ONE YEAR Building My DREAM Game!

Published: 21 October 2022
on channel: Code4Broke
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The "first" indie devlog in the development of a Unity RPG roguelike game inspired by dwarf fortress, Iter Vehemens ad Necem, Diablo 2 and Kenshi.

Twitter:   / code4broke  
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Music from Uppbeat (free for Creators!):
https://uppbeat.io/t/pryces/lateflights
License code: 0RUVMD9GOYHAFJ2N

Partial transcript:
I've been working on my dream game for quite some time now, In fact, I made the first commit almost exactly a year ago. And while admittedly, most of the work has been done in the last two months, I realized I've never quite explained what exactly this thing is. if you've been following its development so far, you might know it has cannibalism, slavery, severable limbs, cooking, Day Night cycles, procedural generation, zombies, although it's not a zombie game, and a combination of other features that I've briefly given glimpses of in the past. Today, I'll be taking a break from abusing psychotropic compounds to talk about where we're at and where we're going. And since you're watching this on YouTube, you know I'm a little slut for those likes comments and subscribes, so before we even get into the video, why don't you like and subscribe all over my naked body. I've been a professional software developer for many years, long enough to have a mortgage, watch my house catch fire at five o clock in the morning, and then see it rebuilt, only to move back in and realize true suffering is the ever encroaching crawl of your own mortality. A crawl that might drive someone, such as myself, to make something great. Or at the very least to know that I tried my best and failed. And that thing, for me, is this thing, and this thing is a video game. It's something I've thought about for a long time, in fact I've even tried to make it before, back before I learned how to program, and again when I started college, but now that I'm a grown ass man, my brain is swelling is forbidden knowledge, and I'm ready to make it happen. And while the details have changed a little bit over the years, the core features have been the same. An RPG with large, procedurally generated worlds, where death is permanent and expected, where the NPCs are complex, and the world is a believable simulation where everything makes sense and players are free to do what ever terrible or heroic things they want. When I was a kid, I played two games that really impacted my development philosophy, dwarf fortress, which showed me how interesting a game can be when you make a complex system that adheres to real world rules, and an approach to procedural generation that no other game had led me to believe was even possible up until that point, and IVAN, a roguelike that showed me how gruesome and interesting a game can be if you just stop treating the main character like they're some kind of god. This was back in 2007, and waited for the day that some video game studio would take these obviously brilliant ideas and turn them into a palatable modern masterpiece. It's now 2022 and the closest thing I've found was Kenshi. Maybe I don't know what people like, but I do know that people like beep sound that sucks. So now, regardless of what people like, I'll be creating this, for a very long time. Since I grew up playing Diablo 2, I wanted to get somewhere near the aesthetic of that era by turning 3D models into 2D sprites in the way that was popular back then. But, since I knew removing limbs without necessarily killing the character was a crucial aspect, I had to get a little creative. I did something I don't think any game up to this point has done, I created a script to generate frames of each animation for every individual limb and for every direction, and then, Frankenstein them together. This way, if a limb is removed, the animations can still play, the character can still live. This may exist in some form out there, but I've never seen it with legitimate sprite frame by frame animations. For items on the ground, I took a similar approach to give them some sense of dimension. I set the sprite based on the rotation of an invisible 3D object, it creates a unique look that's very satisfying, but it also makes them feel a little more grounded. I'm a big believer in the importance of satisfaction in games, this is part of what made Diablo 2 so good. I knew I needed blood to be...

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Watch video ONE YEAR Building My DREAM Game! online without registration, duration hours minute second in high quality. This video was added by user Code4Broke 21 October 2022, don't forget to share it with your friends and acquaintances, it has been viewed on our site 10,16 once and liked it 69 people.