíci +2

      thank you! You totally should. One side benefit I've found to starting this devlog is that it keeps me motivated to stay on track :)

  • @wolfrat4998
    @wolfrat4998 Před 8 měsíci +3

    love the movement in the intro, i'm very excited to see where this goes. the artifact heist idea sounds epic and i'd love to see that implemented

  • @iPuls3
    @iPuls3 Před 8 měsíci +3

    Been following this since the first video you did on it, this looks extremely fun and I'm definitely going to be picking it up when it drops.

  • @JohnnyThund3r
    @JohnnyThund3r Před 6 dny

    This is so cool... As a 90s kid I grew up on level design like this and even learned how to use the old Unreal One engine for making Deus Ex maps. Learning Godot now I decided I wanna go back to doing level design like this even if I'm really good in Blender now. Trenchbroom is interesting, but I'm currently using Cyclops right now which is kinda like Trenchbroom but as a plug-in for Godot where I use Godot as a level editor directly. I hope tools like this really evolve as the industry seems to have given up on them, which I feel was a mistake as level design and modeling are pretty different in scope and ideally suited to their own program. I can make one amazing looking flower vase in Blender now, and while sure I could make nice looking maps in Blender too, if I gotta change anything it would become one massive UV/texturing headache to redo any part of it. Cyclops lets me make a map, then change it quickly if I don't like it without needing to redo all the UVs and what not, that's really why Level editing and 3d Modding should be done in their own respective programs I feel.

  • @LucasStraub
    @LucasStraub Před 3 měsíci

    This "transverse the level back idea" is pretty interesting, especially feel and fixed enemies. It would allow the player to strategize about which enemy to kill on the way in to have enough to dash throw and get momentum on the way out.

  • @PatLund
    @PatLund Před měsícem

    As a huge Doom/Quake fan growing up I am really into these devlogs and am really excited to try this game when it releases. Awesome work.

  • @GabeFrank
    @GabeFrank Před 8 měsíci

    The escape sequence stuff, you can always have a single kind of enemy that becomes hostile the moment you claim an artifact, which may be an entirely optional bonus objective. bonus points if the enemies that become hostile have some cool theming, like statues that come alive, or crawl out of lava, or through windows, or something. So that a harmless feature of the level presents a brand new challenge

  • @hackdotslash
    @hackdotslash Před 8 měsíci +1

    Bless you for this. I've been fighting with grid maps for days now and trench broom looks like exactly like what I need!

  • @magnusm4
    @magnusm4 Před 8 měsíci

    My biggest inspiration for old school levels is the modern Hocus Pocus doom.
    Old design philosophy with the classic looping around design.
    The bridge above you, you'll go there.
    The floor sinking into a whole new area.
    Everything is used and developed with limitations in mind.
    And that gives it such creative solutions to the geometry.
    But it's also beautiful and some of my favorite level design of any game ever.
    Even with looping texture blocks like the original Hocus Pocus on the PC. It still looks amazing and they mask the repetition very well.
    Especially with amazing texture work to simulate depth, transparency, shine and detail.

  • @tdanger2148
    @tdanger2148 Před 8 měsíci +2

    I had an idea that the lore reason the player was able to dash at people is that their other hand was some eldrich being like tentacle.
    You should also add a grapple ability which would still work with the tenticle idea.

  • @Superhermit
    @Superhermit Před 8 měsíci

    Inspiring, happy to see your progress and thought process

  • @MrCandySkull
    @MrCandySkull Před 7 měsíci

    I was born in 2005 and I freakin' love Quake 1, it has to be my all time favorite game ever created and I'm fascinated by how the game was designed and works. I've started working on my own Quake 1 maps since a month ago. I'm currently still learning most of the aspects in trenchbroom but i like it a lot so far.

  • @BESTIAL-CRUCIFIER
    @BESTIAL-CRUCIFIER Před 4 měsíci

    Wally is a blast from the past. I remember using that to make textures almost 20 years ago for my own game projects at the time. I forgot it even existed, and by the looks of things, so did everyone else!

