I Spent 100 Days Developing My Indie Game... Here's What Happened

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in this video I'll be spending 100 real days working on my indie game I'm making the game in unity and I'll be starting from nothing and building a game of unique Fusion of turn-based RPG strategy and action RPG combat so get ready because this will be quite the journey day one so I started this journey way back on October 27 2021 and yeah that is way longer than 100 days ago but the 100 days that I have recorded in this video are only ones where I've worked on the game and I started out not working on that very often but this first day I started out by just putting together some basic top down movement as well as some simple Sprites then I built in a tax system this attack system is taking heavy inspiration from a game called archvale and I'm using a similar style of animation with the sword squeaking back and forth and also creating a projectile and even though it was only the first day of development I decided to add some screen Shake whenever you attack just to make it a bit more satisfying finally I also made a peace State for the player where you move slower don't have weapons and have your other two party members following you it was a very productive first day on the second day I decided that I would do some more polishing despite the fact that I had practically nothing in the game to polish yet but anyways I added this running animation to each party member and also made them spawn some dust particles when running I made sure to be careful to make every single part of the game self-contained so the dust particles were created by their own script which means that I can attach some of the things in the future that aren't just the player like enemies or NPCs this is a game development technique called future proofing where you waste a lot of time now so that you can maybe avoid wasting a bit of time in the future but at least it makes your code look pretty but on this day I also did some planning I mentioned earlier that I wanted to make a battle system that combined turn-based combat with action combat but what does that mean exactly I spent a while even before beginning developments and brainstorming what this could be I started out with complicated systems where you switch between controlling multiple players and go through menus while battling but I eventually decided that this was all a bit too complicated both for my brain to program and for incoming players to the game rule 1 of Game Dev is to assume all of your players are getting so I made it as simple as possible there are two states in each battle a fight State and the ACT state in the fight State you attack enemies and you dodge bullets and in the ACT State you use actions and items to buff heal or do other things that will help you in the battle state it ended up basically being like undertale but whenever you're in the bullet hell State you're also dealing damage to the enemy day three if you couldn't tell from the previous day I wasn't really sure what tasks to tackle next at this point so I put aside a little time to make a Trello board for the game which I still use now over a year later in development so after laying out all the upcoming tasks I decided to focus on allowing you to switch between party members and also making each of these party members have individual weapons so I got the member switching working with the animators changing and a variable story who is leading the party and then I went upsetting about a workflow for me to be able to quickly make unique weapons for the player I use Unity scriptable objects feature which allows you to make classes that store values and this one stores all the parameters and make each weapon unique like the projectile that it makes how fast it attacks its animator and who uses the weapon I'm going to use these later in order to make weapons for each character day 4 there was actually a month-long break in between day and three and four and that was because I'm lazy um but actually I'm not working on this RPG as my main project right now as I am still deep in development for my game couch combat I'm basically just working on this RPG project for a break every once in a while but I also came up with a temporary project name for the game at this time project Seaborn so progress in the game will definitely be slow at first as I'll mostly be focusing on something else but after I complete couch combat I'm gonna shift to this being my primary game but anyways on day four I got the scriptable objects working with the attack script and then I built the first weapon for my ranged character a bow and arrow the bow and arrow fires rapidly and has a lot of squash and stretch with the animation I'm not planning on sticking very closely to any retro Style with this game I just want a pixel art style so that means lots of squash and stretch and some other modern touches I also threw together a weapon for the magic wielding party member a potion which you throw and it creates an area of effect on the ground it's pretty janky but also most unique weapon in the game so far and I finished off day 4 by adding in the base for the first enemy with his beautiful Sprite and setting up a system so the enemy could take damage day 5 I made a battle manager that changes between combat and peace depending if there are any enemies in the room but then the computer blue screens and I gave up for the day day six I made it possible to go between different scenes then I realized that this probably wouldn't be needed for a long time but whatever so I moved on to making the action menu this is the turn-based side of the game where you can use actions to inflict different effects of enemies and player characters I built out the menu which yes is absolutely final for the game and I'll be keeping the beautiful default Unity UI assets then I set up a scriptable object's base for the ax ax are built out of a list of effects like healing damage status effects or boss I'm only gonna make damage and healing right now but I'll get to the others in the future ax also have a type of Target that they can aim at like only being able to aim at the self only enemies only at the player or being able to hit all enemies or all players at once and the other part of the axis and that I made was the targeting system that uses these targets and lets you switch between them and the next day I made it so you can actually apply these ax effects to targeted instances for heal and damage and I also made it possible to actually exit the action