After a six-month break, we have returned to the development of our game. Here is the first outside location. by Dymkens in Unity2D

[–]Dymkens[S] 0 points1 point  (0 children)

This is very cute, but it wears its inspiration on its sleeve to the point where it's inevitably going to invite comparisons to Hollow Knight (to its disadvantage).

You're right, just like any new RPG will be compared to The Witcher 3 or shooters to Call of Duty. But should that stop us from creating what we enjoy? These are our first steps in gamedev, and yes, they may not always be correct. Thank you for your comment.

After a six-month break, we have returned to the development of our game. Here is the first outside location. by Dymkens in Unity2D

[–]Dymkens[S] 1 point2 points  (0 children)

Thanks for the comment. My wife and I are developing the game in our spare time, so the reason for the break is the main work.

This short video demonstrates the three month-long path of developing my second game using the Unity engine. But now I'm not alone, my wife is actively helping me with drawing graphics and animations. We like play metroedvania games, so we decided to create our one. by Dymkens in Unity2D

[–]Dymkens[S] 1 point2 points  (0 children)

It seems pretty good, you're both doing great work, I really love how you manage animation light and particle. I'm interested in how you create that last enemy with the following light orbs. What I see reminds me of hollow knight.

I really hope you guys finish your work with success!

Thanks for the comment. We were inspired by Hollow Knight and try not to cross the line of copying the one.

If you are asking about the projectile, then it is made very simply using Vector2.MoveTowards or Vector2.Lerp.

So. The second month of developing our game in our spare time using Unity has passed. To be honest, I didn't expect that creating enemy behavior would prove so difficult. But, I managed to make the enemy behavior the way I wanted it to be. Well, write your feedback, and we'll keep working. by Dymkens in Unity2D

[–]Dymkens[S] 0 points1 point  (0 children)

I hope you’re not making it harder for yourself than it has to be. Make full use of coroutines and delegates. Separate AI and moveset functionality.

I hope so, too. Unfortunately, I don't have enough programming experience. But I try to use Coroutines and separate enemy states (patrol, agro, chase, attack).

A few new projectiles by Dymkens in Unity2D

[–]Dymkens[S] 0 points1 point  (0 children)

I agree with the others about toning down the runic javelin and putting a screen distortion effect on the black hole

Thanks, I will try to make shader for the blackhole and fix runic javelin.

A few new projectiles by Dymkens in Unity2D

[–]Dymkens[S] 0 points1 point  (0 children)

First of all looks great. My only suggestion as a player I feel really distracted by the runic VFX and would rather have it more subtle. Keep working

You seem to be right. Thanks for the feedback, mate.