  • @KnjazNazrath
    @KnjazNazrath Před 8 měsíci

    I really get your angle here. I think when "secrets" started becoming "easter eggs" there was a shift from a funhouse to realism in gaming. I'll keep an eye out.

  • @TheJbedard
    @TheJbedard Před 8 měsíci

    Okay, I've got to admit I'm a little biased because I know Blargis personally and he's one of my favorite people, but these devlogs are sooo good! Your love of the project is infectious. You've got a crisp vision, a logical and pragmatic toolchain, and a knowledge of what makes this genre legit (more designers need to play older games!). I'm so excited to see how this shapes up! Oh, and I love the idea of having to steal an artifact and then make it out alive.

    • @Blargis3d
      @Blargis3d  Před 8 měsíci

      Hey I learned from the best ❤️

  • @Player-10
    @Player-10 Před 8 měsíci

    Subbed and wishlisted. Best wishes to you mate, as a long-time old-school fan, I am happy to see more of these types of games come along!

  • @SeelenPixel
    @SeelenPixel Před 6 měsíci

    this was so helpful thank you!
    I was thinking about starting to work on 3d games.
    But I was always missing a good and fast level design solution.
    I will definitely try it out!

  • @thatnico8697
    @thatnico8697 Před 8 měsíci

    Wow this looks so cool, not only reminds this of Quake but also Hexen. This looks so good, looking forward to it and wishlisted of course

  • @D.E.Nicolas.Goncalves
    @D.E.Nicolas.Goncalves Před 8 měsíci

    Amazing video, gave me a lot of insights, thanks bro, im glad!

    • @Blargis3d
      @Blargis3d  Před 8 měsíci

      Thanks! Glad you liked it :)

  • @DJT8
    @DJT8 Před 8 měsíci

    I like how classic doom maps will show you a powerfull upgrade at the start of a level through a window. And drive you to dig through every corner of the map looking for the secret entrance

  • @0xzi
    @0xzi Před 8 měsíci +1

    Trenchbroom/Qodot have been insane for me as well, of course I have a few years within Trenchbroom already but it's such an amazing workflow to have, iteration is SO fast.

  • @funlabsdesignstudio
    @funlabsdesignstudio Před 5 měsíci

    Great to see people appreciate the many games I grew up playing! There are many gems from that era and even more great that your updating and implementing newer high volume aspects to it.
    Also if you need some more textures I actually am crazy 🤣 into making them but have yet to get to uploading videos cause I wasn't sure if people would enjoy watching them or not. 🤷

  • @DredST
    @DredST Před 8 měsíci +2

    8:55 Man i would love to see you adding lots of secrets like in classic doom games it would be awesome :)

