2 Years MAKING an OPEN-WORLD game

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I've spent 2 years developing an open world RPG game. What kind of progress have I made, what challenges have I had, and how much more is left in development?

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#devlog #unity #gamedev
Комментарии
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The biggest and most popular RPGs ever made are open world, lol. An RPG is by definition a ROLE PLAYING GAME. Good reminder that just because someone said something on the internet doesn’t mean they have a clue what they’re talking about

mafiapenguin
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Even tho rescuing items after death is annoying, you have to do something that will punish players for dying, because ppl will quickly learn that death is meaningless and only speeds up their travel time

Kikolek
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Even though i'm not one of the people who have been following the development of Mana Valley from the start, it's still very clear how far it has come! Wow! :'D

CrzzyCat
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Hands down, this devlog series is one of the biggest inspiration for solo game devs like me. I started my own passion project, an open world farming game a year ago and started posting about it after watching your Mana Valley devlogs.
Very excited for the release and I can't wait to play it. All the best friend! 💪

hamzahgamedev
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4:37 I mean hey the player is a witch so you can just put some kind of item that works like an ender chest and allows players to have their items even after dying, and you can make this item some kind of objective that the player has to complete in the beginning

devdath
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In tackling the issue of inventory loss upon player death, I propose a practical solution: a tomb system. When players perish, all their belongings would be securely stored at the location of their demise, ensuring they can easily retrieve their items. This not only encourages players to explore the game world and remember key landmarks but also adds a strategic layer to each death, prompting players to approach gameplay more thoughtfully.

Compared to other options like losing everything or retaining all items upon death, this approach strikes a balance between challenge and player satisfaction. It maintains a fair gameplay experience while still providing a meaningful consequence for death.

To enhance this system further, you could introduce enemy spawns near the tomb or choose to retain certain tools or items, adding an extra layer of excitement and challenge to the retrieval process.

jeanlouis
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It felt like some of your devlogs (although very entertaining) where prioritising the video and not game. Here it feels like you went back and cleaned everything up, and it's really great!

RKIOrbMage
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As someone who has spent a lot of time on Minecraft and other Block based game clones, I have a few thought about death and inventory systems. Losing all items on death is very punishing, but makes death something players really seek to avoid. If you lose no items (or other things like exp or levels) on death, people will start dying as a method of fast travel... which feels lame. One particular Minecraft like game I used to play, called "Creativerse", found a nice balance between the 2 systems, with a lose all backpack items on death, but keep all items that are equipped and in the hotbar.

Now for "Mana Valley", I don't think you have a hotbar, (maybe you do, and I just haven't paid attention), but what you could go for instead is to have "Protected" backpack slots, that stay with you, even on death, and the rest are unprotected. This way death has some sting, but isn't as rage-quit inducing. If you went this route, you could have different backpacks with differing amounts of protected and unprotected slots. You could also make it possible to "level up" you backpack, increasing either the number of total slots, or turning a unprotected slot into a protected one.

Side note: If you do have items drop on death, have them all drop in a "backpack" or "sack" that can be opened like a chest, but you can only take items out of it. (One all items are removed, the "backpack" or "sack" will disappear) This will reduce lag in the game, and it also is more convent to your players.

supermysterious
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Found out about this today, super excited to watch your videos! This seems amazing!!!

jhulpthefox
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I'm very happy you never give up and stay focused on the project for 2years now! That's an achievement in itself. Especially knowing how hard gamedev is, and how often bugs and other problems want us to give up! Your presentation skills are great and I think that makes your videos and game so good. Everything has its feedback, placing a building or removing it, hitting an enemy or getting hit. And the effects are super juicy!!!

Sweepy_Games
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You've had me nodding along so much for the whole duration of the video. My main project's about half as old as yours, but breaking systems to assemble them anew in a better state was critical to get where I am now. And the whole UI topic is a thing I had to figure out over the last couple of weeks, as well. Mana Valley looks really nice and I'm looking forward to see what you'll do next with it =)!

ChristinaCreatesGames
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okay so i'm just gonna ask once, but: PLEASE MAKE MORE OF THESE KINDS OF VIDEOS PRETTY PLEASE, THEY ARE THE BEST THING TO WATCH

lilylunamoonyt
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So happy to see the progress! I’ve been following since your second video on the game and I’m excited to play it

collegedegree
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man honestly seeing this kind of videos really motivates me to try and create my own game too :'), my main problem is that after i learned most of the skills needed to make the game i lost passion and drive to make one but you are changing that for me so thank you !

Saberarts
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Dear solo game dev, this looks like it will be a fun game. Thanks for posting this video. Glad you gave a release date. Def on my wishlist!

MDVYN
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Someday you are going to be very very rich. And it will be well deserved. Can't believe how far this game has come. Keep it up my guy! Always love your devlogs

sasquatchbgames
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2 years is incredible, and look at how far the game has come already. I can't wait to see where this game ends up, I have high hopes! :D

GamesBySaul
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The issue of projectile origin, whether it's from the screen's center or the gun's (wand) tip, is a classic design dilemma. I think you made the right choice, though. If a spell hits a wall in front of you, you'll immediately know why and will adjust in the future.

Good to see you're still hammering this game out, man. Prove to everybody that indie devs CAN finish games and we're not all useless! (I'm yet to finish a solo game)

Tarodev
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game looks so cute and fun fam ty for the inspo

mannyhyuga
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I was so happy to see this video in my recommendation, thanks.

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