Designing For Immersion With Pixel Graphics | Devlog #8

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  • čas přidán 5. 06. 2024
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Komentáře • 46

  • @AdrianAgren
    @AdrianAgren Před 7 měsíci +6

    Overall, great game and I am very positive about the further development of it. I do however want to point out that the color of the vines (which kills the player) is very similar to some of the grass patches on the ground (which doesn't kill the player) and could very easily be mixed up. I would suggest hue shifting the vines towards a red color as it is often a color associated with something bad or something that will hurt you. Also, my friend who is red-green colorblind didn't really see that much of a difference between the two.

  • @weaseled4118
    @weaseled4118 Před 7 měsíci +1

    Every time there's a new devlog I get more hyped for this game lol

  • @praquenomereal
    @praquenomereal Před 7 měsíci +2

    Well, i actually AM paying attention on the details since i started watching these devlogs lol! It's all so beautiful and charming!

  • @dagummybearking123
    @dagummybearking123 Před 7 měsíci +2

    we all know this game is gonna be a masterpiece when it drops

  • @mikamuhlbauer1135
    @mikamuhlbauer1135 Před 7 měsíci +1

    I really like how much love and thoughts you put in this game and I wish you all the best for your game.

  • @ThewEVILTWINSw
    @ThewEVILTWINSw Před 7 měsíci +1

    the game looks better and better each time a devlog gets released, can’t wait to play it!!

  • @OursonCredule
    @OursonCredule Před 7 měsíci +2

    I feel like it would be helpful to add a visual feedback near the character to know how much nectar you collected.
    The indications in the top left corner are really far away from the character on the screen and the player will have their eyes locked on the character and the obstacles when doing some tricky platforming sections.
    You could do something similar to the way Madeline's hair changes color in Celeste. This lets the player know how much dashes are left before running out.
    Maybe some blobs of nectar could follow the character, or gently orbit around her.

  • @Campake
    @Campake Před 7 měsíci

    This devlog series is unique by how incredibly good it is and I can't help but feel excited

  • @lesiu3557
    @lesiu3557 Před 7 měsíci

    Accidentally stumbled upon your channel a while ago and I've been watching since episode 1. Can't wait for the release!

  • @StormyYay
    @StormyYay Před 7 měsíci

    Its great that your adding and thinking about immersion, especially with the art, many games are made without immersion or don't portray it well so it feels like you are forcing yourself into a world that doesn't want you. The game has definitely nailed the immersion feelng, it looks and feels great! Great work!

  • @kevinchen1624
    @kevinchen1624 Před 7 měsíci +1

    DAMN that’s good

  • @escapeundergroundgame
    @escapeundergroundgame Před 7 měsíci

    Good progress so far!

  • @His-Games
    @His-Games Před 7 měsíci +2

    Such a beautiful game ...

  • @uhhmir
    @uhhmir Před 7 měsíci +1

    amazing devlog! i would maybe make the dust more pronounced and physically based, and add some more punch to the teleport (small shine/crack animation when going through a crystal, screen shake/distortion when teleporting, etc)

  • @Pope_
    @Pope_ Před 7 měsíci +3

    You should do a devlog on lighting in 2d games like this

  • @aiden._.7023
    @aiden._.7023 Před 7 měsíci +1

    Love the game ❤

  • @lksxxtodin5292
    @lksxxtodin5292 Před 6 měsíci

    love your game!

  • @Zane-my3sm
    @Zane-my3sm Před 7 měsíci

    I mean I feel immersed. ;) but for real i love the contrast of color between the character and the environment. She pops so well.

  • @thefriendlydefault9684
    @thefriendlydefault9684 Před 7 měsíci

    amazing

  • @thisismyuser2
    @thisismyuser2 Před 7 měsíci

    Last time I watched a devlog, there was no art, I really need to catch up. But anyways everything looks really good and I love the work you're doing! (Gonna go binge watch all the devlogs)

  • @arian_ki9095
    @arian_ki9095 Před 7 měsíci

    Loved seeing ministry of broadcast there. A really well-made game

  • @konstantinschafer9750
    @konstantinschafer9750 Před 7 měsíci +1

    I really enjoy your devlogs. Your game feels very promising :)
    I also like the song in the video (I think it reminds of a DK song). Will this song be part of the game? If not: What is the name of this song? :)

    • @OandCoGames
      @OandCoGames  Před 7 měsíci +1

      Thank you! It’ll likely be in the game. Its name currently is “ch1 idea 3” lol. I’ve been writing music here and there to get a feel for instrumentation/styles and to see which ideas we like. Idea 3 seems like a keeper 😅

  • @polygnomial
    @polygnomial Před 7 měsíci

    Nice video. A few thoughts
    1. The topic you chose of immersion is really great but I feel it was stopped short. I am not a designer and I would have loved to hear more on the topic to learn from people who seem pretty good at it.
    2. Is the background of the level done? The mountains kind of seem unfinished and don't gel well with the level art (which is looking cool).
    Thank you. The project looks really interesting. :)

    • @OandCoGames
      @OandCoGames  Před 7 měsíci

      1) Yeah, I cut the discussion on immersion very short to leave time for details on our development. Honestly, I'm considering doing a full video essay on immersion as something separate from our devlog series. In the meantime, this video is pretty solid in explaining it: czcams.com/video/5DANwfC0GWI/video.html
      2) The background isn't done. We were hoping it would be enough... but then Noah and Rae (the artists behind this) felt it needed some rework - just like you're thinking.

