These Upgrades Changed my Game - Slimekeep Devlog #23

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hey what's up guys it's been bonk and welcome back to the 23rd slime keep devlog in this dev vlog i created an upgrades for the slime pet and i also got started on the slime king boss fight also if you're new here slime peep is a fast-paced roguelike where you must kill and capture slimes to stop the corruption that has infected your land without further ado let's get into it the first thing i want to improve was the slime capturing panic mode i worked on this in the last vlog but i realized i wasn't too satisfied with the result and it still needed some tweaks first i thought the old capturing was a little slow and i wanted to make it more fast paced so i decreased the time between moves for slime being captured and i think this really helped next i didn't think there's enough skill or guidance involved in capturing it so i experimented with this arrow that would pop up and despite the direction in which the slime pet would jump to in the panic state i also added the panic movement could so that slams can move in all 360 degrees instead of just eight directions and have variable jump links so they wouldn't just jump the same amount every time like previously moving on i fixed the position of the arrow indicators to be in front of the slimes instead of just on top of them which i think looked much better another change i made was having a variable amount of slime jumps to adjust to a slime's difficulty it used to be a random three or four but now the harder the slime the more jumps they will make before they are able to be captured and with this in place you'll notice how smaller slimes will only jump one or two times before getting captured however if the slime is a little bigger he'll keep on jumping for longer as seen here next up i added a little bit of screen shake when a slime being captured jumps just to make the whole capture feel a little more juicy the final two things i did before implementing slime fed upgrades we're fixing this weird capture gun dash movement bug where the player would move really slowly and this annoying issue where the weapon would snap back if moving in a certain way but now it was time to actually work on upgrades in the last devlog i created the outline for the slimepad upgrades but i didn't actually get to creating the upgrades themselves so i figured it was time to start working first i created the bow and arrow upgrade which just increased this landfill's attack range which was pretty simple to implement next we had the slime bolts upgrade which would stop that signed pet from melee attacking instead have a slime pet shoot homing slimeball projectiles at enemies then we had wizards touch which would stop this line pet from having to walk up to an enemy to attack it instead this slime pet can now teleport to the closest enemy and attack it like that next was pack mines which created a small explosion upon the pet hidden enemy this explosion would damage other enemies as well as a slime that is attacked itself rebounds would allow the pet a chance to immediately attack a different slime in range upon attacking another slime kind of like a chain reaction this upgrade is kind of glitchy but yeah i guess it works assassin's touch would create a chance for an attack to instantly kill a slime with this neat katana effect i like this idea because this upgrade could be a decent early game upgrade against easy slimes but prove especially useful in the later stages of the game but before i continue with the video i'd like to thank the sponsor of this video datacamp datacamp is an online learning platform that makes acquiring data skills easier and more convenient for everyone they have courses for all skill levels but regardless you can find something useful from their over 350 data science courses designed by top experts if you've been wanting to get into data science data camp is a great start so go ahead and take one of their free assessments to get personalized learning recommendations additionally data camp offers a gamified learning experience this way learning doesn't have to feel like a chore best yet all this can be done from your browser of choice with no additional software needed personally i consider checking out their machine learning fundamentals course if you're interested as i think it's a very interesting topic and this can be applied to game development so make sure to give it a try use my link in the description and check out the first chapter of any course for free instasuck is a capture gun upgrade which would give a chance for the capture gun to instantly suck into slime without having to deal with the panic minigame potentially this could be very useful if the player was having trouble with the panic minigame alternative ammo would give a small amount of bolts to the player's weapon upon capturing the slime and yeah don't question how the slime pet literally converts slimes into bullets energy transfer makes it so upon the pet attacking the slime there's a chance to temporarily increase the player's fire rate and move in speed and health transfer is the same concept but instead there's a chance for the player to gain an extra heart but with that said those are most of the tier 1 and 2 upgrades so now it's time to move on to some of the tier 3 upgrades which are much more powerful and unique upgrades first we have tier three for the ranger class which is called slime to die this upgrade literally gives the pet the ability to occasionally shoot a massive missile damaging every slime in the room by a decent amount as you can see once the missile hits some terrain the screen flashes yellow and boom just like that all the slimes in the room are instantly gone i know this might seem a little overpowered but that's kind of the point and it won't be as powerful later in the game so don't worry moving on for the brute tier 3 we had the taser this upgrade would simply stun enemies upon the pet attacking them for a brief period of time it's a pretty basic concept but i like this stun idea i think it can really help the player in certain situations next up for the assassin tier 3 i made an upgrade called the big katana this upgrade will give the pet a chance to pull this absolutely massive katana and swing it dealing massive damage to slams that get hit i know this looks a little goofy but still i think it can be really satisfying also you might wonder how this attack differs from slam to die the massive missile attack the answer is this attack isn't guaranteed to hit all the slams in a room unlike slime to die so to compensate it does more damage next we had double trouble for the specialty tier 3 upgrade this upgrade would capture two copies of slime instead of just one when capturing a slime i think this is a pretty interesting concept because it's kind of like an investment into the capture gun but yeah that was pretty much that and the final upgrade i made was the slime to stun upgrade for the passive class this upgrade would basically give the slam pet a chance to stun all the enemies in a room for 5 seconds it's not anything crazy like damaging all the enemies in the room but i still think this upgrade can be pretty useful and with that said that was pretty much all the upgrades i made i did leave a few out though just to provide some exploration if you end up playing the game i think it's going to