2 Years MAKING an OPEN-WORLD game

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  • čas přidán 14. 05. 2024
  • I've spent 2 years developing an open world RPG game. What kind of progress have I made, what challenges have I had, and how much more is left in development?
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Komentáře • 288

  • @Kikolek
    @Kikolek Před 27 dny +116

    Even tho rescuing items after death is annoying, you have to do something that will punish players for dying, because ppl will quickly learn that death is meaningless and only speeds up their travel time

    • @supermysterious66
      @supermysterious66 Před 27 dny +15

      I don't think total item lose is necessary, but I agree that there has to be a lose of some kind, or it just becomes a fast travel option.

    • @Kikolek
      @Kikolek Před 27 dny +11

      @@supermysterious66 yeah, some games made it so you lose only your materials, some made that you keep your armour pieces and hotbar. There are many great ways to punish the player that won't make them wanna quit the game, but still will be somewhat punishing

    • @lasseringvoll1433
      @lasseringvoll1433 Před 26 dny +8

      Having a shrine or something you have to feed a certain amount of crystals or something to transport your loot back could be a way

    • @RenCode
      @RenCode Před 22 dny +1

      Yeah, i liked how Valheim did it

    • @SillyLittleDemon
      @SillyLittleDemon Před 20 dny

      i mean death is meaningless and only adds to your travel time in minecraft, too. you just go back and pick them up again.
      obviously there should be a consequence for death, but it ought to be something more engaging and with more depth than "go back to where you died real quick."
      it also shouldn't just be "L all your shit's gone" either since that just makes death frustrating and unfun
      the value of these things also factors in how fun and rewarding the combat is more than anything
      i think it's less about the consequences of death and more about whether or not you gain something from combat
      my preferred system for handling death is if the reason you are in a do-or-die situation is to attain something
      and the consequence for death is simply not attaining that thing
      like in monster hunter, or any fromsoft game, or like deep rock galactic yknow
      sure you lose currency or whatever but the real consequence for death is not something being TAKEN from you, but that you never GOT the thing you were trying to get

  • @mafiapenguin007
    @mafiapenguin007 Před 27 dny +273

    The biggest and most popular RPGs ever made are open world, lol. An RPG is by definition a ROLE PLAYING GAME. Good reminder that just because someone said something on the internet doesn’t mean they have a clue what they’re talking about

    • @NotJpTem
      @NotJpTem Před 26 dny +7

      most popular rpg is pokemon which isnt open world (except for those new ones)

    • @CatKitt
      @CatKitt Před 26 dny +5

      @NotJpTem Borderlands is also an rpg and (i wounldnt say is) not an open world instead having segmented maps that have long loading screens. An rpg that describes itself as open world despite doing the same thing is vesteria and its always made me upset that they called themselves that.

    • @Kirboisverycool
      @Kirboisverycool Před 26 dny +8

      ​​@@NotJpTemBaldur's Gate 3 is an open world rpg I'm pretty sure and I think it won the best game of the year
      Edit: nevermind Baldur's Gate 3 isn't open world my bad

    • @jaded787tiger5
      @jaded787tiger5 Před 26 dny +12

      Witcher 3, daggerfall and Skyrim just existing in the corner

    • @Nobody_In_Particular_
      @Nobody_In_Particular_ Před 26 dny +3

      @@NotJpTemWorld of Warcraft is also very popular

  • @CrzzyCat
    @CrzzyCat Před 27 dny +65

    Even though i'm not one of the people who have been following the development of Mana Valley from the start, it's still very clear how far it has come! Wow! :'D

    • @rawallon
      @rawallon Před 26 dny +3

      i'm one of the people who have been following the development of Mana Valley from the start, it's also very clear how far it has come

  • @devdath2957
    @devdath2957 Před 27 dny +26

    4:37 I mean hey the player is a witch so you can just put some kind of item that works like an ender chest and allows players to have their items even after dying, and you can make this item some kind of objective that the player has to complete in the beginning

    • @solsystem1342
      @solsystem1342 Před 25 dny +2

      Terra tech made having a storage system an unlockable and it actively irritates me every time I play. I have to place down a block, wait for the black hole thing to power up, and then sit and watch everything go into my global inventory. Just... don't make two seperate layers of inventory I beg of you. Even in minecraft it is clunky and kinda aweful from a UX design perspective. A player shouldn't have to file away every item into individual shulker boxes then store those shulker boxes in an ender chest to carry large items for a build. Like, genuinely it's just annoying.