  • @Juke172
    @Juke172 Před 7 měsíci

    Looking good and gameplay seems to be very well done at this point. I have been following this development for few videos now. I like the production quality and the videos where you explain what have got done. Though I have some minor things I've noticed that make it feel little bit bland IMO. Those thorns have very repeating patterns on them. Maybe add more variety in them: colors and different shapes to break out the pattern little bit more. Use extra layers of assets over them and so on... Maybe spark it up little bit by adding animations to thorns to make them move. Maybe animate the blue crystal walls to sparkle little bit now and then. If you take a look at Hollow Knight for example, it has many many layers of detail and fog and lights they use to make the ambience. But do what you can for now. I know it's a lot of work and maybe concentrate on these things more later when the main work of the project is finalized or see how much time and effort it takes, if it is even reasonable. Also I'm not saying it needs to be as polished or intricate as other games, just giving my thoughts here. Also a random idea, maybe add puzzles that don't need the spirit form to be used or using it wouldn't even help in them to make the player use other skills they have available.

    • @OandCoGames
      @OandCoGames  Před 7 měsíci

      I love these suggestions! Especially in the context of visual immersion. Puzzle levels are definitely something we'd like to explore more as well. Thinking we'll want to add them as secret side quests or something...

  • @chingham86
    @chingham86 Před 7 měsíci

    Your game ils awesome, really great job !
    I would like to make a small suggestion: the UI where you show the number of « transfers » seems pretty far away from the action, in the upper left corner. Maybe you can show this in a smarter way above the head of the character, such as small souls, and remove completely this UI. This would help in achieving better immersion too, integrate this information into the world itself instead of using an extra diegetic interface ?

    • @OandCoGames
      @OandCoGames  Před 7 měsíci

      Lol yup. We’ve gotten that feedback a lot and will definitely implement something in close proximity to the player.

  • @Akronsus
    @Akronsus Před 7 měsíci +2

    I don't think the things you did to the first biom are enough. Don't get me wrong it looks like a very good start, but "lifelike" and "immersive" aren't the terms in my head when i see the first biom. Rather "static" and "unmoving" is more like what i get from it. Sorry i can't point to where exactly my impression is coming from, but i hope my feedback is still helpfull

    • @OandCoGames
      @OandCoGames  Před 7 měsíci +1

      Yeah we’re honestly just scratching the surface I think. We’re optimistic post-processing will go a long way.

    • @arian_ki9095
      @arian_ki9095 Před 7 měsíci

      ​@@OandCoGamesit's kind of like.... I don't want to say "lack of" but the background seems to be unfinished. If it had more stuff going on it'd be better. Interactive elements (that are unrelated to puzzles) are really useful too.

    • @theunknown1050
      @theunknown1050 Před 7 měsíci

      ⁠@@OandCoGamesI think a big improvement could come from just making simple animations for trees and other plants to sway. The static trees make the environment feel less life like. The clouds could also move

    • @OandCoGames
      @OandCoGames  Před 7 měsíci

      @@theunknown1050 It's in the backlog :)

  • @zixm12
    @zixm12 Před 7 měsíci +1

    I’m also a game dev, but probably way younger than you. I’m pretty good at coding, but how hard you code, and if you have bad art, the game just won’t work. Do you have any tips in animating player idle, jump, crouch and run??

    • @OandCoGames
      @OandCoGames  Před 7 měsíci

      I'd suggest finding a channel specifically dedicated to pixel art and animation for a more detailed answer.

  • @YuutoGaming
    @YuutoGaming Před 7 měsíci

    Hi, I Love the details you add to the game. But the first thing I see is that the game is kind of flat in terms of color, and not enough contrast and dark in it. Just noted that I stare at the vines more than the character.

    • @OandCoGames
      @OandCoGames  Před 7 měsíci +1

      For sure. There’s a lot we want to do with post-processing to add depth and contrast where needed

  • @AidinZolghadr
    @AidinZolghadr Před 7 měsíci +1

    How did you add physic to particles?

    • @OandCoGames
      @OandCoGames  Před 7 měsíci

      Each pixel has velocity, gravity, and looks for ground and wall collisions to know when to bounce

    • @AidinZolghadr
      @AidinZolghadr Před 6 měsíci

      @@OandCoGames so they are objects, not particles, right?

    • @OandCoGames
      @OandCoGames  Před 6 měsíci

      @@AidinZolghadr Right. I honestly considered calling them granules or something different to clarify, but I didn't want to waste precious voice-over time talking about the semantics.😅