Making Game Mechanics That Don't Suck

Making Game Mechanics That Don't Suck

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Making Game Mechanics That Don't Suck
In the last year I've completely revamped the core mechanic for my Godot game, Bloodthief. This is what I did! ➤ WISHLIST BLOODTHIEF ON STEAM: https://store.steampowered.com/app/2533600/Bloodthief/ ➤ JOIN THE DISCORD: https://discord.gg/aU5naj2fgY This is a devlog for Bloodthief, the indie game I'm working on inspired by Quake, Hotline Miami, Ghostrunner, and ULTRAKILL. In this devlog I talk about how I fixed the core mechanic for my game - the Air Dash! Leave a comment below if you have any feedback on the game or questions about my process! -------------------------------------------- Chapters 0:00 Intro 1:30 Appealing Response 5:37 Predictable Results 7:50 Instantaneous Response 9:51 Player Grace 11:38 Easy But Deep Mechanics 15:45 Wrapping Up -------------------------------------------- Links Game Feel book and website: http://www.game-feel.com/ Roman Perry SFX: https://www.romanperry.rocks/portfolio Speed lines shader: https://godotshaders.com/shader/speed-lines-shader-for-godot-4/ Streamers https://www.twitch.tv/generaldeletus https://www.youtube.com/@UC1MJ_Z8Jkj4PWnS-mb1aRyw #devlog #gamedev #godot #indiegame #indiedev