    • @Blargis3d
      @Blargis3d  Před 8 měsíci

      There’s gonna be lots of secrets in every level

  • @Walter_
    @Walter_ Před 8 měsíci +1

    dude the mini-trailer at 0:46 gave me a goosebump omg

  • @skaruts
    @skaruts Před 6 měsíci

    One thing I've done recently that I'm quite proud of, is a system where I can optionally do more complex targets, to mimic Hammer's system of inputs and outputs. My entities have multiple events/actions that you can specify in TB. For example, a single trigger that opens/closes a door when I enter/exit the trigger looks like this in TB:
    target door1 (name of target)
    target_event on_enter (event of the trigger)
    target_action open (action the door must perform, and that it supports)
    target2 door1
    target2_event on_exit
    target2_action close
    Having the same `target#` prefix helps parsing and joining them during build (into a dict). You can make it so all of those are optional, and it just uses the defaults when they're not provided, so you can still do a simple target/targetname connection anyway, if that's all you need. You can also add other things like *target_delay,* for example, to delay the triggering. The implementation is a little tricky, and requires some setting up during map building, and some during runtime initialization (like storing a reference to the actual target node).
    TB is smart enough to still show connections if you use target1, target2, etc, so you can have multiple of these.
    Another thing I'm doing is using image icons and 3D models in TB. It's tricky to do, because TB is kinda really bad at it, but it can be done. It requires you to edit the .fgd manually though. Tbh, I'm not sure Qodot is equipped for this. I haven't been using it because the .NET thing gobbles up way too much memory for my potato. I'm using my own modified fork of TBLoader and editing the fgd manually. But if you can do this, imo it improves the workflow.
    There are two great articles about fgd editing by Valve Developer Union, where they explain all this (also TB manual). If you use image icons, you'll probably want to scale down your entities in your GameConfig.cfg so you can use bigger images. Iirc, a 32x32 image is 16x16 units in TB, and that's rather small. But if you scale down your entities, then you have to scale your 3D models to compensate. Knowing the following helps doing the math though:
    1 Godot meter = 1 Blender meter = 64 TB units
    A few other things about images and models:
    - models have to be .obj, exported with .mtl file, and iirc with material groups and/or other groups (icr)
    - it seems they must all be inside YourGameDefinition/assets. Models can be in subfolders of that.
    - you must name your model's material inside Blender the same as the file name, for TB to find it
    - TB uses quake coordinates, so you'll have to keep that in mind when exporting the model

  • @neill6585
    @neill6585 Před 8 měsíci

    Yes! Having to escape with the goods under full pursuit, maybe open up the level a bit more on the backtrack, sounds awesome.
    I mean you could always mix it up too. This one looks fun man, hope you get some support to make it your vision!

  • @matsnilson7727
    @matsnilson7727 Před 8 měsíci +1

    Nice! This reminds me of my short period creating Quake maps back in the late 90s. I was a total noob, but had tons of fun experimenting and learning more about the process. I wish I still had those maps, but sadly I was too lazy -- yes, LAZY -- to bring them over to my next pc and they just got lost forever. So incredibly stupid... Today I can't even remember what software I used to build them. 😄

    • @Blargis3d
      @Blargis3d  Před 8 měsíci

      Ah, I feel that. I’ve lost so much old stuff from old computers. I’m always too lazy to move everything over when I get a new computer. Anything that’s not on GitHub is basically lost forever for me

  • @Skiedragon
    @Skiedragon Před 8 měsíci

    What a throwback of a video. I used to make Quake2 maps and I had totally forgotten Wally but I remember using it.
    Wild to see you making maps in Trenchbroom for a new game, and on Godot! Good luck on the game!
    In my opinion Quake2 maps were a little better than Quake1 because they had really thought of a story element, but they were still full of secrets and crazy traps and reactive murderboxes.

  • @skyseed3005
    @skyseed3005 Před 8 měsíci

    Pretty impressive! I love these graphics btw

  • @AlexandHuman
    @AlexandHuman Před 8 měsíci

    I REALLY love the movement of the character. You have nailed wall-jumping and air-dashing perfectly in the example footage, I wish I could plug that movement into every shoot-em-up and every blood bath game.
    Highly recommend looking PSX type shaders or bit-crushed/jittery movement of characters and textures. Lower Resolution + Crunchy/Vertex Lighting might also give it a look closer to older games.

  • @UncleUncleRj
    @UncleUncleRj Před 8 měsíci

    As soon as you used the description "Unapologetically Arcadey" I knew you had this.

  • @utc_3
    @utc_3 Před 6 měsíci

    YO!!! I just gotta say I was watching the video and then the sick beat at 8:47 dropped and I went to find the song and hey, its OST for your game... Actually crazy sick, oh wow I will buy ur game

  • @liv919
    @liv919 Před 8 měsíci

    I really like the new look of the game, especially the lightning and the feeling that the map gives you.

