Devlog #11- Real Gameplay is Here!!
[December] 17th, 2019
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- For more about the Studio : About Us Tumultuous Productions
- Yami Website! https://tumultuousproductions.site/index2.html
- For more about Yami: Our Game: Yami
Weekly Updates Week 11: Demo Gameplay
This week we are proud to showcase gameplay from our demo of Yami! Within this video, you will see how the brothers Yuyo and Yuki traverse the world of Raum, and their skills and abilities they gain in their travels. Enemies and their attack patterns are included.
https://youtu.be/rVAZXiU7kLs
Weekly Member Spotlight:
In the eleventh DevLog, we reached out once again to a very dedicated member of our team, SeikLucid,
Q: What are some tips you could give to someone who is interested in learning coding?
A: “I actually was just talking about this with an artist who showed some interest in learning programming. The most essential element in my opinion is a logical thought process, being able to see the flow of logic in things. The simple way I tried to explain it was: If you can understand that A > B > C > D, meaning that A becomes B which can then become C, and subsequently D, and understand that this is the route that A takes to become D, then it becomes simple to see A -> D as A -> B -> C-> D. This logical process allows you to understand inputs and outputs at their core. Functions and Variables, Classes and Structs, it's always a logical process. Calls, Inputs, Returns, Outputs, if you can follow logic, you can follow programming. Beyond that, is just syntax and tricks of the language.”
Q: What's your favorite metroidvania and why?
A: “It really isn't a Metroidvania, lol, but I actually like Megaman. The reason I mention it is that it follows a lot of the rules of metroidvania, less the open explorable map, which sadly is a key feature of metroidvanias, thus excluding it. However, in my opinion, a Megaman game is a great example of a metroidvania other than map layout. Powerups, secret areas, possible differing routes, and some fun combat to boot. I tinkered around with making one, but that project has been shelved for now.”
Q: Do you believe that the evolution of video games is going in the right direction?
A: “Not really? I mean, it depends on what you are gaming for. As a child, I did it for the stories. RPGs as one would expect. These days I do it for the mechanics, Combat Systems that vary and challenge the player, and so on. I've never been the sort who plays for the power fantasy, though I'm sure I've enjoyed games that have fulfilled that fantasy. However, it seems like most games go that route these days, at least the bigger games. If it's not multiplayer competitive, which puts a limit on the complexity of the mechanics in order to be approachable and skill based specifically, it's a power trip RPG. The few games that do mechanics pretty well, like Dark Souls, are so thin and 'mysterious' with their story that it's not too fulfilling to make progress on. I primarily play Overwatch, a competitive game with a sort of low bar on most skillsets, primarily due to the diversity of skillsets, which means I often play a hero a lot, then move on to another, and so on. Overwatch is a great example of what I don't really want in a game, though. The mechanics are very basic, it's all about using them well, and the story is next to nothing so far.”
Q: Can a video game be a work of art?
A: “I absolutely believe it can. I define art, personally, as any form or medium that has the ability to affect someone's emotions. In that regard, video games can affect emotions in the exact same ways that a good story, or a good piece of artwork can, even a good song. Because ultimately video games use these three artistic elements in conjunction with one another to support each other.. well, in an ideal game at least, but point being: It can absolutely move you, emotionally, and even physically. I will be the first to say, I've had games that have seriously made me think: Maybe I should study that? Or go to school for that? Just because the game made it seem so interesting, or inviting. Obviously I didn't, or I wouldn't be working at Yami, but there are moments in my youth where Surgeon, Barrista, or Sheriff were possible. If only real life had an adventurer's guild, I wouldn't be here today!”
Q: If you could live in any video game world, which would you choose and why?
A: “The question is not tough, the answer is Yes. As for which, that question is infinitely more challenging. Off the top of my head, probably in the Zesteria, Berseria shared world. I really do like the concept of both good and evil being neither exclusively good or evil inherently. Theoretically, you'd really have to consider the arguments in that world to decide who to back. Let alone if you were the hero/villain in that world, god, who knows which side you'd actually be on in the end? I've explained why, but furthermore, it's a world of magic, swords, and spirits, who wouldn't want to explore that world?”
Next week: More game play with powerups, puzzles, portals and Unities new lighting system!
Remember to:
Connect with us on Social Media:
- Facebook: www.facebook.com/TumultuousProductions
- Twitter: https://twitter.com/TumultuousGame
- Join our Discord Server: Join the Yami Discord
- Want to Join the Project? Fill out our google forms Online Application
- For more about the Studio : About Us Tumultuous Productions
- Yami Website! https://tumultuousproductions.site/index2.html
- For more about Yami: Our Game: Yami
I watched the video and it's looking good. People in your comment section on youtube mentioned that the art quality and gameplay don't match (i guess?). Also that some of the artwork doesn't work well with other artwork in your demo. This really didn't jump out at me when I first looked at it, but I guess I can see some artistic differences.
To me it looks like some of the assets are at different base pixel sizes. The detail on the grass versus the detail on the mushroom versus the detail on the characters. This may be grasping at straws but I just wanted to mention the comments I saw on your youtube video and try to build off of that criticism. You might get a better flow in the game when you unify the level of detail on your environment.