AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH
All I want to do is edit my video but everything goes wrong /:
Genuinely might get rid of ClipChamp /:
Ok, I finished with a lot of bugs, and also I'm working on the Opponent AI when using the red flag. ALSO, I've realized how unfun the Double Barrel Shotgun is. It does a lot of damage, but the fact that it can only has an ammo count of 2, makes it way to easy to end yours or the Opponents run of the game. Of course that was the intention, but the more I played it, the more I realized how unfun it was. So I'm making the Double Barrel Shotgun an ammo count like the other guns instead of just being capped at two.
I also might have a new mode. Insta-kill mode! This will be more like how Orange roulette is played.
Guys, I'm almost done with the mechanics and modes. After that I need to do some pixel art and put in some spice to make it look good. I've mainly been calling this a beta, but really I should be calling it a beta/playable teaser. Not only does it show what I'm creating but it's also meant to be a unique experience to show what's happening.
Stay tuned!
Again I apologize for no update yesterday. I was trying to figure out some bugs mainly. Also, my attention span has been pretty bad, but that's probably because I haven't been used to working on the Event System. When doing art, story, or whatever else, my attention would be very good. But it's ok, I just need to remember my habits to keep my attention. Habits are very important and I've completely forgotten about them, so I need to start using them again, because it's what's been helping me work on this game from the start. Overall the Battle system is looking promising.
Also, I haven't been working today, because my friends wanted to play L4D2 with me, and I didnt wanna wait till Sunday (my usual break) since I never really get time to spend with them (If you're wondering, yes it will be a gameplay video on my channel). Also I had to help my mom with stuff, so I didnt wanna work on my game because I wouldn't have too much time to really update yall about my progress.
On the bright side...
I think I'm gonna be making a new devlog on my channel. I'm thinking of making it a mix of talking about the date my game will come out and what I'm implementing in the battle system.
Ok, There probably still needs to be some more test in order to bug test it, but the Orange roulette system is now in place! There will be no more Buckshot roulette inspiration. Also Might change the title of this Devlog.
I probably don't need to really say this since I haven't talked about it in a while. But whatever. Do any of you remember when I talked about a gun that would get stronger the more you shoot yourself. I was thinking of calling it "Sniper Rifle", but I may or may not be getting rid of it. I'd rather have the Double Barrel Shotgun be the strongest weapon and also it sucks to see an opponent just shoot themselves a lot and then do massive damage to you /:
It's the same reason I got rid of Supers.
However I'm thinking of another weapon idea. It's sort of an opposite to the shotgun. It does only 1 damage instead of the revolvers 2 damage. It's called the "Silenced Pistol." What do you think? Much like how the shotgun is for players who are confident in winning, the silenced pistol will be for players who aren't confident. ALSO, it can be for people who find the Plasma Cutter to be an annoying item.
Red flag will no longer get rid of a round. It will instead skip it. Also I'll be declaring Red Flag as an echo Item to Eye Card. I mean The Red Flag is basically just an Eye Card except it skips the round.
There's a slight problem. When making Items, weapons, etc., I noticed a slight problem. I was making these with the OG battle system in mind. Now that I changed it, I need to rethink some of them, to see if they still work with this new battle system I'm proposing. It's what happened to Red Flag. I'll need some time to think. I'm starting to realize that things don't work as well with this new game mode. I hope I don't get rid of anything, I'm thinking of getting rid of Double barrel shotgun, but lets see if it survives if I change some things about it.
Was gonna make this yesterday but when I was done with everything, I noticed it was already 12:00 pm for me so I decided to just make this post tomorrow.
So here's some things I'm planning.
Yes I am getting rid of explosive rounds... Most likely, not that I'm absolutely sure, but "most likely." Explosive rounds were there to encourage the player to shoot themselves. However using Orange roulettes system, you're encouraged to shoot yourself so much, that I don't think there's a point to keep them.