  • @hamzahgamedev
    @hamzahgamedev Před 27 dny +13

    Hands down, this devlog series is one of the biggest inspiration for solo game devs like me. I started my own passion project, an open world farming game a year ago and started posting about it after watching your Mana Valley devlogs.
    Very excited for the release and I can't wait to play it. All the best friend! 💪

  • @RKIOrbMage
    @RKIOrbMage Před 26 dny +6

    It felt like some of your devlogs (although very entertaining) where prioritising the video and not game. Here it feels like you went back and cleaned everything up, and it's really great!

  • @supermysterious66
    @supermysterious66 Před 27 dny +31

    As someone who has spent a lot of time on Minecraft and other Block based game clones, I have a few thought about death and inventory systems. Losing all items on death is very punishing, but makes death something players really seek to avoid. If you lose no items (or other things like exp or levels) on death, people will start dying as a method of fast travel... which feels lame. One particular Minecraft like game I used to play, called "Creativerse", found a nice balance between the 2 systems, with a lose all backpack items on death, but keep all items that are equipped and in the hotbar.
    Now for "Mana Valley", I don't think you have a hotbar, (maybe you do, and I just haven't paid attention), but what you could go for instead is to have "Protected" backpack slots, that stay with you, even on death, and the rest are unprotected. This way death has some sting, but isn't as rage-quit inducing. If you went this route, you could have different backpacks with differing amounts of protected and unprotected slots. You could also make it possible to "level up" you backpack, increasing either the number of total slots, or turning a unprotected slot into a protected one.
    Side note: If you do have items drop on death, have them all drop in a "backpack" or "sack" that can be opened like a chest, but you can only take items out of it. (One all items are removed, the "backpack" or "sack" will disappear) This will reduce lag in the game, and it also is more convent to your players.

    • @rawallon
      @rawallon Před 26 dny +7

      This. Losing inventory , to me, increses value to exploration. If I found a super rare item and can just die to respawn at home/base it would remove all the weight on actually remembering the map and taking note on landmarks.

    • @AaelmfaoBDplays
      @AaelmfaoBDplays Před 26 dny +6

      Moonlighter, while not an open world game, had a similar system. You had protected slots and a limited inventory space, so dying meant only keeping a handful of things. I kind of like Stardew Valley's approach of you losing things, but you can hire a service to bring back some of your items

    • @scotttimbrell8632
      @scotttimbrell8632 Před 13 dny

      I actually find it to do the opposite effect. Why would I adventure out when I have good gear already? What am I doing other than risking great gear, time and effort, for potentially nothing? I would just rather sit in the comfort of my base and build. It limits mostly all the systems that make Minecraft fun and if I wanted to build I would adventure out naked just in case. Death is always something people avoid, but that doesnt mean if it happens, say by falling, or making any sort of mistake, shouldnt then waste your time retrieving those items, potentially losing them if you die again, or dont make it back in time.
      I would argue that using death as a means of fast travel is less intrusive as an unintended game feature, and does nothing but save the player time, whilst losing all items reduces fun, engagement and wastes a players time.
      Some players have to realise that although a mechanic might be fine for them, it doesnt necessarily make it a good one generally for most players.
      This adds nothing to people who dont already care, it limits all types of engaging gameplay, heavily punishes progression/exploring, reduces engagement with systems or experimentation all whilst in a calm, relaxing sandbox world.
      Dying will happen if you avoid it all not, its best not to punish the player for every instance of that, especially when resources or grinding is required for that good gear. Falling to your death a hundred miles away/or after you just found a good/rare item is the most dishearting thing ever and makes the next 20 minutes in this calm and relaxing sandbox world a mad dash to your items.