menu day 8 I did a bit of planning I had already decided that since the game will be set on Islands which you crash land on it makes sense that the first area will be on the beaches however I wanted a more interesting idea for the first setting than just Beach I think that a good way to come up with a good idea for area is to combine two ideas so I combine the themes of beaches with Autumn I figured this would be fairly unique and give a good color palette I don't know if it's actually possible for beaches to have Autumn is mostly just had palm trees but I guess this beach is special day nine now that I have an idea for the theme I figured I would try making some environmental art but I gave up on that pretty quickly at this point in time my pixel art skills were really bad especially if environmental art so instead I did some more work on the battle system making the UI automatically populate with your equipped ax and also I gave each player character an action most of them are just cloned right now to make sure it would work but I'll make real wins eventually but now I'm gonna switch to making a Real Enemy to fight and I would also like to give enemies actions that they can use in the ax States have you ever Googled yourself and were shocked to see your personal information Exposed on one of those public listing sites it's a lot easier to have your data stolen than you might think and data Brokers are making a fortune selling your information to 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11. to start your two-week free trial this is also linked Below in the description thank you to Aura for sponsoring this video day 10 I started off by spriting and animating the first enemy I actually came up with some ideas for enemies a little while ago whenever I planned out the area they're all fist themed and they're pretty much all puns the first one I made is the Dapper Snapper who is a crab with a top hat I pixels him out looking back this Sprite is disgusting but I guess I liked it back then I guess it's true that only a mother could love that face and I also animated it then I set off a basic movement script where the Dapper Snapper will move towards the player if it has a line of sight the plan is to make it pathfind towards the player if it loses line of sights but I really don't want to program pathfinding myself so I looked online and found a star pathfinding solution for unindia which seems to work well enough so I'll use it day 11 was a short one as I just made some pixel art for two of the other plan's enemies pixel art which probably was not good and I lost it so you don't have to look at it the next day I got the pathfinding solution sort of working I just use the built-in movements group that the pathfinding solution came with and this resulted in the movement speed not being the exact same as the normal movements so I'll have to fix that soon but now I'm gonna make attacks for the enemy I thought about how I would go about doing this for a while before realizing that it would probably be best to once again use scriptable objects I made these objects hold a list of the portions of each enemy's attack just like how the player's ax work each attack has a few properties like how many projectiles it shoots those individual projectiles actually and stuff like that putting all these attributes together I figure that I could build out many types of attacks with the enemies and finally I set up a basic attack controller for the enemies that chooses a random attack scratchable objects from a list of attacks and now I decide to make it performance day 13 I added more functionality to the attack scriptable objects mostly making different types of attacks like projectile attacks which was when 90 of the attacks will be after all this is a bullet hell and I'm also planning on adding movement attacks and I also manage that you can combine multiple attack scriptable objects to make an attack this means that in the same attack you can both move and shoot and finally I got to actually perform in the projectile attacks and after just a few more hours I had the most simple imaginable attack in the game making a single bullet this seemingly took a very long time for such a small result but this system should be robust enough to expand to make lots more complex attacks in the future and I also made it so that walls destroy bullets and amid the enemy's only attack whenever they have line of sight with the players the next day I think the issue with a Muma speed being inconsistent and I also set up animation for the enemy walking and made a hit effect for when the player or enemy gets hurt and now you can actually battle enemies the battles are totally functional but unfortunately that's about all they are so my next goal is to make them fun I didn't do anything concrete the next day but I began to think about what the hooks of this game should be having a unique battle system should help and I know that lots of people are looking for bullet hell RPGs as this genre has begun to become quite popular after games like archville and Terraria but there aren't many on the market yet but I want the art for my game to stand out a bit more and after seeing an interesting post on Reddit I had an idea well more accurately I still idea I wanted to mix pixel art with 3D Graphics in a way comparable to Pokemon black and white or sort of like octopath traveler basically the gameplay will still be 2D but the world will be 3D making some objects have more depth and perspective and I think that this will make the game stand out a bit more comparison to the competition and on day 16 I looked more to this change in our style and also made much more UI is super ugly in placeholder what it tells you about ASP and stuff that you need to know and the next day I made even more UI this time showing the selected player with these beautiful icons and I also allowed you to change the active player and the ACT menu as well as during combat then I made a central player input script as I had been massively getting input in each different script so is centralized now and I got the Trello board set up for the next stage development on day 18 I began the switch from 2D to 3D I basically switched from 2D rendering to 3D rendering and tried to get the Sprites to have shadows but this didn't really work out in fact for some reason nothing has Shadows not even 3D objects I guess I messed this up in the render pipeline somewhere I was planning on making big changes in the games to move into 2.5 D at this point but then I got sidetracked with cash combat again and I