How I Made My Roguelike Game Replayable
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- čas přidán 16. 05. 2024
- Part 2 of our month long video game experiment. Today, we are going to work on adding replayability to our game. We will try to answer the question: Why do some games hook players into coming back day after day, season after season, while other games are dead days after release?
Screenshotting script: github.com/TJGameDev/RandomSc...
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About me -
Hi I'm TJ, a developer who is passionate about learning gamedev. I primarily develop games on the unity platform using C# but any code is fair game. I’m still learning a lot but hope you’ll enjoy my
Software Used -
Unity Version: 2021.1.22f1
Visual Studio Code: code.visualstudio.com/
Adobe Premiere Pro: www.adobe.com/products/premier
Adobe Photoshop: www.adobe.com/products/photoshop
PC Specs -
NVIDIA GeForce RTX 3080
AMD Ryzen 7 2700x
32GB RAM
Way too much caffeine
#unity3d #indiedev #gamedev #indiegame #gamedevelopment #devlog #madewithunity
#indiedev - Věda a technologie
Good stuff! Keep you mental health in check, don't burnout please! And please do scroll more code through the video
Haha will do!
First this has got to be one of the coolest Unity channels. It's not a rehash of the same intro crap everyone else repeats, you can see actual progress in actual projects. Easily the most motivating channel for the solo developer!
Second, for the swords, maybe one big two hander slow swinging heavy damage and one katana style with sword combos and high attack speed?
Hey man, this is one of the nicest comments I’ve ever received. I really appreciate it!
solid video. some really useful information here, particularly the part about the guns and render textures. You just saved me some time on that one bro. good lookin out! this game is surprisingly similar to the one I'm working on, but mine will be in augmented reality instead. it was cool seeing how u made the start menu scene, and getting a peak at how u set up ur weapon system. I definitely wouldn't mind you including more code in videos in the future. I learn a lot from it
Hell yeah, best of luck on the AR
Looks like it's progressing nicely!
I think so too!
Very cool! Good luck with development!
Nice cut video, amazing progress. Keep up the good work!
With the credits, you could make a second shop, where the player could buy new upgrade options, and a weapon unlocking / upgrading system.
Good idea, thanks bro
Another banger of a vid. Very inspiring, good luck reaching your month goal!
Thanks a ton!
I’m actually looking forward to these dev logs
Thanks man!
Great video! I love this project so far!
Yay! Thank you!
Very speedy progress brother. Well done!
Much appreciated Seb!
Love the idea for swords, would be cool if they got different combo speeds like light sword had 3 quick swipes while a katana had a slow but powerful swing attack
Good thought
Changing it up a bit, I feel like having the light sword just do the regular swings for more damage and less pierce would be good, whereas the katana would have a combo of 3, with 2 regular swings with less damage but more pierce and a final combo finisher which swings forward and does more damage but hits only targets in front of you.
Honestly man that UI (the blue rifle and 2 red locked square) look good. I'm bad with art and all that but from a consumer standpoint I think its fine
Thanks man!
Loving this series TJ. Stoked to see the final product!
As far as the swords go, it seems to me the only differentiators would be attack speed, length of sword (attack distance), and length of arc (swing width). A quick but small length and arc vs a slower swing across a huge area would make them feel quite different
That’s a great point, thanks
I'm someone who's new to Unity, but something that brings me to your videos over others is the video topics. So many tutorials for making a top down shooter out there, but I'd love to see some more details about how to dealt with certain issues that came up whilst adding unique gameplay mechanics. I'm not even making a game similar to this, but watching these kinds of videos give me lots of motivation to continue with my current projects!
Thanks for the kind words man! Best of luck
Really dang cool video and progress
Awesome video. Can't wait for sandevistan, time manipulation abilities are the best
Definitely!
nice work bro! it would be cool if you make separate videos explaining your code too alongside these devlogs
Noted!
Hey dude, nice progress so far. Youre very skilled with the editor, stuff seems to be coming together quick. As a sword enjoyer, maybe have one sword do a longer slash, whereas the other has a smaller but aoe hit. then theres incentive to have a couple swords you can switch between for different scenarios
Yeah I like it, thanks!
What makes games like Brotato replayable is not necessarily the meta progression, but the fact that you can combine some items and create an actual character build. Like a total glasscannon or a character that is best standing in the middle, or a crit-heavy character or...
I think you're progression will get players to continue playing for short but it's just the first stage of two.
Keep it up, enjoying the devlogs!
Thanks for the honest feedback, and I agree with you. I’ll try to focus more on builds in the coming weeks
I love you TJ ❤
Hey good job! Watching the video an idea occurred to me that you might like. The weapon's reload bar may have a small dot near the end of the bar, and when the bar is refilled, the player can press a button just as it passes the dot to instantly reload the weapon.
The point could be randomized so that each time it appears in a slightly different position and that you always have to be attentive or, on the contrary, each weapon could have the point in a position and the player would learn the timing of each one over time. , giving you the feeling that you are dominating the game.
It's a mechanic I discovered in Gears of War and I think it would suit your game, give it more dynamism, make the player more active and get rewarded for it.
That sounds really neat! If I find time I’ll add it
inspired to follow suit, i loved this game Crimsonland so thats what I am building. Using our friends at Synty Studio spent the weekend setting up movement and zombies.
Thats the 2nd video that I've seen in the past two days, that makes a reference to after dark.