    • @scotttimbrell8632
      @scotttimbrell8632 Před 13 dny

      @@rawallon I am the opposite and I see no correlation between your remembering of landmarks, and instantly losing all your items after death. Exploration is, more or less, a 1 time thing, once youve seen it, youve seen it. Most games have maps for you to follow either way. Unless you mean that you like the idea that when you die with good gear, youre enjoying the fact that you are re-doing exactly what you just did, for the same rewards, which begs the question to why that couldnt just be done without the need of recovering items?

  • @ChristinaCreatesGames
    @ChristinaCreatesGames Před 26 dny

    You've had me nodding along so much for the whole duration of the video. My main project's about half as old as yours, but breaking systems to assemble them anew in a better state was critical to get where I am now. And the whole UI topic is a thing I had to figure out over the last couple of weeks, as well. Mana Valley looks really nice and I'm looking forward to see what you'll do next with it =)!

  • @_Kxks
    @_Kxks Před 26 dny

    I really look forward to the game and follow your videos for 2 years already. Really excited!

  • @foldupgames
    @foldupgames Před 27 dny

    Learning to be more efficient is SO helpful to dev!!!!
    The other day, I started adding new features to my game and realized that a lot it already worked because I had set up other systems to have flexible, responsive code. So, when the new features started bumping into existing code, they all played nicely together and did what they were supposed to.
    Your game looks like it will be an absolute delight for your players! I hope you have fun making the world for them.

  • @Sweepy_Games
    @Sweepy_Games Před 26 dny +1

    I'm very happy you never give up and stay focused on the project for 2years now! That's an achievement in itself. Especially knowing how hard gamedev is, and how often bugs and other problems want us to give up! Your presentation skills are great and I think that makes your videos and game so good. Everything has its feedback, placing a building or removing it, hitting an enemy or getting hit. And the effects are super juicy!!!

  • @jeanlouis5619
    @jeanlouis5619 Před 26 dny +4

    In tackling the issue of inventory loss upon player death, I propose a practical solution: a tomb system. When players perish, all their belongings would be securely stored at the location of their demise, ensuring they can easily retrieve their items. This not only encourages players to explore the game world and remember key landmarks but also adds a strategic layer to each death, prompting players to approach gameplay more thoughtfully.
    Compared to other options like losing everything or retaining all items upon death, this approach strikes a balance between challenge and player satisfaction. It maintains a fair gameplay experience while still providing a meaningful consequence for death.
    To enhance this system further, you could introduce enemy spawns near the tomb or choose to retain certain tools or items, adding an extra layer of excitement and challenge to the retrieval process.

  • @advancenine
    @advancenine Před 26 dny

    DUDE! Looks so awesome and I'm amazed how much depth you have in Mana Valley. I cannot wait to play it. Great work as always...

  • @finnorex
    @finnorex Před 26 dny

    Really excited to see these updates, Keep up the good work ♥

  • @ToonNoah
    @ToonNoah Před 26 dny +15

    3:17
    There are three ways to make projectiles:
    1. Shooting it from the camera. Objectively good for simple games and beginner programmers.
    2. Shooting it from the weapon, aiming at what the camera is aimed at. Objectively good for realism. And what you did in your video.
    3. Shooting the hitbox from the camera, but offsetting the graphic to appear from the weapon, over time moving the graphic to the hitbox's position while it's in travel. Objectively, the best way to do it. This is how games like Overwatch do it and Fortnite too, I'm p sure. This also prevents the "shooting objects closer to you" issue like in example 2 while avoiding odd projectile spawn position issues like in example 1.

    • @youdyed
      @youdyed Před 19 dny +1

      Overwatch actually does different techniques for different weapons. Some are moving projectiles, others are hitscan which literally scans what you aimed at in the moment when you pressed the button to shoot and confirms that as a target. There is a visual projectile to indicate that you are shooting but the actual shot happens instantly.

    • @Pakigi716
      @Pakigi716 Před 12 dny

      this is what i was gonna type, i think number 3 is the best outcome for faster projectile
      but he need to future proof his code in case he want to make, let's say, a slow slimey projectile, the offseted graphic would look too noticeable i think

  • @LiquidMark
    @LiquidMark Před 26 dny

    It's really nice to see that your channel grew so much, you are almost at 100K subs!