didn't come back for months but over this Gap I did a bunch of thinking and testing for instance I tested out one of the unique weapons ideas I had in a little games yam the weapon I do was a baseball bat and ball if you hit an enemy with a ball then it comes back to the bat and you can hit it again and and the goal is to build up a combo which increases speed and damage of the ball but after releasing cash combat I realized that I didn't want to work in 3D anymore as 2D was just a bit nicer especially for animation and World design so I decided to drop the 2.5 D idea and just focus on the important parts of the game but I still had an idea for a summit unique art style blending pixel art with some HD hand-drawn portraits and UI kind of like Celeste but that was still very far out and I needed to focus on getting the core gameplay Builds on day 19 I began setting up a Miller note board for the game millinote is a project planning board but it's different from Trello is Trello is more task focused and Milano is more about Concepts and game design planning but basically this Miller note board will serve as my design document from now on where I put plans for Story gameplay and content for the game and finally on day 20 it was time to start for real cash combat was out I figured that I would just pick up where I left off moving the game back to 2D and improving the RS and this is what I did for day 21 and 22 as well and over these three days I worked hard and fast and got foreign absolutely nothing done I was just building on Cobble together foundations and getting nowhere so on day 23 I started over well not really I started a new Unity project from scratch but I'll be speedrunning making all of the early systems again I'll take code from the original project there will also be more thorough and focused for the better idea that I have of the game now so it really shouldn't take too long to get back to where I was with the old project well too long in Game Dev time so like a couple of weeks dang game development takes forever so I made movement real quick and then made the weapon attacking system this time adding a little bit of extra movement to the weapon after you attack which looks a bit better the next day I only had 30 minutes to work but with those 30 minutes I added a dash to your movement options the dash works by checking your current move velocity normalizing the vector and multiplying it by a dash speed value and then adding that to your original body this works well and overall I'm happy with the dash day 25 added an enemy which you can deal damage to and then I got to remaking all the other enemy Sprites this time I decided to make enemies a more versatile class so I renamed them the fighters and these Fighters can also be on the players team enemy team or neutral so I can use them as friendly fighters to help you or I can make them only get aggressive against whoever harms them then I set up a battle manager Singleton which keeps a list of all the fighters on the enemy team and I also set up a main controller script for the fighters I also made a class called instance controller which both a player controller and the fighter controller classes inherit from so they can share default functions and values like taking damage finally I did a little work on making the new players bites I'm increasing the pixel size for most things in the game is having more pixels makes it easier for me to add more detail and also makes animation so much easier Day 26 I made player party member management basically I made it so you can switch characters and also the East character has their own weapons and HP don't ask me how you can magically change between different people I don't have a good lore reason for that it's just video game logic then I set up the second player weapon Yuri's bow this went smoothly so I added a walking animation and some screen shake and by walking animation I mean I rotated the Sprite side to side I plan on making some real Walking animations later but for now this looks beautiful on day 27 I got hit flash back into the game which is also part of the instance controller class now so after I implemented it it instantly worked for both a player and the fighters which was very convenient I also had to damage numbers to pop up whatever anything takes damage and also a simple tweening component which I can use for things like these damage numbers and on this day I added some Randomness to damage dealt and I also made Abus weapon this time instead of making a janky potion which you throw i instead made a Tome of fire which rapidly fires seeking fireballs and this marks the completion of the basic battle system so it's time to make some proper enemies to battle but before I got too far ahead of myself I finally made a source control repo for the game always practice safe game development kids the next day I made basic enemy movement I figured that I could mess with pathfinding later so I just made it move directly towards the player which will work just fine in most situations I then made a new static class I've been trying to use these more often as they let you make reusable custom functions so lots of scripts can use so I made a static class called fighter utilities which I plan to fill up functions for fighters to use and the first one of these is called find nearest Target which finds the nearest instance controller script that is on the opposite team that the user is on so now fighter controllers can find their targets regardless of their teams and I also set up collision damage whenever it bumps you or another fighter on a different team so I can already have some basic fights between teams of Fighters which is quite a bit of fun and I also set up knockback for instances which ended up being pretty buggy but I fixed it eventually and finally I made it so that if a fighter gets attacked by something it switches its Target to whatever it just got attacked by day 29 was another 30 minutes day so I just started on making projectile attacks for the enemies mostly just moving over scripts from the old version of the game and I continued with doing that on day 30 and now I have some basic melee and ranged enemies and it proceeded to spend way too much time orchestrating battles between these two basic enemy types I'll have to make some sort of army battle mode in the game or something because this is fun with day 31 I added some health bars to the enemies and also fixed some bugs at the player's weapon which have been bothering me the next day is whenever I began to focus on the turn-based part of the game