  • @Zafiro_Regio
    @Zafiro_Regio Před 8 měsíci

    i saw knights, medieval combat, and fast paced movement. i love all those things you bet ur ass im adding ur game to my wishlist

  • @joshuam8406
    @joshuam8406 Před 8 měsíci

    This is sick thanks for all the info

  • @gloriuspaprikachips
    @gloriuspaprikachips Před 8 měsíci

    Your devlogs are a treat! Something for interactive elements, a puzzle to gain access to a secret area. For example a mural or some statues that give a clue for how to open a secret door somewhere in the level. Could be something simple as finding a bunch of levers that need to be put into a specific orientation or shooting windows or targets in a specific order, or a statue room where some statues need to be destroyed and 1 needs to remain intact so it can then come to life and open a door or pull a cool sword out of stone for you. Just some random ideas

    • @Blargis3d
      @Blargis3d  Před 8 měsíci

      Freaking love these ideas. Will absolutely have stuff like this

  • @JPChowder
    @JPChowder Před 8 měsíci

    This video was great and made me eager for the next
    About stuff to add to the maps using interactive triggers, I think something cool you can set up as a way to challange the player and also hint that the enemy is trying to organize in order to catch the thief are ambushes in later levels/missions. Think about knights dropping form the ceiling when a key item is taken, blocking the obvious path with falling rubble in order to punish slow players with a forced fight, or maybe dropping the player into a pit with knights waiting at the bottom which would give the player the choice of either fighting the knights or trying to climb out of there.
    Anyway, form what you have shown us i think you are pretty capable of comming up with great stuff to surprise the payer and try to catch the thief off guard.
    Keep it up my dude!

    • @Blargis3d
      @Blargis3d  Před 8 měsíci +1

      Love these ideas! There will definitely be stuff like this in the game

  • @vadiks20032
    @vadiks20032 Před 8 měsíci

    8:47 interactivity-music synced-platformer boss battle. drop the certain walls on player that kill him, use levers to make a platform boss is at go down, with second phase at 10% hp of boss running away through a paltforming area with platforms that trigger things when you step on them, for example sliding the hidden platform from the walls to outside for you to jump in a limited time. while the lava is rising from the bottom of the area

  • @noxabellus
    @noxabellus Před 8 měsíci

    This is awesome man

  • @Vvix0
    @Vvix0 Před 5 měsíci

    Wow, that Godot x Trenchbroom integration is insane. I've never been more jealous of Godot devs before

  • @samuelevander9823
    @samuelevander9823 Před 8 měsíci

    Super cool of you to use trench broom!

  • @AndyEvansFoReal
    @AndyEvansFoReal Před 8 měsíci

    Verticality, interactivity and foreshadowing via ledges, or windows to other parts of the map are hallmarks of Quake mapping. The multiplayer maps made by American Mcgee (DM2 and DM4) are some of my favorite of all time. Good luck on the project.

  • @morgan0
    @morgan0 Před 6 měsíci

    12:40 in my game i'm planning on having something kinda like that. it's a high speed roguelike, and when you get to a boss, before you're able to defeat them, you'll have to race back to the start area as they're chasing you down, and then when you fight your way back to them, then you can face off against them. but you'll only have to do that once (successfully) per boss, not every run

  • @ZealedGuy
    @ZealedGuy Před 8 měsíci

    Yoooo NetRadian! I can't believe it! this is sooo good!

  • @Somethinorother.
    @Somethinorother. Před 8 měsíci

    Returning to the start to finish a level sounds cool. Even subtly changing the level layout when you hit a trigger might be interesting, although it might just end up being frustrating.

  • @tonywtyt
    @tonywtyt Před 7 měsíci

    OMG... I didn't know there was such a thing as qodot! At the same time, I'm not studied Quake and Trenchbroom enough to know where this actually creates limitations to what can be created, even though I think its generally a huge benefit to be able to use that tool, since it made to quickly create maps.