  • @bewky
    @bewky Před 25 dny

    so cool to see the progression over the years! you da goat

  • @KamranWali
    @KamranWali Před 26 dny

    Wow! The game looks beautiful. Congratz on keeping doing it for so long. That takes some serious passion and dedication. The game play looks really fun. Looking forward to your next devlog. Keep it up! :)

  • @3xistism1.0
    @3xistism1.0 Před 26 dny

    Good job AIA! It’s come a very long way and it’s looking amazing.

  • @collegedegree8506
    @collegedegree8506 Před 17 dny

    So happy to see the progress! I’ve been following since your second video on the game and I’m excited to play it

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee Před 13 dny

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @MDVYN
    @MDVYN Před 25 dny

    Dear solo game dev, this looks like it will be a fun game. Thanks for posting this video. Glad you gave a release date. Def on my wishlist!

  • @CowsDaBest
    @CowsDaBest Před 17 dny

    I can't wait! The game looks amazing so far!

  • @sasquatchbgames
    @sasquatchbgames Před 25 dny

    Someday you are going to be very very rich. And it will be well deserved. Can't believe how far this game has come. Keep it up my guy! Always love your devlogs

  • @GamesBySaul
    @GamesBySaul Před 24 dny

    2 years is incredible, and look at how far the game has come already. I can't wait to see where this game ends up, I have high hopes! :D

  • @ragbrogaming
    @ragbrogaming Před 27 dny +2

    Cant wait to get this game, looks so well done!

  • @TheShelfman
    @TheShelfman Před 26 dny

    2 years have flown by. Congrats on the progress AIA, you're killing it (also hi nathan, nice editing!)

  • @nihuyevo_zhmihnulo
    @nihuyevo_zhmihnulo Před 5 dny +1

    I was so happy to see this video in my recommendation, thanks.

  • @Saberarts24
    @Saberarts24 Před 27 dny +1

    man honestly seeing this kind of videos really motivates me to try and create my own game too :') , my main problem is that after i learned most of the skills needed to make the game i lost passion and drive to make one but you are changing that for me so thank you !

  • @Q27Forever
    @Q27Forever Před 27 dny

    I forgot about this channel I left exactly 2 years ago I see your game ( mana valley ) is finally perfected I hope mana valley keeps getting better and better

  • @OfficialGless
    @OfficialGless Před 27 dny +6

    It’s looking so good. 😍😍😍
    Proud of how far you’ve come!
    PS. I don’t care what @mainwilly commented, being on that topwishlisted games is a great accomplishment! ❤️

  • @DaveTheDummy120
    @DaveTheDummy120 Před 26 dny

    this game is looking good so far, I hope you can hit 100k, too!

  • @dennismakesgames
    @dennismakesgames Před 27 dny +1

    It's already been 2 years?!!! Yeeee.... Amazing video as always!

  • @Riptide_28
    @Riptide_28 Před 26 dny

    Good to get another video bro! Love it

  • @LufD.
    @LufD. Před 26 dny +1

    Second time watching. AIA keep up the good content. When MV comes out I’m gonna play the heck out of it!

  • @alicewonder259
    @alicewonder259 Před 25 dny

    Congrats on all the progress and thanks for the inspiration!!
    I finally committed to my own solo dev project ✨ if you have any advice that either would have helped you your first year, or for getting enough funding to focus on it full time lmk!

  • @lilylunamoonyt
    @lilylunamoonyt Před 26 dny +1

    okay so i'm just gonna ask once, but: PLEASE MAKE MORE OF THESE KINDS OF VIDEOS PRETTY PLEASE, THEY ARE THE BEST THING TO WATCH

  • @GingerNingerish
    @GingerNingerish Před 25 dny

    This is still an insane amount of work for only 2 years. Things are looking great.

  • @Skeffles
    @Skeffles Před 21 dnem

    Fantastic to hear about the systems you've put in place to enable the game to grow! It can get quite draining hearing about peoples woes when they don't do this for their games.

  • @Dardasha_Studios
    @Dardasha_Studios Před 24 dny

    Wow the game grew nicely....Best of luck Sir.

