okay_cam

okay_cam

I make games and sometimes videos

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  • @Machiavelli-n
    @Machiavelli-n20 сағат бұрын

    the fact that you can move while "ghosting" so damn sick and unique

  • @tomertrashman5723
    @tomertrashman57234 күн бұрын

    Holy shit this is the exact kind of game I wanted to implement! I got stuck at implementing a bullet/attack framework, and this gave me a lot of ideas and looks super cool!

  • @okay_cam
    @okay_cam4 күн бұрын

    yeaa im not gonna lie i dont think i did the attacks & bullets very well, and i spent a lot of time trying to figure out how to manage the different attacks and stuff Glad to hear it gave u a bunch of ideas though! def try give those ideas a go if u want, but dont be discouraged if it takes a bunch of tries, ive had to go through quite a few bad shmups before committing to this one

  • @tomertrashman5723
    @tomertrashman57233 күн бұрын

    @@okay_cam I really want to get back into game development and try to implement the boss framework again, but my life is way too busy nowadays and I just wont be able to get around to it at least until I finish my degree

  • @thatonedevthathasaTvhead
    @thatonedevthathasaTvhead10 күн бұрын

    there is a good game called Furi that does the similar aspect, its one of my favorites, i cant wait to see how this goes!

  • @okay_cam
    @okay_cam4 күн бұрын

    I should probably look into Furi more, lots of people have been mentioning it haha

  • @samhein321
    @samhein32111 күн бұрын

    you don't want inertia like in ghosting on a bullet hell, because you need very precise movement for dodging bullets

  • @okay_cam
    @okay_cam11 күн бұрын

    Thats a fair take. I think I'm leaning further away from traditional bullet hell like touhou and more towards enter the gungeon - the ghosting movement mechanic definitely wouldnt fit a game like touhou. For the most part you shouldnt need to ghost unless youre in a dire situation or if you quickly want to move somehwere else

  • @preator_vallum6377
    @preator_vallum637717 күн бұрын

    How do you apply velocity to the bullet groups if node2D doesn't have a velocity variable? Working on bullets patterns myself an not exactly sure how to work the grouping part. Thanks

  • @okay_cam
    @okay_cam17 күн бұрын

    I think in godot 4, the kinematic bodies already have a velocity variable, but I use godot version 3.5.3 where you have to manually make the velocity variable yourself for everything. For my bullet groups, I'm just changing the position of the node2D by a certain amount every frame. In the node2D script, I have a Vector2 velocity variable which stores the direction and distance that the node2D would move every second. Every frame in the _physics_process() function, i add to the node2D's position like this: position += velocity * delta and that moves the whole bullet group! hopefully that helps, let me know if you need anything clarified, and im happy to chat more about it on discord, my username is okay_cam

  • @preator_vallum6377
    @preator_vallum637716 күн бұрын

    @@okay_cam Okay yeah cool, I didn't actually know what the velocity variable was. Probably should have looked into it waay sooner. Thanks a ton though I'll start messing with it ASAP and probably add you on Discord. I run into issues pretty much all the time so it would be nice to have someone who knows what they're doing. Thanks a ton.

  • @preator_vallum6377
    @preator_vallum637717 күн бұрын

    I loved the double helix pattern, was super cool.

  • @Blujay64
    @Blujay6422 күн бұрын

    One game that does the bullet hell boss rush gameplay really well is The Void Rains Upon Her Heart, could be used as inspiration or ideas

  • @okay_cam
    @okay_cam17 күн бұрын

    oo okay, ill take a look

  • @EE22807
    @EE2280722 күн бұрын

    This looks really fun!

  • @AppolPie100
    @AppolPie10023 күн бұрын

    The game looks so smooth to play. Also I don't think you really care about this, but the arena is very empty, so I suggest that to stay in the circle shape add some sort of ritual to the arena in which the boss appears. So this could be like this: the hero travels to destroy all the demons in the world who are created from these great rituals. Well it's just an idea, you have your own thoughts on the "lore" of the game (I think)

  • @pmohammedchaar9234
    @pmohammedchaar923423 күн бұрын

    Mario

  • @jonnaas
    @jonnaas24 күн бұрын

    I looked at the title and was like "so basically, you made touhou?"