  • @benhoad7613
    @benhoad7613 Před 8 měsíci +1

    hey not sure if you will see this but adding more things like genre and style tags will help your game out more on Steam as well! this looks awesome im really excited to play it someday

    • @Blargis3d
      @Blargis3d  Před 8 měsíci +1

      I appreciate the tip, I'll look into this!

  • @Laddie_O
    @Laddie_O Před 8 měsíci

    Hey man, I just found your channel while I was searching for reference on dungeon crawlers. I'm really liking these devlogs, you're doing a great job showcasing the whole appeal of your game's system.
    If you don't mind a small critique though, sliding into an enemy and knocking them down feels a bit like a waste in a game about killing and ditching cause it doesn't really support any of those things. I would suggest knocking them away in the direction of your slide so you could jump cancel and slash them or, if you want to go even further, use the enemy as a platform to reach a higher place. This would add a lot of verticality in the map and would encourage the player to make their own path rather than sticking with the obvious route.

  • @NomortaL
    @NomortaL Před 8 měsíci

    I love this video. Very interesting

  • @collinvisser7108
    @collinvisser7108 Před 8 měsíci

    neat well done - looks very good

  • @joshuaRR4720
    @joshuaRR4720 Před 8 měsíci

    Hey, keep the work up.
    I'm a fulltime Game Designer and I'm looking forward to this game.
    Your principles seem solid and I can't wait to see where you take this.
    Just don't get bogged down letting features creep in! 😂

    • @Blargis3d
      @Blargis3d  Před 8 měsíci

      I feel you with the feature creep. It is a constant fight, lol

  • @dr_ubo
    @dr_ubo Před 8 měsíci

    You just opened my mind with Trenchbroom + Godot + Wally. You have no idea the floodgates you've just opened for me lol.

  • @foo3268
    @foo3268 Před 8 měsíci +2

    you clearly are a talented dev, but I also think you're a really talented youtuber!

  • @RealSCK
    @RealSCK Před 8 měsíci

    Powerups and Secret rooms would be really cool. Keep up the great work man. And please please add the stelaing from the level to complete it. That'd be so cool

    • @Blargis3d
      @Blargis3d  Před 8 měsíci +1

      Thanks!! Glad you like the stealing idea :)

  • @confusingzark
    @confusingzark Před 8 měsíci

    game looks dope, Im looking forward to it being finished.

  • @scheve1994
    @scheve1994 Před 8 měsíci

    I'd love to hear more specifics on what you believe makes good level design for a game such as Quake.
    I felt like the video was missing a bit of depth in regards to the "design" aspect of level design, which usually gets ignored on CZcams in favor of environment art. It definitely could've been interesting to see the application of some tangible rules and principles.

  • @Iglum
    @Iglum Před 8 měsíci

    Looks sick 🎉

  • @JustVoidzzz
    @JustVoidzzz Před 2 měsíci

    Hey great video, the game looks fast paced and really fun. Also if you want to use something similar to SD, material maker might be a good choice for your game.

  • @5minutemovies977
    @5minutemovies977 Před 8 měsíci +2

    Try Material Maker, it is node-base, free and made in Godot. I use to create procedural dirt, rocks, bricks, (...) textures for my 3D pixelated stuff.

    • @Blargis3d
      @Blargis3d  Před 8 měsíci

      I'll look into it, looks very cool!

  • @tacky4237
    @tacky4237 Před 8 měsíci

    Trenchbroom is something i've had a lot of fun with, i need to get into it again.

  • @samfromcadott
    @samfromcadott Před 8 měsíci

    What I'd like to see with Qodot is a compiler that optimizes the level geometry and exports the map as a Godot scene file.

  • @ibearo8500
    @ibearo8500 Před 8 měsíci

    I remember somewhere, maybe a blog post, or maybe it was Yahtzee. Saying that old school shooter level design (which in my mind work much more like dungeon crawlers interactition and flow wise), worked more like a dialogue between dev and player, while today, a generic shooter talks at you, telling you what to do.