  • @Silo_The_Golden_Dragon

    Congratulations on the progression your making. I have always wanted a rpg open world were your not stick to spam clicking 9n a quest button I appreciate you fam. Also the multi-player was a nice touch❤❤❤❤ we love ur work keep it up please.😊😊😊

  • @ryanorionwotanson4568

    Really great, this is coming along

  • @Bakerman2801
    @Bakerman2801 Před 26 dny

    The game dev community has some of my favorite youtubers, and AIA is definitely among the best of the best

  • @mallowskycotl
    @mallowskycotl Před 26 dny

    YOOOOO HE RELEASED!! It looks so so amazing 🥹
    Also mounts..... yay or nay 👀?

  • @pedrozatravel
    @pedrozatravel Před 8 dny

    Fascinating insight on how a game is made.

  • @Tarodev
    @Tarodev Před 25 dny

    The issue of projectile origin, whether it's from the screen's center or the gun's (wand) tip, is a classic design dilemma. I think you made the right choice, though. If a spell hits a wall in front of you, you'll immediately know why and will adjust in the future.
    Good to see you're still hammering this game out, man. Prove to everybody that indie devs CAN finish games and we're not all useless! (I'm yet to finish a solo game)

  • @gugomajo4161
    @gugomajo4161 Před 27 dny +1

    Dope vid as always

  • @kirkkek
    @kirkkek Před 27 dny

    the game is looking REALLY cool so far!!!

  • @tomschlaiss5735
    @tomschlaiss5735 Před 22 dny

    Nice video and project, cheers from Germany

  • @Room_205
    @Room_205 Před 22 dny

    Great insight into game developing. Game looks amazing 😁

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee Před 13 dny

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa🎟 to earn from it, and I really want help in publishing it, please 🐸💚

  • @DontScreenPeek
    @DontScreenPeek Před 27 dny

    Being able to see the progress you make on this game throughout these videos is one of the reasons I’m so hyped to eventually play this. Building something you actually enjoy so I know it will be a fun game, vs just a cash grab like most games these days

  • @Future-Frost
    @Future-Frost Před 14 dny +1

    I think a cool way to have the player respawn with their items would be to have the items fly over to you from the direction you died in when you respawn. This would achieve respawning with items, informing you of where you died, and it makes sense somewhat lore-wise, as it could be explained as a mechanic of the reclaim spell.

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee Před 13 dny

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @playaneta
    @playaneta Před 20 dny

    Your game is turning out really nice!

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee Před 13 dny

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @TrentSterling
    @TrentSterling Před 26 dny

    Overlapping systems really seems to be the core part of gamedev that really makes the GAME part of the game!

  • @stickythestickfigue9548

    great job dude

  • @BanditDev
    @BanditDev Před 27 dny

    So much progress, can't wait for ALPHA!
    #ManaMuncher

  • @limestoneMinecraft
    @limestoneMinecraft Před 27 dny

    Your game is beautiful, you inspire me a lot, I would like to create something similar myself one day. I hope I can do this.

  • @CameronOwen101
    @CameronOwen101 Před 27 dny

    Use a ViewStack. You Push views to the stack when they're active, pop them off when they're done. When it's empty there's no UI being displayed. Similar to counting but better because you can peek and search through the stack to jump back to particular points. It makes programming view navigation a breeze as you can emit transition in/out events from the stack for all your transition animations, and also just have some events when when the stack is empty or not so your input controller can disable itself when a particular stack is in use (I tend to use different view stacks for various parts of game - HUDs and in-world canvases are typically on their own stacks - for card games each card is typically it's own view stack.

  • @wrestlingdude07
    @wrestlingdude07 Před 27 dny

    Another banger video, AIA!

  • @NightfallForge
    @NightfallForge Před 26 dny +2

    Guys wake up! New AIA video just droped!!🥳

  • @rootbindev
    @rootbindev Před 26 dny

    this is AMAZING I love it

  • @forbiddenbox
    @forbiddenbox Před 27 dny

    ngl the most impressive thing to me is the UI work on this game, it looks amazing