which is what I decided to call the plan state and the other state is now called the battle state that she makes the functions of these two states a bit more obvious than act State and well not ax date I set up a few C sharp Advanced with a battle controller this will let objects with the player and all fighters easily subscribe to events that get called when things like entering combat or the plan state happen and this is all part of my efforts to make it more easy and clean for me to build on all the systems that I have is c-sharp events to make references between scripts much cleaner and more efficient day 33 I began to set up the plan state menu this part of the game honestly changed very little from the old version of the game and so I was able to bring over most of the code I had in the old projects to the new one so I worked on this into the next day and the only real change I decided to make was making the energy shared across characters like in deltarune I'm not sure if this will be final but I think it kind of makes sense I don't plan on making it so that you use ax on every single character every turn so now most rooms can just be spent charging Mana so you can use it with ax and in turn I'll make these acts very powerful then I made the first action and while I was at it I figured that I'd make a new system alongside this First Act Buffs and debuffs these Buffs and debuffs can affect stats like attack defense Elemental attack Elemental defense and speed and I worked into the next day on this buff Handler each instance has these and when calculating things like taking and dealing damage these Buffs are considered and I continued setting up the instant buff controller system on day 35. Buffs are stored in structs which are basically just classes that hold values for organization and then I set up all these functions for adding and removing Buffs and debuffs and with this buff system completed I was able to make the First Act it's for Liam and it is called sharp and sword and it just increases the physical attack of the player Day 36 I added an individual party member HP they had been sharing it up to this point but I decided to split it up now um spoiler alert this will not be the last time I changed my mind about this day 37 I decided to go back and rework the targeting system basically I ripped it out of the active menu script shoved it into its own little script and then cleaned up the mangled remains of his body until its Tangled guts worked again it was a very visceral active programming and now I can use the target selection script with items as well as acts in the plan stage and it also added the ability for it to multi-target finally I made Buffs and debuffs also work on enemies which was pretty simple because once again they are all built on the same instance controller script as the player on day 38 I had the idea of overhauling the simple damage number systems to make it a bit more versatile so I renamed it to event exclamations and I made it so you can control the color of the numbers and also allowed for Words as well as numbers so now it can be used for simple notifications like whenever an instance gets set on fire or whatever I also decided to add even more info into this increasingly disgusting UI and then on day 39 something dawned on me I had added a system of stat Buffs and debuffs without adding stats this was incredibly stupid so I decided to go back and add stats to instances I also tied these stats to dealing damage taking damage and movement as well as working with the buff debuff system reworking all these systems that I built accidentally completely incorrectly ended up being one of the most complicated things I have done in the game as of yet and honestly I do not want to talk about it anymore so moving on day 40 I decided that the game needed another complicated system that would require a lot of thinking and effort on my part I guess I was just feeling masochistic status effects like being set on fire or bleeding out or even slightly less life-threatening things like just being angry and so I got to building the system but for some reason that seems like my computer had a status effect on it as well is that blue screen is not once but twice this day despite that I made the base for status effects and I also began making it possible for the player to inflict them with ax the next day I fixed some bugs and also made it possible for status effects to tick into stack I continued on the system on day 42 by building the first proper status effect fire fire deals damage over time but it doesn't stack and they can be spread from touching or being attacked by an instance that is on fire in order to do this I needed to make both player and fighter attacks be able to spread status effects and whenever I did this I couldn't help but notice how much similar and copy decoder is with all the different ways of attacking so I decided to take some time and I standardized the attack values into one class that everything can use from the player's plans and projectiles to the enemy's projectiles and collision damage and then I also added status effects to this class and now the fire status effect is complete plus now I can make weapon spread status effects and day 43 I decided to make it so you can only change characters during the plan state as I figured it might add more strategy to the game day 44 I made player ax able to add status effects to the weapons and to test it out I made Liam an act called serate blade reacts the currently unfinished bleed debuff to his sword and the next day I added some visual effects to the fire and I brought back the ability to change party members during battle this will definitely not be the last time I changed that either as I'm pretty indecisive when it comes to these core gameplay systems but day 46 I move collision damage and collision knockback to its own script and then I added it to the player although the player doesn't deal collision damage by default this lets it spread fire if the player is on fire and it also fixed some bugs of knock track day 47 was more bug fixing and bug making and on day 48 I finished the bleeding set aspect it's pretty simple as it just stacks and Deals physical damage over time and it also got a particle effect and on day 49 I decided to finally face a big problem that I've been ignoring with the game currently systems like taking damage status effects Buffs and Mana are all managed in different separate ways this is an issue as it over complicates the individual systems so I need to come up with a solution that works smoothly so I