Making a Game About Weak Points

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Devlog about making a weak point focused game. There’s no damage, only one shots. The game is also a wave based rogue like. This devlog shows the full process of making the game, from the first prototype to the final product.

Come hangout and chat in my discord server:

Music:
Intro montage music made by me.

DOOM OST
Battleblock OST
Mortal Kombat II OST
Johann Sebastian Bach - Cello Suite
Bad Piggies OST
Deathspank OST
Witcher III OST
Sekiro OST
Sonic Mania OST
Droid Fortress OST (by me)
Beethoven - String Quartet No. 6

Context Sensitive - Earthbound
Context Sensitive - Scuba

Sword upgrade montage music made by me.
Outro music: Emis – Longing

//
This project took a stupidly long time to make. Burnout extended it’s development by quite a few months. Half of the game was made in just the last month after I took a little break from it. The game itself turned out alright, but it would’ve worked much better if it had more enemies and it was much more linear. More enemies were planned, but ultimately got cut, since I was not progressing with the game as fast as I hoped. The video was supposed to come out in summer – then in autumn, but here we are, when the year is about to end.

//
(NOT game specs lol)
MY PC SPECS:
GTX 1060 6GB
Ryzen 7 5700G
32GB RAM

//

Chapters:
0:00 Intro
0:20 Initial Prototype
2:20 Environment Art
4:50 Character Art
6:27 Extra Weapon 1
8:25 New Enemy 1
9:09 Extra Weapon 2
9:52 Upgrades
11:09 Dev Detour
11:20 New Enemy 2
11:59 New Enemy 3
13:06 Health HUD
13:53 Extra Weapon 3
14:46 Extra Weapon 4
15:47 Flying Enemy
17:01 Final Environment
18:38 More Upgrades
20:01 Final Adjustments
20:59 It's Complete

Just some tags or something ;)

Made with Unity.
Steelsplitter
Weakpoint game
Weak point
One shot mechanic
OHKO
Indie devlog
Game devlog
Unity devlog
Roguelike
Game development
I made a game

#unity #gamedev #indiegame #gamedevelopment #unity3d #madewithunity #indiedev
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It’s been a while. For the past 10 or so months, I've been working on various projects. I was very burned out through this whole year and instead of taking some time off, I pushed myself to keep working and that just resulted in getting very little done and the burnout only getting worse.

For 2025 I’ll be working on a steam game, I’ll actually try to not force myself to work until I burnout. I don’t want to 100% confirm what the game will be, but it’s most likely “Clay Souls” or “Clayborne”. I’ll try to keep the scope reasonable, so it’s going to focus on boss fights more than anything. I don’t want to speculate more than that before I get a devlog/steam page up. Hoping to get the next video uploaded in the first 2 months of 2025

EmisDev
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To use the bit about the enemies spilling colors when they die, you could make them spill water and it would make grass grow there, turning the desert islands green again. And then maybe add some upgrades that would work when standing in grass areas.

samuelkohn
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The game looks very cool, but I'd recommend for anyone to just focus on gameplay at first. Since putting a lot of effeort into something and then discovering it isn't fun in the first place is a very good way to get burnout.

Trebrehq
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The Bulbhead should 100% have the bulb break when it dies

photoshopper
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I think the point of weak points is that they’re harder to hit. For example the golem might have the weak points on its back, but turn slowly after it tries to punch, thus encouraging the player to bait an attack and back stab it. What you mostly have now is simply armored enemies. The player is not incentivized to play differently for most enemies to kill them. Simply aim towards the unarmored area and blast them with anything.

kainuipenaloza
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I feel like some characters with multiple armor points you have to break to reveal the weak point would be cool. And using the the movment you could make a boss character that is very large and you have to climb them, similar to shadow of the colossus. and have to hit different armor points to finally kill them.

captainimmortal
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>Game about weakpoints
>Almost every weapon ignores weakpoints

FriedNoodlee
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Idea: add an enemy with a weak point on its back, so you have to use the boomerang on it, or maybe add mobility features like dashes to get behind him.

swipefounddead
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I really like both the concept and style of the game, the loop looks fun, and I can’t wait for more.

VmasterVX
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Please keep working on this I find the concept really cool and I see a lot of potential in this game

NewPlayeerr
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No way hes finally back!!! I really like the art style of the game, your games always feel ridiculously polished. Its funny how much you iterate on every asset, im the same, i think its just built into every artist at this point. Im happy you're back

Wishbone_Games
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Just got recommended this vid, I love it. Game dev vids is always a good watch, I might get into it eventually

Flairis
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This looks really cool and fun to play! I love that you create these devlogs and show all the victories and also bugs or things that didn't make it to the final product. Just keep in mind to not work yourself to exhaustion, since it doesn't help the game nor you!

Lealey_
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This video is filled with Deathspank OST, and that's just amazing!

hadiLEO
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OMG This looks soooo good! The enemies are just amazing, the idea is over the top! Congrats!!!

ElOctopusMakesGames
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bad piggies background music, extremely based

cobbington
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Insane video dude
You even made stuff in game for a couple of seconds of the video (black and white part, punches)
and you showed a lot of things

_KillerD_
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Dude this is sick!!!! I was searching for devlogs to watch and a lot of them seemed boring but this one looked so cool, and it was. The concept of only being able to hit weak points is just a interesting.

EpicGamer
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man this actually looks sick

good work

TheRealVladimirLenin
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Wow this looks amazing and I love the concept of all about weak points can’t wait to try it

Copper-cfdn
welcome to shbcf.ru