    • @Blargis3d
      @Blargis3d  Před 8 měsíci +1

      Whoah, love this and I totally agree.

  • @snaildad193
    @snaildad193 Před 8 měsíci

    @SummonLemming already said what I was thinking but I wanted to add on to it by pointing out that if you design your levels to be played in both directions you can really change the way the player looks at the game. Like let's say you give players a few stock-standard levels to play around with and get them used to the idea that they have to run back through them, then have a level that's just a huge pit. Getting down to the bottom will be easy, but when it's time to return to the top the player needs to fight against both gravity and new enemies. Knowing beforehand that they'll have to climb up out of the pit after they drop down into it might make them pay more attention to level geometry, working backwards from the top to find out what route they'll need to take back up when they get to the bottom.
    Just food for thought! Looking forward to playing

  • @Ryuu28_voidgames
    @Ryuu28_voidgames Před 7 měsíci

    I LOVE secrets and easter eggs in these types of video games! Please add some!
    Edit: i just watched the newest video and i am NOT disappointed

  • @hellawacked
    @hellawacked Před 8 měsíci

    Really cool to see. I still remember where in the world is Carmen sandago back on windows 95 great times.

  • @coreymatthews5210
    @coreymatthews5210 Před 8 měsíci

    The escape feature seems like it could be dope. That would give the levels a major objective to find object of interest and get out. It would become less about the combat and you might find players just moving past enemies to get to the object. It would need some balance for sure. If you do a back and forth style map, make sure the level is just as fun to play in reverse or set up a loop back to start. It could be cool to see windows and walkways that you can quite get to only to find yourself running through it in the second half of an escape. Digging the progress!

    • @Blargis3d
      @Blargis3d  Před 8 měsíci +1

      Thanks for the insight man! Agreed this is something I need to balance.
      >> It could be cool to see windows and walkways that you can quite get to only to find yourself running through it in the second half of an escape.
      Love that idea!

  • @lexibyday9504
    @lexibyday9504 Před 7 měsíci

    I love your game and I love everyone who is tryign to bring retro back. My particular nostagia was for RPGs where it actually felt like anything was possible within that admittedly low poly and low detail world and it's not possible for an indy team let alone a solo dev to make that, But all nostalgia is good nostalgia. Hence my rampage across youtube following everyone who's making games. I do want to point out a thought. Why does no one ever think about the middle ground between the modern extreme and the retro extreme? On one end we have modern games trying so hard to recreate a specific ultra realistic experience that they sometimes forget that they're a game and soposed to be fun. On the other hand we have retro games that were a game first but then never told you what to do or why you were doing it and kept their worlds very empty. What is the middle ground?... A world that feels alive despite being rendered in a retro style and being designed thinking of gameplay first. Much of what seems to be there just for aesthetics at first could actually be part of the gameplay. Much of what was added only for gameplay to work could be designed to make sense within the world as well. I'd love to see that maybe just a little bit more that I'd love for my retro rpgs to return.

  • @Rogerio_FM
    @Rogerio_FM Před 8 měsíci

    Understanding your enemies and where to place them in your map is key, Doom had incredibly simple enemies, but by merging hit scanners, with imps and pink demons in a way they synergized with each other is what made those older games special.

  • @iamandrewjk
    @iamandrewjk Před 8 měsíci

    This looks like a fun game!

  • @Pasakoye
    @Pasakoye Před 8 měsíci +1

    I liked the secret rooms a lot of these games had. Like Tomb Raider and Return to Castle Wolfenstein or even Jedi Knight II: Jedi Outcast.
    1/3 secrets found?
    What did I miss?
    Was is Armor or Shield? A power up I can use against a tough room?
    A gun you can get earlier than normal but need to ration the ammo for until it is more common?