came up with three possible solutions I could simplify these things combining all player else into one and also basically treating switching players in combat like switching weapons and also make stats effects affect all party members and Buffs also affect all party members plus I can make it so you can't really change characters during combat and the second solution is the opposite there are three party members and they are separate you can't switch between them in combat you have to do that in peace or during the plan stays and they each have separate Buffs status effects and health bars and the final solution is somewhat like Delta Rune where the enemies Target one party member during the combat stage and that party member is the only one that takes damage but I ultimately decided on system 1 as I felt it suited the game the best so I made it into one shared health bar and shared all the status effects and Buffs plus I decided to switch out the placeholder name Amana which was energy with something that I thought was a bit more thematically relevant focus and yeah so now that I made all these changes I should have a pretty good final system in place that I don't have to change in the future right and on day 50 not the Sass effects and stats are finished I decided to start to create the first Real Enemy I was going to upgrade the old Dapper Snapper but I decided to make a new enemy idea that I had instead introducing the slow roller it's a snail with a slot machine for a shell that deals cards each of these cards does something different based on its face value the number cards each explode in the bullets the amount of which is based on their number the Jack moves in a sine wave the queen leaves behind the trail of bullets and the king is big and goes through walls and the ace seeks a player so I made a Sprite for it made a walk made an attack in two different attacks and then made a state machine for the animations to work then I set up all the attacks using the system I made for enemies and I also set up the unique behavior for the cards although I only got their behavior for the number cards done I have not coded the face cards yet but day 51 I fixed bugs and coded all the face cards behavior and day 52 I did more polish with the Enemy and then I got to making the second attack since the first attack just shoots one card of the player I feared I'd make a more powerful second Attack Base on poker and so the attack is called The Straits it spins around and Deals five cards in a straight which means all these cards are in sequential Rank and I had to make some more custom behaviors this time for the soul roller itself in order to make this attack be able to work and have the cards go in rank but after a little bit more work on day 53 it works now you can fight the first Real Enemy and the slow roller is pretty difficult they can create tons of bullish thanks to the number cards and the unique behaviors of the face cars also add a lot of unpredictability to its attacks I'll see how it fits into the game later on as it might be good to simplify it a bit if it's a bit too frustrating to fight against but for now it's fine his ads have been more challenged to the game and I also figured that I would try out our new system the enemy interaction system basically it's kind of like the ax from Delta Rune where you can do little mini games to interact with enemies for the soul ruler I figured that it would be fun if you could play a hand in blackjack and get buffed if you win or debuffs if you lost so I spent a while making the general system for enemy interaction and then I coded a little blackjack game but by the next day of development I was having some doubts this system was super complicated and I didn't think that it would really add that much to the enemy fights plus it's kind of a weird thing to be focusing on this early into development so I showed it for now and instead I decided to focus on making the current parts of the game that I happen as fun as possible first off I made it so that all fighters will have a random delay whenever they start so they aren't all just attacking at once at the beginning and synced up for the rest of it and I also made each enemy attack slower and have less HP this is so that I can have lots more weaker enemies than just a few tanks which is generally more fun is bullet sponges are just not fun to fight against and I also made some walk cycles and added them to the game but uh they suck it's only up and down and they look bad so I'm going to come back to this later day 55 and continuing on making the game more fun I added courses the spawn whenever you kill an enemy because corpses are fun they are a simple rigid bodies that just get thrown around and I also finally made the dash make you go for bullets and I fear to do it now was as good time as ever to make another enemy more enemy variety should make battles more fun and so I decided to bring back her old friend the Dapper Snapper however the old spry is kind of creepy so I spent a while updating it and I ended up with a style that more so matches the style of the rest of the game and also looks just about 10 times better the next day I animated a new Sprite for the Dapper Snapper making a walk animation and some attack animation and I also fixed some bugs to the attack randomizer I want the Dapper Snapper to have a new sort of attack a movement attack all attacks up to now have just spawned projectiles but the movement attack will move the fighter and also modify their collision damage and the next day I made some environmental arts and this time it's a lot better in day 58 I messed around with possibly making a component for instances that lets me shake them inside animations as I thought this might be a nice effect but I couldn't get this to work in the way I liked so I put it on the back burner is it might be a good idea to work on this again in the future but instead I decided to put all his new environmental art into the game and the majority of it is destructible objects as I figured adding them would make the world a bit more lively and fun to explore so I made them get destroyed by just disabling the Sprite and using a particle system that spawns different parts of the Sprites at random and then pauses himself and I spent hours and hours polishing this and trying to get it feeling right but I just really cannot get it to feel all that great so once again I moved my focus this time to getting the tile set I had just made it to work and after a little while I can now place down waves if you're in these Auto tiling system day 