  • @forbiddenbox
    @forbiddenbox Před 27 dny

    Can't wait for the game to be released on October 🙏🗣️

  • @facara4519
    @facara4519 Před 27 dny

    This looks sooo cute! Whitelisted on steam as fast as I saw it xD

  • @Love-ss5sj
    @Love-ss5sj Před 27 dny

    Ready for a banger vid

  • @NIKO2765_
    @NIKO2765_ Před 19 dny

    amazing bro

  • @samiscebba4332
    @samiscebba4332 Před dnem

    i had a dream once i was playing a game version of kiki's delivery service. it was awesome. it had dating sim vibese when talking to NPCs and you could go out and get to know people at night, drinking and staying up late, giving you a debuf in speed or something the next morning, but you gained new favors with townsfolk who would open up new areas, traversal paths, new trade routes, shop discounts.. and customers who needed packages delivered. the game had hidden items that gave you different skills. the wind gave you speed boost one way and slowed you down the other way... you got tired and had to stop for a pint at the nearest pub. you had to plan routes and manage resources to make surre you got things done on time...all with small but enjoyable slice-of-life style stories opening up. i really wanted someone to make it bc i am not a game dev. then i saw mika and the witches mountain. and was a bit mad and a bit glad, bc i sure wasnt going to do it. now i see this and i am joyed with the possibilities. i almost wish you could slap both games together but i really like the vision you got and i cant wait to play.

  • @Beets_Creations
    @Beets_Creations Před 21 dnem

    I definitely agree collecting your items when you die sucks. having to travel back to where you were is usually punishment enough. Awesome video keep up the good work!

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee Před 13 dny

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @lilylunamoonyt
    @lilylunamoonyt Před 26 dny

    i like how you went with the genshin style of interaction for items and stuff, it's a great system

  • @Daealis
    @Daealis Před 21 dnem

    About item dropping on death: The whimsical nature of the game to me could utilize an NPC that "fetches" your loot for you on death. Some Zelda-esque woodland sprite that once the player resurrects at the shrine yeets all the loot at you.

  • @mannyhyuga
    @mannyhyuga Před 19 dny

    game looks so cute and fun fam ty for the inspo

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee Před 13 dny

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @maisonbrier2249
    @maisonbrier2249 Před 27 dny +1

    ayeee im mega early ! looking forward to play this game when it releases !

  • @cxtspresso
    @cxtspresso Před 27 dny

    im 100% buying this when it comes out, it seems like the finished game is going to be so fun

  • @burgundyboysyt2272
    @burgundyboysyt2272 Před 27 dny

    Damn you make it look so easy to make an Indie game Good vid

  • @lollol-gt6nv
    @lollol-gt6nv Před 10 dny

    Can't wait to play it

  • @greatkingkeenan
    @greatkingkeenan Před 3 dny

    I like how the ocean water reacts to the air current of you flying. Does this also push grass and tree leaves when flying closer to them? If not, that would be a cool quality of life feature.

  • @battlefora3dscollab
    @battlefora3dscollab Před 26 dny

    Will you add any tamable mobs?
    Maybe you could go with a dragon quest/Pokemon approach and have your pets evolve alongside you.

  • @Twisle
    @Twisle Před 16 dny +1

    for menus and the pkayer input you could put all menus into a list and loop through it to check if any are active and call the function anytime there is a change in the menu like a input or something

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee Před 13 dny

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @Josh-fw8ev
    @Josh-fw8ev Před 22 dny

    Good timing

  • @hukyato7244
    @hukyato7244 Před 27 dny

    the game is looking SOO good

  • @R.K_Chalkboard
    @R.K_Chalkboard Před 26 dny

    4:36 You should make it so where the player respawns with some of their items already pre-loaded in their inventory. If you die enough times you'll spawn with nothing, but if you die a little, you will just lose your lesser-important items.

  • @therealgamewizerd
    @therealgamewizerd Před 27 dny +1

    There are plenty of RPGs that are open world, linear, and a mix of the two. Just because the game gives you the illusion of being able to go anywhere, doesn't mean it's open world. Just because there's a plotline that progresses doesn't mean it's linear.
    By technicality, RPG stands for "role-playing game, ,so by definition you are taking on the role of your player character. RPGs don't have to be open world or linear by definition since, if you really think about it, most every game IS an RPG by definition of the term.
    If by RPG we mean "leveling up a character with stats and equipment as you explore a vast world of locales and characters" the same still applies. You can be given the role of a character with set lore or personality (such as in Final Fantasy, Paper Mario, and Yakuza, Castlevania) or you can create a role for yourself as you play (Skyrim, Fallout, basically any MMO)
    Bit of a long comment, but that was all to say: an RPG can be anything, really. As long as you're playing a game in a set role instead of being some large overseer that can control everything in the game, it's an RPG as far as I'm concerned.