Amazing song.
Yeah I like it
I really like the way the sword attack looks, looks like it has a lot of range which I think makes it look cool
looking good. something weird about your glowing projectiles casting hard shadows though.
That’s a good point I didn’t even notice it. I’ll fix it
Hi there, I recently got interested in game development. I haven't had much of a chance to get good at it and it's kind of fatiguing me to learn something new everyday.
I love the video's you make and am wondering, how did you keep yourself interested or atleast push through when you were feeling a bit off with learning?
Switching between projects has helped me a lot
Just tossing weapon ideas out here but a stun/tazer effect that slows down targets would be a really handy thing for slowing down hordes of baddies.
I’d definitely love to see more of your code
Sure
Like the accuracy, but probably needs a tighter range. A bit of jitter will help the guns feel distinct and make accurate weapons feel really good to use. Too much jitter is going to be frustrating and people will start RNG-blaming and won't use them.
As for differentiating the swords, having a heavier/slower sword that roots you while attacking and a lighter/faster sword that dashes forward with attacks could help create very different playstyles despite the similar look of the weapon itself.
Good point on the rng, I’ll tighten it up
@@TJGameDev Spent a lot of years of my life working on Magic: the Gathering Online. Feel like I could write a book on player psychology and randomness. Might need to get some of the guys from XCOM to weigh in on it though.
You could make the sword that looks more sci fi shoot off its blade, so its a wide ranged sword attack. Sort of like in Shadow Warrior 2
7:05 one of the swords could maybe hit slower but harder and stagger the enemy while the other is just lower damage but faster swinging.
I like this idea a lot, thanks
Continue with your journey from 🇮🇹
Thanks!
Hey TJ! For your screenshotter script, had you uploaded the Icon Screen Shotter part of it as seen in components at 1:49?
Sorry did I not? If not yell at me on discord and I’ll upload it
Very cool!
Thanks as always Nathan!
Love you
❤️
Love you too
❤️
PERSONAL IDEA:
- maybe some enemies drop "Dodge recharge" ?
- hence adding a layer of decision complexity, rewarding strategic players.
Oh that’s a great idea, thanks
From 0:52 to 1:06 where umm where is the need for food and drinks? is TJ another form of life that dose not need susstenence? XD. Awsome job by the way man.
Edit: yes pls add the codes more in you vids and also some as links for dowloads...it will really help me when I cant find what I am looking for like....STATE MACHINES!!!! I HATE STATE MACHINES...huhhhhh but I have to learn them soo the pain never ends....
I don’t eat I just get energy from the sun like a plant
@@TJGameDev Lol teach me
I think the green sword should take the enemy's health and add the health to the player while it is weaker than the red, the red should do more damage
That’s a great idea thanks
maybe not exact code, but if you could share some more in-depth theory, explanation or steps from your perspective on how you program some of your systems, that would be appreciated.
What is that city building game around 2:16?
Kingdoms and castles
@@TJGameDev Thanks! 🙂
A great way to include code without boring to much those who don't care is to just mention the methods and techniques you use, that way the ones that are interested can look it up by themself or ask in the comments
Hmm, that might work, thanks
Hmmyes
Bigger number, better person
Hmmyeah
2:15 what game is this?
2 plate incline😳
💪
what happened to tavern team?
Yeah taking a break. Tavern team might be on the back burner for a bit
03:40 I would like to hear you describe how your code Works ✌️
How do your bullets have shadows? Are alla your lights realtime?
Will try in the next one
Your skills are about playing the game to... play the game.
Your idea of impactful skills is on point, but maybe don't increase stats, add weapons that are more damaging, but harder to use, for example. So the skill will change how the player plays the game. Things like baiting a bunch of enemies to one spot before throwing a grenade there add not only power, but also the complexity, which is more entertaining in the long run, IMO.
That’s a fair point, I think you’re right
For the swords, one is double handed, one is single. you can slow the player attack and movement speed for the double, butttttttttttttt do more damage :) cool thanks bye :P
Oh good point, thanks
More code ooga booga
Ok ooga booga
I prefer coding videos but do whatever you need bro :)
Fair enough
more code
ooga booga
Yes
ooga booga
Tbh, I like the way you do your vids. People who add a lot of code makes me click off the video. I’m not a coder by any means. Mediocre artist who’s been doing it for some months now but not a coder. I like to see the code but not all the time. I speak for me only. I don’t wanna claim for everyone. Unless they truly agree.
I appreciate you understanding that different people have different opinions. Most people are asking for more code so I’ll add a bit next video, but it will only be a small portion to hopefully not bore people like you
That's completely fine. It's the channels that have most of their videos showing code and explaining it in detail. I'm sure for people who code or don't code but go out of their way to understand it all may like it but I just get lost in it all. Plus I love watching the making of the maps, characters and stuff. You'll find that balance that really pleases most people. It won't everyone but most it will.
The Waffle House has found its new host
Wtf is this meme! I see it everywhere 😂
Concept is cool but art style is completely soulless
Fair, I’ve only spent two weeks on it so it shows
Roguelikes can be very fun to develop, I tend to get stuck adding more "cool things" and leaving big chunks of the game untouched. That's until I give up and start another project 🧍
Cool that you set a time limit, hope you get to finish it in time. The game looks promising, can't wait to try it.
Same! Hoped the time limit prevents that