  • @Achromatic_0
    @Achromatic_0 Před 8 měsíci

    i absolutely love combining medieval themes with these sort of retro-style graphics, even better if you mix in horror and a vhs filter (in that case it doesnt even need retro-style graphics, just looking like one of those extremely old movies is enough to make me think "oh man, this is special"). maybe cause ive had similar dreams, but i just love that vibe in general.
    i also love darker levels from really old games, like the haunted mansion from super mario 64. it just gives me that surreal feeling that no modern horror movie can replicate. similar thing with halloween in general. it feels like the holiday has just carried the nostalgia and surrealism with itself throughout its existence. thats why, even though its not celebrated in my country, its my favorite holiday.

  • @arnaudloche2725
    @arnaudloche2725 Před 8 měsíci

    This is amazing

  • @puzzud
    @puzzud Před 8 měsíci

    Nicely said.

  • @exactspace
    @exactspace Před 8 měsíci

    The wall jumping sold me.

  • @hhhpestock951
    @hhhpestock951 Před 8 měsíci +1

    Duuude you gotta learn to bunnyhop in quake, it'll make it so much more fun even starting out

  • @henryfleischer404
    @henryfleischer404 Před měsícem

    Yeah, I was sold on reactive level design by Sunlust. I think I might take a look at Qodot and TrenchBroom, I'm working on my own movement-focused FPS, although TrenchBroom might not have the kind of support for complex curves I need for my game's heelie-based gameplay.

  • @BeAltyrnative
    @BeAltyrnative Před 8 měsíci +1

    interactivity with the level can be tied to enemies as well, perhaps certain triggers turn lights on or off and that changes the behavior of special enemy types. tying in mechanics of enemies directly to the levels design makes for very interesting and unique encounters and keeps your levels from feeling too same-y.

    • @Blargis3d
      @Blargis3d  Před 8 měsíci

      100% plan on having stuff like this

  • @EXPplusVideos
    @EXPplusVideos Před 8 měsíci

    told you trenchbroom was insane, welcome to the club :D

  • @linuxrant
    @linuxrant Před 8 měsíci

    Here's ChatGPT suggestion:
    Certainly! Here are 20 unique level ideas for your dark fantasy fighting game:
    1. **Haunted Cathedral**: A massive, gothic-style cathedral filled with ghosts and possessed statues. The layout is intricate, with hidden passages and secret chambers.
    2. **Ancient Library**: A mystical library that houses powerful tomes and scrolls. The shelves are tall, and players can interact with books to reveal hidden spells or traps.
    3. **Lava Forge**: A treacherous forge located in the heart of a volcano. Players must navigate catwalks over flowing lava while battling fire-themed enemies.
    4. **Enchanted Forest**: A dense, magical forest filled with living trees and plants. Players can harness the forest's magic to gain abilities or summon creatures to aid them.
    5. **Crystal Caverns**: An underground cave system adorned with glowing crystals. The crystals can be shattered to create blinding light or reveal hidden paths.
    6. **Clockwork City**: A sprawling, steampunk-inspired city where gears and machines come to life. Players can manipulate the city's mechanisms to open new areas.
    7. **Abyssal Abyss**: A level set in a dark, underwater abyss. Players must manage their oxygen supply while navigating through eerie shipwrecks and fending off aquatic horrors.
    8. **Sky Citadel**: A floating castle in the clouds, where players must use floating platforms and air currents to traverse the level.
    9. **Sorcerer's Duel**: A magical arena where players engage in a one-on-one duel against a powerful sorcerer, complete with shifting battlegrounds and spellcasting challenges.
    10. **Giant's Workshop**: A massive workshop inhabited by giants, with oversized tools and machinery. Players can use these tools to their advantage in battles.
    11. **Underworld Bazaar**: A bustling marketplace in the underworld where players can buy and sell items and engage in arena-style battles against other warriors.
    12. **Mirror Maze**: A disorienting maze filled with mirrors that reflect and distort reality. Players must decipher the maze's tricks to progress.
    13. **Ghost Ship**: A spectral pirate ship that sails through the ethereal seas. Players must battle undead pirates and navigate the shifting deck.
    14. **Dragon's Lair**: A level set in the lair of a mighty dragon. Players can use the dragon's hoard and the environment to their advantage while avoiding the dragon's wrath.
    15. **Mechanical Menagerie**: An abandoned amusement park filled with malfunctioning robotic attractions. Players can reprogram the robots to help or hinder their progress.
    16. **Hedge Maze of Thorns**: A labyrinthine hedge maze filled with thorns and animated plants. Players must find their way through while avoiding deadly flora.
    17. **Crystal Spire**: A towering crystalline spire rising from a bottomless abyss. Players must ascend the spire while battling crystal golems and avoiding deadly drops.
    18. **Shadow Realm**: A dimension where players shift between light and shadow, affecting the environment and enemies' weaknesses.
    19. **Eternal Nightfall**: A level set in a realm where it is perpetually night. Players must use bioluminescent flora and fauna to navigate and reveal hidden pathways.
    20. **Temple of the Eclipse**: A temple where the alignment of celestial bodies affects the level's layout and enemy behavior, creating ever-changing challenges.
    These ideas should help you create memorable and diverse levels for your dark fantasy fighting game, each with its own unique twist and gameplay mechanics.