  • @hithere4838
    @hithere483824 күн бұрын

    Mayby ad a damage dropp of for hitting the boss from farther away so that beeing at a riskier distance and learning the boss patterns become more rewording

  • @oliverscott2721
    @oliverscott272124 күн бұрын

    This is insane. Keep going man you have lots of potential for the future

  • @meinlogan8191
    @meinlogan819124 күн бұрын

    criminally underrated

  • @Scaryland42
    @Scaryland4224 күн бұрын

    this game looks cool ima sub

  • @cutiemolly.
    @cutiemolly.24 күн бұрын

    this looks like a rlly fun game!! would 100% love to play it

  • @nerdtime7657
    @nerdtime765724 күн бұрын

    Nice

  • @remnai4615
    @remnai461524 күн бұрын

    so im a liitle late but uh this looks insanely good and definitely feels like a game that i would definitely play for a WHILE (provided there is more than two bosses, which i assume there is) the bullet patterns are REALLY sick, especially the spinning bullets one. ghosting looks fun as hell to use and mess with, and i love how you gave people a way to not instantly die to arena changes or falling off the map wonder if the blue attacks are gonna be used more as actual attacks and not just arena guards, given how cool of an idea that is the arena as of now is neat, but i wonder if other arena shapes could be made. maybe a cluster of islands that could be dashed between? that little green guy looks really neat. despite the fact they're smaller than 90% of the game sprites i like the fact that they're still visually distinct from everything else one small thing is that the ghosting has a fairly large distance. i don't know if this would be possible but having a smaller variant or some way to control the distance *slightly* might be neat. unsure if that would mess with boss design tho i love boss rush games and i cannot wait to see where this goes later. has a lot of potential

  • @okay_cam
    @okay_cam24 күн бұрын

    Thank you for all the feedback!! Right now in the video, I just show the 2 different phases of the same boss, and I have plans to make 2 more bosses. I'm glad you like the mechanics so far too! I really like the idea of having multiple islands to dash between, so that will 100% be in the next boss fight. And you mentioned that distance variety would be nice for ghosting - right now you can adjust the distance slightly, but you're right that the distance is still quite large. I've just decreased the minimum ghosting distance and that should hopefully allow for some more options, we'll see how that goes. Thanks again for the detailed message!

  • @mojojojo6535
    @mojojojo653524 күн бұрын

    Cool what do u make your art on

  • @okay_cam
    @okay_cam24 күн бұрын

    I use piskel, but its not the best pixel art program. it has been a bit limiting but it gets the job done and its free

  • @makiyet
    @makiyet25 күн бұрын

    bro ur so underrated wth

  • @vibreart.mp3
    @vibreart.mp325 күн бұрын

    This looks really cool and unique!!! You came up with a mechanic that looks very fun, is original and is not too complicated to understand, that's a really good thing!! I was surprised when I saw how few views and subscribers you have, you're really underrated! Keep up the good work because this has a lot of potential :D

  • @okay_cam
    @okay_cam25 күн бұрын

    @@vibreart.mp3 thank you so much!!

  • @lemonchild175
    @lemonchild17525 күн бұрын

    Think it'd be cool if theres a boss/enemy/attack that needs to be dashed into to either damage them or avoid taking damage

  • @Ethereal_Cereal
    @Ethereal_Cereal25 күн бұрын

    this looks awesome 😄

  • @pedrominicz
    @pedrominicz25 күн бұрын

    A boss-only bullet-hell game is a good idea. You should check out a game called Furi. Good luck with your project!