Also still working on adding more to the event system/script. I'm very confident about this whole "Orange roulette" thing.
EDIT: Expect another update today.
If you read the conversation with me and O_tire, you'll know that I'm taking Orange Roulette as inspiration.
This will now be the main focus. I will discuss it more in a later devlog.
Also the video is important as it's the reason why I'm unfortunately canceling 2 items. The Fortune Cookie and the Tactical Vest. I'm very sad that I have to cut these items, but If I'm using this game as inspiration, then I cant use them. If the player is allowed to spin the cylinder, then the item wont matter. Also the Tactical vest was useful, but since the gun passes to your opponent when you shoot yourself in orange roulette, it's not really that interesting. The player might as well just have a heal syringe and a red flag. I mean I guess it could be helpful... if you had 4 HP.
Goodbye Fortune Cookie and Tactical Vest. You will now be put as "Cut Content."
Also I was fixing a whole mess of bugs on the briefcase item. Also Dealer is smarter when dealing with the Briefcase Item.
HOLY SHOOT, THATS AMAZING! I like a lot of the decidophobia you have when playing it. Not only is shooting an opponent way scarier, but now even shooting yourself is scarier. It is interesting since in my opinion, Buckshot roulette encourages the player to be more offensive while Fates Gamble encourages the player to be more defensive. It's made me wonder if my game is not that scary, so I really do appreciate this, I really want to implement this in my game because of just how many choices are scary.
You don't want to shoot the opponent because then you have to shoot yourself, but you don't wanna shoot yourself, because you might give the opponent an advantage in getting the live round. But lets say the gun passes to you. Do you spin it or shoot yourself, either option could kill you on the spot. This is great, To be honest, I might genuinely add this in the 2nd beta.
Also to give some behind the scenes, I was considering on adding a "spin cylinder" button before, but got rid of it, because I felt like it was useless other than preventing the fortune cookie item. But after this video I'm starting to think I should use it. However this would mean I have to get rid of Fortune cookie as its really not that useful, or make it really cheap. Idk might just get rid of it tbh. Was thinking of using the "spin cylinder" button limited to the revolver but I want every gun to have it.
So I was working in the game again and added a more proper intro. You can now put your gender in as well.
I was mainly experimenting with pixel art. Trying to see what fits and what doesn't. Sorry I don't have much to show, I'm trying to figure things out with some the art.
(Also yes there is a video on my channel but I didnt advertise it since I realized that people aren't here to watch my gameplay vids, just the devlogs about my game.)
(But by all means go check out my channel, (Not asking >:3) there's exclusive info about Fates Gamble on there.)
Ugh, I realized the Male Opponent doesn't hold the revolver right. HOW DID I NOT NOTICE THAT. Also the Tranquillizer animation is messed up on the Female Opponent.
Also here's what would happen if you hit the Opponent. I always imagined them with a "Kermit the Frog" neck. Maybe you guys don't like it, but It's how I imagined them.
I kind of wish I could do more than say sorry. I was going on a trip to Disney land, but somehow forgot the Ac adapter to my laptop so I couldn't even do work /:
Oh well, I didnt get enough time anyway. You guys might think I'm preparing for something special but... no i just went on a trip >_<
Hey at least it over, I will hopefully have enough time tomorrow to work.
holy shoot the developers of “world of goo”!!!!!!
I’m not exactly sure what you mean. See my idea is to make a character creator. So it’s not like the “main character is a fully developed character with a backstory. My plan is to make “you” the main character, have amnesia, so there’s no real backstory.
Also I don’t know what you mean by “not including the protagonist.” It’s not the character in the beta if that’s what you’re thinking. Right now I really only have a mascot, which is the “Opponent.”
Oh I already told you a week ago haha.
I use rotoscope since I have problems drawing hands. I take a picture of my hands and draw over them.
Excuse my bony hands lol.
I used a BOP-IT toy to help me.