    • @Blargis3d
      @Blargis3d  Před 8 měsíci +1

      These themes are sick!!

  • @user-le2zv6go3v
    @user-le2zv6go3v Před 5 měsíci

    I can't tell you how you picked me up today .. I'm trying to clone Thief basically .. and you basically showed me I'm not alone .. not just that, now I have trenchbroom working with godot, and blender imports working in godot!! you'll be in "special thanks" for sure :)

    • @Blargis3d
      @Blargis3d  Před 5 měsíci +1

      Glad I could help!!

    • @user-le2zv6go3v
      @user-le2zv6go3v Před 5 měsíci

      @@Blargis3d happy to inform you, thanks to steam, bloodthief runs effortlessly on an arch linux flavour too :)

    • @user-le2zv6go3v
      @user-le2zv6go3v Před 5 měsíci

      @@Blargis3d and because I played bloodthief I found seum - speedrunners from hell .. I'm getting unpleasant jkr'y vibes from some details .. but the game as such should be extremely interesting and satisfying to you

  • @MyEconomics101
    @MyEconomics101 Před 8 měsíci

    8:54 Indiana Jones style traps. And not just secret areas, but timed secret doors on the other side of the map.

  • @cederickforsberg5840
    @cederickforsberg5840 Před 8 měsíci

    Your game looks amazing stylewise, digging the knight enemies.
    A suggestion could be make the rooms less "boxy" and have some with more walls than 4 maybe? :)

  • @Shyningfade
    @Shyningfade Před 7 měsíci

    This game looks like it would be ridiculously fun in VR! Hopefully someone will make a VR mod for it just like they did for Doom and the Quake games.

  • @lennyface6828
    @lennyface6828 Před 8 měsíci

    This looks so amazing! I hope to make my own game in Godot one day ;w;

    • @lennyface6828
      @lennyface6828 Před 8 měsíci

      Also for recommendations for your game, how about bunny hopping, source game life surfing, etc. Doesnt really fit the aesthetics of the game but it does fit the game play of a late 90's boomer shooter!

    • @Blargis3d
      @Blargis3d  Před 8 měsíci

      See my last video I talk about bunny hopping in it!

  • @animationmann6612
    @animationmann6612 Před 8 měsíci

    Wishlisted after seeing Gameplay

  • @Planetrefactor
    @Planetrefactor Před 7 měsíci

    "This lever requires a key to operate"
    What?
    But in all seriousness looks EXCELLENT man

    • @Blargis3d
      @Blargis3d  Před 7 měsíci

      Yeah I gotta change that😂. Thanks for the kind words, I appreciate it!