59 I made a new tile set walls of grass on them and then I put them into the game and in my opinion they look great in day 60 I've kept polishing off the tile sets fixing any holes or scenes in them and I also started animating the waves and I continued animating into the next day and after finishing the waves I think they were absolutely worth the huge amount of time they took to animate it they made the scene look so much more alive but after that I just remembered that a half finished enemy that I needed to make so I set up a civil animation for the melee attack day 62 I made a new system for Moon attacks of the fighters these attacks temporarily override the normal movement for Fighters and can move in set directions or directions relative to the Fighter's current targets and then I use this system to make the Dapper Snappers Dash attack and now it all works at this point I think that I had succeeded and largely improving the bullet hell side of the combat however being sucked into the plant state every 10 seconds or so was getting really annoying so I needed to fix that and day 63 I just started by slightly improving the Sands by adding dots to it and then combing over all the other tile sets and cleaning them up a little bit more and I also added one last tile set this time a simple one is darker pass in the sand just to add a bit more variety and direction to it but at this point I decided to go back to making some new Muma animations for the player and I'm going all out no longer just up and down animations not even just four directional animations eight Direction animations look the best so that's what I went with I followed a tutorial to make a basic template for facing in these eight directions which are actually just five Direction because you can flip the canvas for the other three and for the next four days all the way up to day 67 I worked on one thing and one thing only animating the eight Direction movements and yeah this took forever it was a ton of frames of movement and getting all of Liam's clothing especially legs and shoes to bend without looking too messy was tough I ultimately managed to get it all done in day68 I put it into the game and I also had to dust particles as I had forgotten to Port them over from the old build of the game this time instead of having an animation component play on it sincerely just switching the Sprites on the timer I set up a very basic script that allows me to have basic spreadsheet animation for objects without needing an animation component or animator component probably only a slight Improvement to Performance but it might be worth it if I have tons of objects animating in the future so I'll probably reuse it in the future for some animated pieces of the environment and stuff like that and a69 I made eight Direction animations for the dash well really I just took the first frame of the running in each Direction and then I made it white and squashed and stretched it in the direction of the dash and while I was at it I added a bunch of dust particles to the dash and now it feels so much better because of it I finished up by just building out a little map to run around and battling and I ended up spending a bit of time just running around it the game is far from beautiful right now but the 8 Direction movement and the Polish of the dash have gone long way towards making the game feel polished and fun control Day 70 I decided to mess with how you enter the plan state is currently it is mostly an annoyance so I decided to just make entering the plan stay optional with a little window popping up to ask you if you want to enter it so now you have a bit more power over the flow of battle however I think it also make sense to make going into Plane State mandatory and bosses and mini bosses is that should work more if their attacks stages and dialogue and it should also make you feel like they have the power over the flow of combat now but I'll do that in the future whenever I add bosses for now I added a brief weight after attacks for all enemies and I also made the docker Snappers Dash have a much longer bind up to make it a little bit easier to see coming and Dodge and then I also decided to make some slight upgrades to the UI and also I decided to make it so you can only change characters whenever you start the play and stays yeah I changed it again day 71 I completed the UI for changing characters in the plan state and also added individual HPD bars to the plant State because yes I also brought back individual party member Health buff and status effects I continued to be very indecisive but Day 72 I started anime being the second party members a directional run this giving his new design and idle pose finalized alongside eight directions vital animation day 73 I decided to work on something new I figured it'd be interesting if each player weapon could have unique act tied to it and so I decided to make a system for these weapon techniques as I decided to call them so I set up a ton of structure in the code to allow me to make these acts tied to weapons and also allow ax to be much more unique with custom scripts and behaviors and I decided to make this first technique one for the katana whenever you use it you lose your ability to attack temporarily but then you have to avoid damage for 10 seconds and if you don't take damage then you deal massive damage to All Enemies the next day I did a bit of work on Yuri's running animations on day 75 I did even more animation for the Run Cycle but then I got the katano's weapon technique to work then I decided to properly split the piece and combat states of the game so I made a peace state where your other party members follow you around and you can't attack and then I set off the basics of entering battle and switching between peace and combat with these Battle Zone containers that hold enemies the next day I did more work on running animation and then I got it so you can now exit battle and go back to peace so there are no enemies left day 77 I decided to switch my focus back onto the katana weapon technique I decided that maybe a technique that incentivizes you to hide in the corner for 10 seconds maybe isn't the best so I made it that you instead have to dash through enemies and then at the end of the 10 seconds the more times you dash through enemies the more damage it does to all the enemies and I also properly set up some UI that showed the countdown I also started setting up an attack intro animation that can be played whenever you start combat and go into the plan state day 78 I finished up this entering battle animation