  • @ultimo5529
    @ultimo5529 Před 27 dny

    yes a new videooo

  • @LEPHROGFISH
    @LEPHROGFISH Před 19 dny

    Idk what is all in the game but you could add a scavenger that will collect your loot when you die and you can buy it back from them to get your previous items back.

  • @Nufshi
    @Nufshi Před 27 dny +3

    I CANT WAIT TO CRANK 90s IN MANA VALLEYYYYY

  • @rayl8160
    @rayl8160 Před 27 dny

    In subnautica if you die, you lose the some or all of the resources in your inventory. You keep the tools, armor, and special items that are super hard or rare to get.
    This still makes a consequence for dying but doesn’t make it annoying or overly punishing.

  • @ronitgurjar5747
    @ronitgurjar5747 Před 27 dny

    great work....BUT, will there be secret spells and witch academy and adventure guilds??
    you can have the player collect their items from the guild by paying something every time they die and respawn

  • @AntiViGames
    @AntiViGames Před 23 dny

    When it comes to the watering of plants I would make the dirt look drier over time so there's a semblance of time passing as opposed to having a water droplet float in the air.

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee Před 13 dny

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa🎟 to earn from it, and I really want help in publishing it, please 🐸💚

  • @1actose
    @1actose Před 27 dny +1

    Can't wait to play this game when it releases tomorrow!
    ...It does release tomorrow, right?

  • @tsb4
    @tsb4 Před 19 dny

    For an alternative for punishing death, you could have a system for something (maybe like bonus effects for the skills or something) that gets better the more enemies you kill as long as you don't die.

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee Před 13 dny

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚

  • @KingDakrai84GD
    @KingDakrai84GD Před 20 dny

    After you finish with the mechanics and enemies and how the game plays in general. Will you improve the graphics and some of the animations/movements? Like how it looks when enemies are moving or the player jumping.

  • @Pollux70
    @Pollux70 Před 22 dny

    Having build my own large software system over 2 years, I too learnt the troubles of building a project using the wrong technologies because it was what I was comfortable with. It's a necessary learning experience, though. With development, you can't see major issues until you face plant into them. My learning journey took 6 years in total and I build the system 3 times over before it was good, you have to have some extreme self-destructive levels of drive to make it through the learning and prototyping phase.
    This game seems years away from release, so I would suggest to not reinvent the wheel for magic systems and copy Diablo 4, cut down last epoch or other magic system structure. That should prevent unanticipated architecture issue and speeds up building time.

  • @anispinner
    @anispinner Před 26 dny

    Man of Valley we meet again

  • @maxca
    @maxca Před 25 dny

    Awesome🤩

  • @Vitaxses
    @Vitaxses Před 27 dny +3

    is horses gonna be in the game pwease

  • @Unit_Square_Studios
    @Unit_Square_Studios Před 3 dny

    DANI'S BACK DANI'S BACK 🥳🥳🥳🥳0:08

  • @ReverseFlash.
    @ReverseFlash. Před 21 dnem

    Amazing

  • @Griffin519x
    @Griffin519x Před 27 dny

    The game looks awesome! The text that shows up when you die is kinda hard to read

  • @Aarimous
    @Aarimous Před 26 dny

    Thanks for sharing!! I'd say have a difficulty setting for what happens on death. Soft-core could be nothing. Medium core could be drop items. Hard-core the character is gone forever. I think Terraria uses a system like this.

  • @hectorpabon632
    @hectorpabon632 Před 26 dny

    Handsome game dev owns comment section respectfully

  • @QuintonMcreynoldsgaming

    This is crazy fun

    • @SpeedSuiiieeeeeee
      @SpeedSuiiieeeeeee Před 13 dny

      Hello, I made a horror game like Pan Pan Nursery and I want to publish it, but there is one problem that is holding me back, which is that I do not have a visa to earn from it, and I really want help in publishing it, please 🐸💚