Designing Horrifying Monsters For My Biopunk Rpg - Wrought Flesh Devlog 7

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oh i [Music] the way [Music] why would you use an aux instead of a tractor a tractor requires less space less fuel and is perfectly obedient but an aux has several advantages over a tractor it can be grown from a small size it doesn't require an industrial civilization to maintain and it can reproduce well oxen can't but cows and bowls can now let's examine space colonization let's say there's a planet that's being terraformed to have water breathable air and nutrient-rich soil who would want to leave their developed civilized homeworld to go live on this planet completely devoid of modern luxuries well probably people who are poor and in search of new opportunities then factor in that space travel is expensive and cargo space is at a premium and do you think these colonists would rather bring one tractor or hundreds of specially stored cow and full fetuses that can be grown into the real thing once they reach their new home and that's why there are weird bioengineered creatures in my game instead of mechs it just makes more economic sense now actually it's because i wanted weird monsters for the player to fight but the lore is cool so monster design i had a few generic ideas of what i wanted a charging enemy a flying enemy a swarm enemy and a boss let's start with the charge enemy so i sketched this thing i was kind of influenced by boxes obviously but also frogs just to mix it up and be weird and i thought it'd be cool if maybe it shot spikes behind in it when it hit a wall so i added holes onto its back and i was streaming at the time and mentioned i needed a reason this creature was brought to the planet as livestock and one of my viewers suggested making it milkable and i thought what if it shoots acid instead of spikes and the colonists milk it for acid they can use for mining and so there you go lower reason for why it shoots acid and then also of course the acid makes pools when it lands on the ground and you get hurt if you step in them i'm calling it the frocks because well it's it's an ox made of frog and its texture was made by stencil painting a bunch of different frogs on its mesh and blender for its ai it just sits around until it spots you and then it roars and charges at you i implemented knockback so you go flying if it hits you and when it hits a wall it stops and shoots a bunch of acid behind it it can also jump and i was struggling to write the logic that would determine when it should jump and when it should charge but then someone suggested i just do a simple attack pattern it cycles through so i made it do two charges and one jump before repeating and that worked out great and you can load its organs as well of course and it drops large organs that have an acid stat i made so this stat increases the damage your finger gun does and the blood projectiles from it will also leave acid pools if they hit the ground though the frocks is immune to acid damage next up the flying enemy i sketched some weird stuff with mosquito probiscus and thought maybe it would charge you from the air stab into the ground but then one of my viewers i think the name adrian cx or something sent me a bunch of pictures of disgusting bugs from australia and they were just too cool to not use so apparently on this one these horrifying tentacles emit pheromones to help the moth attract a mate so when i learned that i was like what if it emitted hydrogen instead and then it could light the hydrogen on fire so this is the pyrafly it flies around and then lands near the player and creates a fiery inferno around it floor wise the colonists raise them to produce hydrogen as fuel and its visuals are just a combination of different moths and bugs that i used for stencil painting and the hair on its tentacles are just eyelashes it drops organs similar to the foxes except they give a fire stat instead of acid which also increases finger gun damage and makes it spawn fires if the projectiles hit the ground and the fire damage will stack with the acid damage and the pyro fly is of course immune to fire damage now for the swarm enemy i didn't really want to do something boring and generic like zombies or flood and i thought it'd be fun to do bouncing enemies so i really had no idea what to do design-wise so i just got some jellyfish pictures and used them to make these double-layer ball things i figured lore wise these collect water and purified or something they just drop one organ when they die and it will increase max health and give a digestive stat thought that would fit for like an invertebrate style creature finally the boss obviously i have a desert environment so i have to do some kind of sand worm i sketched some ideas but they all seemed just kind of boring and generic and dune knock-offs um but then adrian cx came to rescue again with some cool bug pictures this time of the hammerhead worm and when i saw this i was just immediately like that sick i'm using that so i made a giant hammerhead worm unlike the other monsters i've shown this isn't livestock but was rather made or genetically engineered for terraforming and was dropped here a century ago to make the soil arable by converting sand into topsoil and stuff but then during the war it got trapped in some massive rocky alcove and now you have to defeat it to get to the next area because it's blocking the the way to get there for its visual design i wanted to use the orange and black for its body but couldn't find any good copyright free images for that thankfully one of my viewers 4fx quickly painted a tiling texture for it and released it under public domain for me to use i wanted to make the head contrast with its body though so for it i used this blue frog the stencil painted and then this lamprey mouth image to stencil the inside of its head for its actual movement in ai i tried making a chain system where the head would move in a certain pattern and then the rest of the body would just trail behind but i couldn't get it to work right and then a lot of people suggested i use curved 3ds instead so i looked into it and found i was pretty easily able to generate really natural looking 3d paths for it to follow so i just had to make the 3d model have a bunch of bones and then an equal number of path follow nodes that would be offset by the same distance that was between each bone on the 3d mesh and then make sure the bones just have the same transform as their corresponding path follow node and yeah it looked great um i added in some dust particle effects and flying rocks and dodge and it started to look pretty cinematic while the streaming one of my viewers suggested making an attack where its head kind of poked out like a shark fin from the sand and i needed more variety for its attack so i added that in pretty easily um just generated a path for that and it looked pretty cool and then i also made so it occasionally would vomit acid when it does its arc attacks so that would kind of make certain areas of the terrain inaccessible since you can't walk over them without taking damage i'm calling it the tarot worm and it drops only one organ and i'm calling the restitution shard it's a one slot organ with infinite durability that increases all of your base stats by a small amount and yeah that's it for all the new monsters i also did a ton of tweaks and bug fixes and added in some smaller new things like knockback and alternate fire for grenade launchers so you can do grenade jumps i also added in a simple tribe style scheme that lets you disable friction definitely it's improvement but it's pretty fun to mess with right now i also made some bio weapons like the tickler consume your health when you reload them which i think can make for some more interesting strategies in the final game once i add more bio weapons in and i also made some organs decay based on use so like hearts will decay as they regenerate health and fat will decay as you take damage stuff like that instead of having them decay based on time past that was something that a lot of people asked for and yeah that's it for this devlog if you want to play the demos you can back my patreon five bucks a month to get access to them follow me on twitch to watch me work on the game live and check out my udemy courses if you want to learn how to make a game like this also i started a podcast it's called yeah i made games go check it out [Music] i'm
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Channel: Miziziziz
Views: 161,817
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Id: ZEnDCs1aYpg
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Length: 8min 20sec (500 seconds)
Published: Mon Feb 08 2021
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