and in it you whip out your sword and it looks kind of bad but I moved on because around this time I decided to properly plan out a big system that I've been thinking about for a while I want there to be a job system where you can spec your three party members into different jobs or different skills and weapons and I'm taking heavy inspiration from the Final Fantasy Tactics games in this aspect is in those two games you can mix two job sets of skills together to create interesting Cross jobs you can also get a lot of control over what skills instead ask your characters get over time if you level them up so I'm planning on making a similar system still ironing out the details but one big thing is that I decided to plan out how ax would work now there are a few categories of ax which I'm calling skills now either way plan state skills which are the same as the old ax passive skills which gives you passive abilities charge skills which you can use in combat and ultimate skills which are what I'm going to rework weapon techniques into and instead of being tied to each weapon these ultimate skills be tied to individual classes which should mean that I don't have to make as many of them as they do take forever to make and I can also make them pretty unique and I can also tie them more easily to the class's strengths day 79 I finally finished Yuri's 8 Direction movement animation and set up a system for pausing combat which will be necessary for the katana weapon technique which I'm now going to call the Ninja Ultimate skill day 80 I got to polishing this ultimate skill adding charging particles to the player and the next day I added a particle effect whenever you dashed through enemy during this charging States then I set up some camera movements where the camera moves to the center of the Battle Zone whenever you finish charging and combat also pauses for a few seconds while also set up a Darkness effect that only applies to the background and not to the player or enemies and then I made some pixel art for some animations of the ultimate skill day 82 I set up the ultimate skill animations in game and also added slashes to appear on all the enemies during the animation and I continued the slashing animation into the next day fixing bugs plus I also improved the Dapper Snapper Sprite slightly mostly just improving the shading on the bottom of it and on the arms day 84 I added a system for stunning Fighters once again this will be used by the Ninja's ultimate skill to 85 I went back and fixed a bunch of bugs with entering and exiting combat and also brought back the player's hit flash never gets hurt because I messed it up at some points and I also added a little flashing over your dash recharge and that better communicates this and I also decided to give the dischargeable objects another go this time instead of particles I used 2D rigid bodies so it's probably slightly worse for performance but it looks 10 times better and is actually very satisfying now I decided that it was way past time to start on some pathfinding so on day 86 I brought an a-star pathfinding project again and day 87 I started my experiments with pathfinding first off I just made a DOT follow the player then I went in and properly made my own custom pathfinding movement script for the fighter controller that integrates with the rest of the fighter control systems for attacking and stuff and yeah now pathfinding pretty much works perfectly that was easier than I expected and on day 88 I decided to go out on a limb a bit and took a risk I decided to go all in with my idea of mixing HD UI with pixel art games like Celeste have done it beautifully in the past and I also took some inspiration from the manga panel style of pure 705's UI so I spent the day drawing up the sword unsheathing thing it's far from perfect and I'm not the best of this whole digital art thing especially in Between the Lions and drawing the hands but hopefully it'll look good in game day 80 nine I got the UI in the game and working and it actually looks pretty great in my opinion I'm really happy with it now and the ultimate skill just needs a little bit more polish and then I can finally be done with it I finished up the day by just fixing some bugs of pathfinding and the fighter animations so day 90 I basically just did a ton of Polish to finish off the ultimate skill with screen Shake better camera work and stuff like that and I eventually ended up with this which I am super happy with I decided to have some fun on day 91. haha that rhymed and I'm gonna quickly throw together some new weapons first off some guns I had to set up ammo reloading and spread systems but after that I made a pistol and shotgun for Yuri and I also made a big hammer the big hammer is for Liam and it attacks slow and only deals okay damage but it has huge knockback and if you manage to make this enemy knock back and slam into a wall or another enemy then it will take extra damage and yeah the hammer is probably my favorite weapon in the game right now and on day 92 I decided to once again make some big reworks to the battle system basically I decided to get rid of the intro animation to make transitioning between battle and peace and I also decided to make it so that in some of the battle zones enemies are instantly aggroed against you whenever you enter I think that I can use this to create a few more interesting combat encounters sort of inspired by breath of the wild where you are incentivized to use the environment around you to your advantage when fighting enemies and also to sneak you up and take on enemies one at a time I just think it could add a little bit more depth to some combat encounters day 93 a minute so you can now attack in peace States but if you don't for a while you'll holster your weapon this is the other idea I have for combat neutral zones basically these will be the majority of the Overworld between things like Dungeons battle zones and towns and in these neutral zones there'll be non-aggressive enemies which you can just walk past that you can also attack them in order to grind or just because you're a menace and they will aggro on you so to set up these neutral zones I made it so that whenever you heard a passive enemy in one of these zones it aggroes on you and enters combat and it started Day 94 with a bit of brainstorming basically I put together a big table on Miller note of the job ideas I have for Liam but more importantly I decided to make one big change to the combat in the game I had added active abilities which you can use in combat which are dependent on your current job