  • @Bloom8182
    @Bloom818225 күн бұрын

    I thought the big red mouth boss and the one in the robe were entirely different bosses! But in the close up view of mouthy.... I REALIZED ITS ONE BIG ROBE i thought he was a hydra or something

  • @okay_cam
    @okay_cam25 күн бұрын

    honestly idek what it is hahah but yeah the bigger version is the second phase, which I didn't make very clear

  • @carterwalsh3825
    @carterwalsh382525 күн бұрын

    Great vid, first time in a while I’ve watched one of these without thinking abt clicking off

  • @Vota_
    @Vota_25 күн бұрын

    looks sick dude!

  • @Em648
    @Em64825 күн бұрын

    Lovely

  • @FoxNamedLuke
    @FoxNamedLuke25 күн бұрын

    Ah, yes, a game about ghosting people. I'll be good at it.

  • @soursauces
    @soursauces26 күн бұрын

    this is SICK cam!!! 😮🎉🎉 the sprite animations, esp for the boss is super well done!! 🔥

  • @echo7project904
    @echo7project90426 күн бұрын

    You could use saving grace for dodging a stage wide attack.

  • @GameJam230
    @GameJam23026 күн бұрын

    I could imagine here being some extremely cool and specific boss features with the saving grace system at 4:20, such as forcing the player to jump off a ledge and use the ghost to land on a nearby one, but they're too far away to just go directly from one platform to another. Other things you could do to design physical geometry around the ghosting ability would be to design different types of walls that you can AND can't pass through with it. Perhaps metal fences are passable by the ghost, but solid walls are not. There could also perhaps be energy barriers that ONLY allow corporeal beings through, but not ghosts. The inclusion of walls can also lead to fun boss gimmicks like normally undodgable attacks that are blocked by walls, forcing the player to stick around them for some attacks, but wanting to get away from them for the freedom of movement Some bosses could spawn these physical barriers in the map as well as destroying parts of the floor, forcing you to use the ghosting for complex navigation, instead of purely dodging bullets all the time. It would expand on the feature in a way that could be unique for many different bosses.

  • @monkeeeeyt
    @monkeeeeyt26 күн бұрын

    idea to make the yellow boxes/circles less lazy: make custom sprite per yellow box/circle like flickering lighting for the laser attack, or a minion being made like dry bones but with flesh

  • @okay_cam
    @okay_cam26 күн бұрын

    Good ideas, thank you!

  • @y.o2739
    @y.o273926 күн бұрын

    I smell potential.

  • @akaithecreator7448
    @akaithecreator744826 күн бұрын

    4:38 That was the smartest way to ask somebody to like and subscribe I've seen

  • @jovegraham6904
    @jovegraham690426 күн бұрын

    Something I would want to keep in mind is to have all bullets that can’t be ghosted through have a common visual theme, like all being the same color or shape, so the player doesn’t get confused when they try to ghost through a bullet and it hurts them. Other than that, the game looks amazing! You’ve earned yourself a subscriber!

  • @okay_cam
    @okay_cam26 күн бұрын

    Yep, thats a very good point! All bullets that cannot be ghosted through will be blue, and they will all be arc-shaped (cuphead's parry system has a lot of complaints from colourblind people since it only relies on using the colour pink, so I'm planning to use both shape and colour for distinction)

  • @bh1352
    @bh135226 күн бұрын

    Game looks sick

  • @Gues9282
    @Gues928226 күн бұрын

    i want this so bad you have no clue how long ive wanted to play a bullet hell game 😭

  • @okay_cam
    @okay_cam26 күн бұрын

    While you wait, you can play Bullet Heaven 2 on the browser if you're looking for a more traditional bullet hell, or you can try out Bloody Hell on Steam if you want something like Enter the Gungeon! (they're both free)

  • @Console.Log01
    @Console.Log0126 күн бұрын

    Watching the ghosting mechanic has given me an idea for a movement accessory in my own game, (a terraria clone). It'll definitely be simpler though, just hold right click and point in a direction, and when you release right click you'll either be telported a certain distance in that direction, or you'll shoot forward with s in that direction. Grouping bullets also looks cool, but it also looks like it'd take a lot of work to implement. I might add it for later bosses though.

