Adding my Dream Game Mechanic & Expanding the World // DEVLOG #6

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Published 2023-04-28
Want to skip the Q&A? Jump to 8:26 -- In my favourite Devlog to date we answer some of your burning questions from the first 5 devlogs and then begin blockout out the semi-open world of Planet 1… but I get a little sidetracked by revealing and implementing a mystery movement mechanic which has been visible in every Devlog so far and no one has guessed it!

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🔖 Chapters:
00:00 - Intro
01:00 - Answering some questions
01:20 - Q1: Using Four arms
04:27 - Q2: Animations
07:05 - Q&A Wrapup
08:26 - Main Devlog begins: Blocking out
09:37 - Showcasing the initial Block out
16:05 - Revealing the next big movement mechanic
17:30 - Showcasing the Alien Ruins ingame
19:12 - Implementing the new movement mechanic
20:20 - Showcasing the new movement mechanic
25:20 - Returning to working on the Block out
27:12 - Showcasing the early work on the crash site area
31:26 - Outr

All Comments (21)
  • @Aquabrandon44
    this is honestly my favorite devlog series I've actually ever seen! you don't skip over content other devs might find boring to watch and skip on their logs, and that actually helps me understand what I'll be needing to learn down the line! thank you for the amazing content!
  • Since you're bringing up the topic of your second pair of arms, I thought I might mention something. You view it as pair of arms, but in the mecha community there are a lot of machine designs that incorporate a second pair of arms often called "sub arms". They're actually quite common. Unlike the design you have, sub arms are rarely a copy, just smaller, of the main arms. They're usually much smaller and fold away. Provides a more humanoid character silhouette, making poses easier-to-read. Utility wise they can do a lot of things. For example if a character is holding off an enemy with their main arms, they can attack with the small arms. Do things like toss grenades without needing to put away their primary weapon. Add additional support for heavier guns. Hold a shield. Stretch out and seize anytime enemy weapons. A good example is here. Short but worth checking out: https://youtu.be/6QBpwBeMQoo
  • @DavidiiXV
    Boosting should keep you hovering on the water's surface. Then you could create some really cool areas where you have to traverse a water area with the boost and reach solid ground before running out of boost, lest you have to swim back and try again.
  • @coolguy-xb2yn
    everything looks great so far. i think it's important that freeclimbing is fast and doesn't hamper exploration. my main issue with games like botw and genshin is how tedious the climbing is due to slow climb speed. your 4-armed character (plus jet boots) should climb at a good speed. lots of upgrade options too for that. i do have a tutorial request if you have the time: i'd like to see the process of blocking out levels in blender. i never see any tutorials on this that are actually helpful.
  • @firedragon04
    This is my favourite Devlog so far, I hope you all enjoy it too! If you want to skip past the Q&A section (which has some really cool moments, so I recommend watching) then you can skip to 8:26 ▶ New Devlogs every Friday! Hope you all like like the progress with the first Planet's environment and seeing me finally implementing something that has been in front of you all since the first Devlog.
  • 2:15 "Hello there, General Kenobi" Also, with regards to the "no boost" areas, I think there should probably be some sort of visual indicator for these zones, or very consistent regions where they're present
  • Yooo the jet boots add so many new possibilities for both traversal as well as combat! Side and back dodges, double jumps, so much potential!
  • @dasham1995
    Nice work! Really digging this more art-focused devlog, Would love to see more of this style!
  • @firedragon04
    I’m working on Devlog 8 at the moment and implementing some of your great comments and ideas from this video into the game. Devlog 7 will be out this Friday (5th) while I’m watching Guardians of the Galaxy 3 and then the following Friday (12th) is Zelda Day! Hopefully I’ll get a headstart on Devlog 9 or else things might be delayed after Devlog 8 because of Tears of the Kingdom.
  • @robinHobin
    This game is looking better and better every devlog
  • @javierdurini
    I think the pace at which things are going is great, thanks for being so consistent with these devlogs
  • @hawshimagical
    jet force gimini HD game dev guy uploaded. today is a good day.
  • @Ironwolf099
    Love the series. I also wanna say that I personally really like the look of the 2 shields. It makes me think of a mini one person phalanx. Using and stacking shields for more coverage. I just think it's neat.
  • @ibearo8500
    I can already see the possibilities! Just zooming around the map, boosting into a jump pad to gain speed and going over ramps to cross chasms ~ It's sounding super fun. I wonder, are you thinking about adding verticality to the boost ? Like a double jump or high jump? Or imagine a vine wall with a gap between vines, so you have to do a boost jump to reach the next part. Whatever you choose to do, I can't wait to see the stuff you come up with 🙌
  • @idc2120
    2 suggestions. The first about the 4 arms. I think people were asking if there was any gameplay that would utilise the character's 4 arms, creating a unique hook for the game. I suggest that each of the arms can be equipped with different weapons or equipment. Much like in Nier Automata where you can attack with a melee weapon and shoot the pod at the same time. So the player could have a gun in one hand and a sword in the other, or a sword in both - which change the attack types. Obviously controlling 4 arms would be difficult, so just limit it to 2 arms that require button inputs if the weapon types are different or sword and shield etc. The other two arms could be passives that do things automatically. Eitherway the player can mix and match what is equipped. The second suggestions is more of an observation. Have you played OoT, MM and Wind Waker recently? You may noticed that Link doesn't orbit around his target when pressing left or right while Z Targeting. His movement is always parallel to the camera and so doesn't rotate around the target. The camera tries its best to look at your target and stay over Link's shoulder, this results in the change in direction of movement instead. Its important that the controls always accomodate the intent of the player. I believe this is also how it works in Dark Souls too, which borrows heavily from the 3D Zelda games. I've not seen an action game of this type actually perform an orbit when strafing left/right.
  • @venizz5112
    Another Deblov for Spsce64 uploaded right as I got off my work shift. Let's go!!!!!!
  • @Paul_Ward
    The instant I saw your character holding the staves I had the idea of a mechanic that you could use those extra arms to throw them into walls and clamber them to access areas previously off limits. Additionally this could make them limited time use as you may choose not to give them back to the player until you choose to add another stave sonewhere else. Edit: if it was me, I would have set locations with i.e. a hole texture indicating where this can be done so the stave isn't wasted on a bad throw
  • It’s nice to hear your mindset of how animations, designs, features, etc. change during the design process. Thinking this way gives you much more license to move forward and develop things rather than get stuck on each individual feature.
  • I just had a thought seeing the door of the dungeon, what if there was a visual indicator on the door itself on how many shards were needed still. Like maybe the runes around the door light up with each collected shard and when they are all lit up, that can act as a visible sign that enough shards have been collected and the door is unlocked or something along those lines. Could even use some visual storytelling there where there’s a shard right in front of the door placed in such a way that the player sees one of the runes light up when collected.
  • @FunnyGuyTimmy
    I think letting fans and subscribers submit art for enemy concepts would be a cool idea.