ALSO UGGHHH LOOKING BACK AT THE DB SHOTGUN, I NEED TO ADD A WHITE OUTLINE TO THE FIRST FRAME OF THE HAND >_<
more examples:
Small Spoiler for Faith: the Unholy Trinity.
You can kind of tell by the Four leaf clover animation, that I'm not particularly good at drawing hands by themselves. I might change the Four leaf clover animation...Maybe, but I genuinely was considering making all hands in this weird creepy look. Who knows what I'll do. Might use it again for future use.
EDIT:
To give some Behind the Scenes for Fates Gamble. This video by Andiematronic was an inspiration
Again spoilers for Faith: the Unholy Trinity.
(Skip to 17:25 for context)
Sorry I should of just showed these off before, but I would make an update when I'm tired so I would say "eh, I'll do it tomorrow", and then never do it >_<
As usual I hoped my video would come out today, but it didnt today due to circumstances. Oh well, I'm sure I'll finish it tomorrow... I hope ._.
Ugh I feel so bad that I haven't updated in a while. I'm sorry guys. I didnt have time to record the animations and I said I would >_<
but really I do have them up, they were easy to make. Also I realized I need 4 more animations haha, I forgot I need to create an animation where the Opponent shoots themselves with all 4 guns... oop.
I tend to mention Buckshot roulette a lot. I'm sorry I don't want to come off as someone being a copy cat, haha. I just wanted to see what they added, so I can see if I could take some inspiration.
Should this count as spoilers? I mean people who have buckshot roulette are gonna get the Multiplayer Update. But anyways, I was on the CR channel and I got the notification for the buckshot beta on Monday. Wanted to tell you guys my thoughts on Monday but I unfortunately didn't >_<
To start off, one of my educated guesses were right! One of the items ("Remote") really is an Uno Reverse card.
However the other item ("Jammer") in the game is really disappointing. It's just the handcuffs... but for multiplayer. I was disappointed because one of them I already guessed and the other is just a reskinned handcuff. It really is a shame, but oh well, the multiplayer was fun. Although I got too addicted to it, to the point where I didnt want to do work on my own game >_<
I might make an item like remote, which would be good for maybe partner based battles in my game.
Started recording for my video about my story. I hope you guys like it, I also mention a new mechanic and a little more about the keyword system. If you haven't already, you should check out my YT channel for exclusive updates.
Ok I finished reworking the Revolver and tranquilizer, I'll show them off tomorrow.
Yes, I did redesign the double barreled shotgun, which looks nothing like the OG. I didnt like the first design so I'll be redoing the players double barrel shotgun animation for the full game.
It really embarrassed me how much bugs there were haha. It's really hard finding bugs with events considering just how awful they are to work with. But oh well... I wish I got more done today, but it's hard while taking care of 3 kids. I hope to do more on Monday.
Ok so I'm almost done with the script BUT, I'm going to see if I can fix the revolver and tranquilizer animation and then work on the game tomorrow.
I'm getting even more excited to make this game, because I feel like I'm understanding what I want my game to be. In the video I'm making, I talk a lot about the story of course, but there's a lot of mechanics in my OG story that made me feel like somethings missing in the game. You'll see what I mean once the videos up, but for tomorrow I really wanna work on my game.
yeah I wanted to show a bit more perspective with the revolver and tranquilizer. Although it kind of was meant to point at the player. Now that you mention it, it really doesn’t look like it’s pointing at the player at all. I’m a little embarrassed, haha.
I could do what I will do with the shotgun where I will add a screen flash, to give the illusion he quickly shot you. But idk, I’ll probably just fix it. >_<
Unfortunately I lost that revolver toy that I showed off. It would’ve helped me since all the opponents hands are rotoscoped as mine (because I struggle with perspective a lot).
But I’ve learned a bit from this experience, so I’m sure I can just fix it.