  • @okay_cam
    @okay_cam26 күн бұрын

    Honestly grouping bullets together aint too bad! If you have an Area2D bullet node, you can make those bullets a child of a Node2D, and then move the Node2D instead of the bullets

  • @Console.Log01
    @Console.Log0125 күн бұрын

    @@okay_cam The problem with grouping bullets for me though is that I'm not using any engine, so I don't have the luxury of nodes. I think I might just create a new class that stores several bullets, a center point and movement code.

  • @okay_cam
    @okay_cam25 күн бұрын

    ​@@Console.Log01 Ohhh right I thought you were using Godot. Thats a bit more tricky then! I wish you the best of luck for your game

  • @raddelydackelydack
    @raddelydackelydack26 күн бұрын

    Id (maybe) suggest that after a set amount of range your bullet begins to shrink and make less damage which would make it less worth trying to stay away from an enemy, also maybe make it so that you bullet does like 2.5 dmg if shot at point blank which maybe isnt a viable strategy but itd be a nice payoff for if a boss stops shooting for a second and your already close to it

  • @TheNewbieMatt
    @TheNewbieMatt26 күн бұрын

    This game looks really cool. Subbing!

  • @christianottley8542
    @christianottley854226 күн бұрын

    Small change would suggest making the character transparent when ghosting, with rolling most gamers have been taught that its not only mobility but also evasive, but when ghosting loos like just walking it might be initally confusing for some

  • @okay_cam
    @okay_cam26 күн бұрын

    @@christianottley8542 that's a good point. the player does go slightly transparent when ghosting but it's not very obvious, so I might try to make that more clear, and I'll have to add a small tutorial too

  • @xrather7735
    @xrather773526 күн бұрын

    When i watched the video i honestly thought this was made by a guy with 200k subs, not 200 subs.You earned my subscription

  • @moothankpew
    @moothankpew26 күн бұрын

    really cool video! i saw some comments asking you to make a tutorial in godot(since i think thats what u use) and it would be really awesome if you could do that!

  • @okay_cam
    @okay_cam26 күн бұрын

    @@moothankpew Thanks for watching! I'm honestly a bit unsure if I want to make tutorials on this channel, but yeah a few people have suggested that now so maybe its a good idea. Let me know if there's any tutorial topic you have in mind!

  • @The_SSSlopper
    @The_SSSlopper26 күн бұрын

    Due to enjoying this video, I have decided I must subscribe. Keep it up

  • @greenmansgamedev7186
    @greenmansgamedev718626 күн бұрын

    The bullet patterns and the animations look awesome! Honestly that's a very good start, keep it up! The ghosting looks fun and is a very original idea, but the one thing I'd say about it is that using a player silhouette is a little bit dissonant with what the ability actually does. Usually in game this sort of UI indicates that the player is gonna arrive (or snap/blink) at that location, while in your game the player flies past it. In my opinion some sort of arrow or any sort of reticule that implies movement would be better. Anyway you've earned a subscriber, I can't wait to see where this goes! Good Luck!

  • @okay_cam
    @okay_cam26 күн бұрын

    @greenmansgamedev7186 Thanks for the feedback! That's a good point you've made, I'll definitely add a directional indicator

  • @MeloDev-ll9yi
    @MeloDev-ll9yi26 күн бұрын

    Really cool idea to group bullets and apply any forces to full group.

  • @johnrobrox8324
    @johnrobrox832426 күн бұрын

    Big boss aoe move that forces u to time saving grace and jump off in order to not get hit by it

  • @Sungjinbot
    @Sungjinbot26 күн бұрын

    impressive video , underrated develloper tbh

  • @Unknow_Stickman
    @Unknow_Stickman26 күн бұрын

    Overall, this is a really nice video but the speaking REALLY needs more intonation

  • @okay_cam
    @okay_cam26 күн бұрын

    @@Unknow_Stickman thanks for the feedback! I'll keep that in mind for the next video