This summary of the video was created by an AI. It might contain some inaccuracies.
00:00:00 – 00:09:52
Graham, a part-time game developer balancing a full-time job, shows gratitude for subscriber growth and seeks advice on game development. Key points include improvements to game sprites, transitioning tasks to a kanban board for better organization, redesigning projectile sprites for better effects, and developing obstacle sprites for the forest environment. A mistake in creating a too peaceful forest area is highlighted, with plans for a debuff system for players and dynamic item buffs. The video concludes with plans for releasing a sprite tutorial and mentions a future devlog in two weeks.
00:00:00
In this segment of the video, the creator expresses gratitude for the substantial growth in subscribers on their channel. They introduce themselves as Graham, the developer of the game, and mention working on the game part-time due to having a full-time job. Graham seeks tips and suggestions as a novice in game development. The devlog highlights improvements made to game sprites, particularly fixing the lower half of the rat character. Organization efforts are discussed, including transitioning tasks to a kanban board for better productivity. Changes to projectile sprites are explained, such as redesigning the spider projectiles for a radial effect and modifying the basic enemy projectile to a triangle shape. Graham notes some dissatisfaction with the basic enemy projectile’s appearance but decides to keep it for now.
00:03:00
In this segment of the video, the creator updates the spider projectile to resemble a spider web. They then discuss the issue with the spider firing projectiles in a straight line and the solution they implemented using Unity’s new spline component to make the projectiles curve. The creator also works on developing obstacle sprites for the forest area, including stone pillars, rocks, bushes, and trees. They mention the challenges faced in creating the tile map for the forest area and deciding on a masking effect to transition into the forest environment rather than a dirt wall.
00:06:00
In this segment of the video, the creator discusses a mistake made in designing a forest area that was too lush and peaceful, not fitting the game’s tone inspired by dark fantasy forests like Mirkwood from Lord of the Rings. They also introduce a debuff system for players when attacked by enemies, using interfaces to apply and remove debuffs effectively. Additionally, they mention working on item buffs that currently have static values but plan to transition to a new system that allows for dynamic effects like fire damage with durations. Lastly, the creator contemplates the game’s story and dialogue for the wizard character introduced in previous devlogs.
00:09:00
In this segment of the video, the speaker expresses gratitude for the positive feedback on their devlogs. They mention that the next devlog will be in two weeks but plan to release a tutorial on creating sprites next week. The tutorial will cover drawing the sprite in Krita, importing it into Unity, and animating it. They sign off, indicating to see the viewers in the upcoming tutorial.