be interesting to see what players decide to build they go for a traditional build with one or two tier three upgrades or find some interesting synergies with lower tier upgrades you'll just have to experiment yourself if you end up playing the game also let me just address the elephant in the room this massive upgrade at the top i was planning for it to be some kind of extremely strong upgrade that needs two tier three upgrades to unlock i didn't actually get around to creating it in this dev vlog but if you have any ideas feel free to let me know in the comments anyways let's move on with the devlog one fix i wanted to make was to the player's house i realized that the fog of war was messing with the player's house inside effect so i fix this just by simply disabling the fog of war when the player enters the house and re-enabling it when the player leaves and while i was here i decided to do some other small improvements to the house like making the mini map move out of the way and adding this little light effect so the player could see the entrance exit but with that done i spent a time just brainstorming what the game needed at its current state and i decided that it's time to work on the slime king boss fight or the final trial for the player if you don't know in timekeep you can fight the slime king whenever you want but you should probably won't be prepared right off the bat i just felt like i had a lot of other factors leading up to the fight setup so i just need to make this final fight to tie things together if that makes sense so i headed back into unity to get started first i worked on getting the boss fight room template set up for random generation so now if the player jumps in the boat to head off to the slime king's lair it'll take the player to this new room layout which might look identical to the hub area but it's actually a completely different set of rooms next i hopped into google docs to drop out some ideas for the slime king boss fight and after a bit i had quite a few things down such as basic details and attack ideas i plan for the slime king to be in this pretty dark themed castle setting where you'd sit on a throne with two guards on its side i also like the idea of having five bases along with one final last stand phase the thing that would make this boss fight unique is that these five initial phases would have their attacks be based on different types of slimes that you can capture so brute ranger assassin etc and the slime king can choose these five faces in random order so there'd always be a variety to chat to doormat my discord server for initially coming up with this idea for the phases but enough said let's get to work first i worked on the logic for the phases system so the slime king could choose a random phase i just set up a simple list of delegate functions that could be called when a new face is chosen and a function to choose a new phase here's this in action for example you can see in these debugs every time i call the next phase function iran phase will generate and these faces cannot repeat with that basic script outline i now figured that i needed some art for this slime king i decided to ask my discord server because there are already tons of great slime team concept art in there that people have made in the past because of this that worm took it upon himself to make this amazing slime game concept i thought this just looked amazing so with permission from that worm of course i decided to use this animation for the game however i did want to make a few changes to have the king match the art style of the rest of the game a bit more so i spent a few hours remaking and editing the slime king's throne and the king himself sounded like i didn't like the previous king or throne i just want this art to fit in a bit better and with all that done here's what the old throne looked like and here's the new throne look like here's what the old small king looked like and here's the new small king looked like don't worry i'll explain this guy's purpose in just a second and finally here's what the old slime game looked like and here is what the revamped slime king looked like all together here's what everything looked like in the animation and speaking of animations the slime king now need an idle animation so i just ended up making this for the regular slime king and small slime king now it's time to set these animations in unity i just got this small slime king animation set up and now you're probably wondering what is this small slime king doing here in the place of the normal slime king see i had this idea for a funny intro cut scene before you fight the king involving the small slang king you might already have an idea for what it is based on the animations or if you're just on my discord server and i'd love to show you it but at the same time i think i'll just keep it a secret for now you'll have to find out by playing the game when it comes out but moving on i set up the slime king idol animation that i created and also just set up the basics for this boss such as taking damage now it's time to make the tile set for this boss i first attempted to reuse the tile set for my previous game key dungeon with some edits as it had a similar look i was going for and after making these changes and setting up the room in unity i just think the room really didn't look too good in my opinion i think my pixel art skills definitely needed some work but as all hope seemed lost equipped hats in my discord server came to the rescue and made this amazing tile set i set it up and now i think the boss room looked amazing it was exactly what i was going for so huge thanks to quick hats anyways now it's time to make this boss fight room look even better i added some columns to the side of the room to kind of enclose the space a bit more i then headed into a sprite to create this carpet tileset as i wanted to carpet to leave the king's throne in the center of the room with that finished i really like this addition to the room but we still weren't done so i made these bleachers on the side of the room where i plan to have lots of little slimes cheer for the slime king in the fight finally i made these banners to go on the walls which went through way too many revisions but here you go i'm not done decorating this room just yet so don't worry but i'm going to end this vlog here i'll try my best to finish this boss fight by the end of the next devlog but no promises i think it might take longer anyways that's gonna be the end of the video if you liked it do not subscribe and do not like the video instead subscribe and like the video well that's all to say for now thanks for watching bye
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Channel: BenBonk
Views: 9,593
Rating: 4.9817977 out of 5
Keywords: indie, indie game, indie game devlog, dev log, unity game devlog, game dev, game development, unity dev, unity, unity devlog, slimekeep, slimekeep devlog, benbonk, steam game devlog, dani, karlson, sam hogan, codycanteatthis, vimlark, i made a game, making a game, game jam devlog, i made a game in a day, i made a game in a week, i made a game in 24 hours, roguelike, roguelike devlog, game, pixelart, gaming, pc, upgrades, I Made Slime Pet Upgrades for my Indie Game - Slimekeep Devlog #23l
Id: M7CXzb_VA7s
Channel Id: undefined
Length: 10min 28sec (628 seconds)
Published: Wed Dec 01 2021
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