these are just to upgrade for the charge skills that I mentioned earlier and I'm just going to call them combat skills from now on these are sort of inspired by risk of rain 2 and basically should serve to give you more meaningful choices and combats making different jobs more distinct from one another and making attacking a little bit more interesting than just holding down the attack button and aiming at enemies but after that planning I got into development I finished up neutral zones now attacking the enemy also aggro as nearby enemies and also peaceful enemies now have some idle movement they just kind of pace around randomly and on day 95 I finally made some new art for the Battlezone walls and I also fixed some bugs of the new Idol movement that were causing the game to freeze and while I was headed I also fixed a bug with the Bose position getting messed up whenever you switch to and from a sword I then animated some reloads for the pistol and shotgun on day 96 I started on the new battle skill system just setting up the general controller for the system and then I decided to make some abilities to test it all out I started with the ones for the ninja job because I had already planned them out and also pm has a katana might as well do the ninja class the first ability is a shuriken that you throw out that bounces between nearby enemies if you hit one it's very very inspired by the huntress from risk of rain 2 who has the ability very similar to this one this combat skill also requires a bit of skill unfunny pun intended because in order to maximize damage you need to throw it when two or more enemies of similar Health levels are nearby each other which just adds a little bit of extra decision making that I want in the combat section of the game day 97 while working on the shuriken I accidentally went back and overhauled the projectile system for all instances as I was once again repeating Coda bunch and this new system is much better and cleaner but I got the Shogun to work and set up a real Sprite at a trail and made it spin getting close to the end of 100 days here at day 98 so I decided to finish the combat skills to say first off some UI to show your equipped skills and their cooldowns then I made a camouflage skill which is the utility skill of the Ninja it basically just turns you invisible which makes me stop attacking and moving and lets you reposition also if you get hit during the state then you actually Dodge it and leave the stealth state so it's it's very useful for avoiding difficult attacks I've had this all set up and the camouflage isn't as useful as I thought it'd be and it's actually kind of boring with normal enemies but maybe it'll be a more useful skill when finding something a bit more dangerous which makes you reposition more or maybe you'll have to rework it into something new entirely but I guess I also have to wait and find out on day 99 I decided to try out this cool Unity asset store package that I'd acquired a while before basically it's a more advanced 2D lighting system than the one that's in Unity by default I messed around with it for a while and I was kind of hoping that I'd be able to somewhat emulate the 3D look that I'd been messing around with a while ago and while I got some basic Shadows it wasn't nearly what I was hoping for however I was able to assign some great examples of the usage of the system online especially in this game called dwarf so I'm gonna keep working on it so then I decided to make a dialogue system it was actually pretty simple to make this as I don't plan on having any branching choices or anything I had to set up a system of scriptable objects with characters and conversations and then the UI I also made a separate simple system that I've been needing in my game for a while which is just a base for interactable objects basically just something that you can walk up to press a button and it will trigger a Unity event in this case dialogue so this all works fine it was super simple to get working and finally it's day 100 and on this last day I set it up so the enemies spawned randomly in the neutral zones and then I focus on fixing some bugs specifically I stopped enemies from moving during dialogue and I finally got rid of an old bug where you could Dash into walls by just changing a single option on the player's rigid body 2D finally I made a wave system for battle zones now there can be lots of waves of enemies that you have to defeat and with the system I can just set up these waves in the editor and then it'll go through each wave of little pauses and indicators of the show where enemies will spawn before they spawn it's pretty basic and I'll polish it up later but it works well and that's it that was 100 days of indie game development spread out over the course of around one and a half years but now that this is my main project development has sped up significantly and I've been posting big updates in the forums of devlogs for a few months now so if you are interested in following this game as I continue to develop it likely for many more years then subscribe and check out the devlogs I already have on Project seaborne as I talk a lot more about my plans for the future of the game and game design hurdles that I had to overcome while making this project I hope you like this style of video as I was kind of inspired by Minecraft youtubers who have been doing videos in a style like this for a long time and I figured that it'd be interesting to make this video but covering the development of my game over a hundred real days I'd love to do more videos like this in the future but since it actually takes at least 100 real days of work to make something like this it'll probably take a while but thanks for watching and be sure to check out one of these videos on the end screen as I've heard that they're pretty cool bye [Music]
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Channel: ButWhyLevin
Views: 62,119
Rating: undefined out of 5
Keywords: gamedev, devlog, indie game dev, butwhylevin, but why levin, indie devlog, unity devlog, indie game devlog, game development, unity 2022, 100 days, 100 days of game dev, 1 year of game dev, project seaborn, action rpg, rpg devlog, unity rpg, surviving 100 days, 100 days gaming, game dev tutorial, pixel art, indie game development, building my dream game, game dev, indie dev, indie rpg, rpg game dev, indie rpg devlog, dream rpg, dream game, making my dream game
Id: 2-CQtwX-x4Y
Channel Id: undefined
Length: 42min 29sec (2549 seconds)
Published: Wed Apr 19 2023
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