I will admit I didnt really work today. I think I couldn't focus due to me being sick and also I had to focus on some other things than my game.
New Update on Buckshot roulette says:
Also, they said they're allowing beta test on their discord, so I plan to test it out when I get a chance so I can see any Ideas I can base off of.
Also I was working a bit on the game adding animations and event changes.
OK, All that needs finishing is the red flag (also I need to do an red flag animation for the player)
I'm having a lot of thoughts about the story. Basically I was watching a YouTuber called "Dumbsville" and I watched his Metal Gear Solid review videos. I was really inspired by their villains personality, and wanted something like them in my game.
when looking at my OG story, I realized some of my characters didnt really have that much going for them. See in something like Undertale, the characters got a lot of screen time and more character. Of course I'm not saying my characters need Huge amounts of screen time, but to give an example, when playing my game, you would meet a main character and then pacify/kill them at the get go without any buildup or any other time you would meet them. You got some build up of Undyne, you got to go through Papyrus's challenges, you even got to have a warm moment with Toriel. They weren't just "a character you had to pacify/kill" so I'm gonna see if I can make my characters have more important scenes, while still being optional to meet. Undertale has it easy, being a more linear game.
Another thing about my OG story, is how I treated the ROLE system. See I did say in Devlog #3 that I would like to use gimmicky and goofy ideas to pacify enemies. However this wasn't the case before. It would take way longer to pacify because I wrote so much for dialogue, so the player would be invested in the character through the ROLE, rather than Undertale more focusing on cutscenes with their characters. See if I could pacify a character quickly like Undertale, then My ROLE system would have shorter scenes and my characters would feel less interactable. The ROLE system is supposed to be a more interactive, less limiting, and not repeat as much as Undertale. It made it feel like you could be yourself and have interactions that feel real. If the game had a more Undertale styled ACT system, not only would my characters not get a lot of screen time, they would be broken. What I mean by that is... Lets say I used Undertale's "flirt command." If I make that work, then my more serious characters would break character, just for your flirt command to work. Also, most of my main characters get their characterization from the ROLE system anyways, so it would be very bad If I chose this approach.
Anyways, I don't think having these One dimensional characters that you barely even meet are a bad thing. At 36:50 of this video, it made me wonder "Is there's a way I could have these types of villains in my game."
It made me realize a mechanic I totally forgot about. I'm not sure if anyone remembers, but I talked about adding a mechanic where if you killed someone, they have chance to come back to life due to a "revive" item and become your rival. If you died by them they would probably have a better rank (for example, they could get promoted for killing you or become a better fighter.) This is something I wanted in my game so it would help create a unique rival for every run. But of course, you could just pacify them. This where the ROLE system would get more fast paced and fun, because I don't have to worry if I "break the character" or "make the character have little screen time." Having a villain be one dimensional can help you give them character. Lets take the "flirt command" again. If I used "flirt" on someone who is one dimensional, well I'm not really making them one dimensional anymore (Kind of). I'm giving them character. Also they don't really have a lot of character to begin with, so I'm not really breaking them.
This is especially great considering my game has an interactive story.
In short, My main villains/characters get a more compelling ROLE system where you can be yourself and deeply feel the character and the others get a fun and fast paced ROLE system, while still being a huge part of the story.
I Finished the Tarp animation and almost finished the tactical vest animation. Unfortunately I had to take care of some kids so I couldn't do too much work other than rethinking the story. speaking of which
I may or may not rewrite some parts of the story. I felt like my characters didnt have enough screen time or didnt have any impact on the story. Right now I'm rethinking some things and might add more stuff to the story.
Its out now! Another Exclusive video for my devlog. In this video I explain what Phobias I will use in my game. I know I talked about Decidophobia in my game before, but there's NEW info about my game in this video, that I have not talked about before.
I'll see what my 4th video for my devlog will be, but for now, I'm gonna take a break on Sunday and get back to doing art on Monday.:3