Hijacking your comment to give my idea for the consequences of taking a possessed piece, instead of removing another piece from the board, you should either restrict the piece's movement or immobilize it for a few turns. For example, if you take a possessed piece with the queen, she can only move in one direction, or only a few squares; or you can immobilize the queen for, let's say 3 turns. Taking with the pawn should immobilize it (so a player would think twice before taking with a passed pawn). This greatly improves the strategic aspect of the game by discouraging the player from taking a piece with a stronger piece, choosing to sac weaker pieces instead. Anyways, really excited for this game; whenever it comes out.
@@tsucube4377 Honestly fair enough, I did kinda tweak the lighting a bit too much here & I also did removed the fire shader. I prefer a cleaner look to the game (previous look has a bit too much visual noise for my taste) but definitely went a bit too far here XD, I'll try to reimplement a bit of the charm on the next version of the game!
@@idkboxThere was definitely *too much* fire before, but I think the fire was cool. It was also broken and you did so much already, and we already know y’all are continuing it, so I’m not sure what there is for that person to be mad about. You did great.
17:41 Here's a suggestion, imagine you capture the possessed piece with a rook, then you lose your rook and the opponent gains it (like your piece has been possessed and turned against you) but you can still keep playing.
Oooo this seems interesting, like the game gets harder instead of just jumpscaring the player, we're planning to tweak the game a bit more so I'll share this idea to the team later on 👀👀
@idkbox it would also be cool to see new units not just the usual chess pieces maybe like the possessed piece evolves over time and becomes a bigger threat the longer you play?
@@santaid Honestly boss stages would be really cool, still need to discuss with the team (not quite sure on where to take the game yet) but I'll definitely ask the team about it!
Playing against Lilith herself might make it more horror, Everytime you take a possessed piece you start going insane and start seeing pieces move an extra move the same turn.
If any devs are reading: I loved your idea at the end of bringing in like a 3d monster stalking the players, this made me think of Lilith's game as a ouija board kind of vibe, where the intro and story could be driven by two kids finding the game at a sleepover and trying it out. Loved the video, I'm excited for the game!
Second this! I love the idea of seeing glimpses of the monster peeking around the board in unsettling ways, and when you die instead of cutting directly to a jumpscpare on background, it could instead leap out of the shadows to get you (I guess I think like FNAF when they pull your monitor down to jumpscare)
Yep still tons of things that we could explore, definitely will consult the team on ways to make it more unsettling like an upgraded jumpscare (maybe Tiko could make a 3D model for the monster since I got no idea on how to make the jumpscare scary XD)
While having the occasional chaotic coop to make things different and exciting, this was a lot more satisfying to watch because of the design brief and roles kept them from redesigning the game completely, focusing on too many new features rather then bugfixing and not watching them enable and disable features every round
This type of video is really nice! I like the clear communication and I feel like there’s less complaints on the video because of this. I would love to see where you do this same format but younger developers this round just to see what type of game they make and give em experience on working with other people. Thought it would be interesting to see! Love to see some more fun and whimsy in the games instead, would be nice to see more variety!
Big props to idkbox for getting so much done, I was sad when the fire broke but he managed to get the game to look good in his own right. Also having used unity, I'm familiar with one shader or material breaking and everything going to hell, so yeah, understandable honestly. I really think his contributions outweigh what he removed by a lot. Maybe the jumpscare could have been scarier though
I love the idea of having something creeping up behind you as you play chess. Having to check back behind you, throwing you off as to which piece/ pieces are possessed. Having to break away from the board briefly to explore your location hoping to find the items you use while playing, or something to use to temporarily hold off the impending lurker in your vicinity. Maybe with each turn it draws closer? Idk just building on y’alls ideas. All in all this game turned out pretty cool guys!
an enemy outside of the board would be cool too. timer enemy that if you take too long it gives a drawback. Or you have to turn around to not get a piece swipped. Maybe a demon thingy that whispers in your ear to do something and if you don't do it in so many turns you get a drawback.
I really don’t wanna be rude, but tikos atmosphere and lighting and model detail were so cool and really made this stand out. While the idkbox guy clearly did a lot of good work, the way he butchered what made this thing really stand out was upsetting lol
I think it could be interesting if when trying to take a possessed piece, your attacking piece gets possessed and added to the opponent. Although you know the 2 pieces to avoid(unless you forget) it could lead to some challenging scenarios I imagine
Man you did immense job, made game so much better all by yourself, i feel like you kinda underrated in comments. Everyone did amazing but man you cooked
Tiko’s End: Awakening codes got snatched so fast It’s been an hour and I couldn’t find one that hadn’t been redeemed. 😭 Good job on the game, can’t wait for the release
yo this one was fire!! I always loved the games without communication because the devs are so talented to do all that without even talking to each other, so i awlays wondered how good an ACTUAL game with gdd and all that planning would come out. And its amazing! congrats guys
Esoterica mentioned! Love that channel. Also, I'm always blown away by how much these devs get done in just a short amount of time and still have time to put together awesome dev logs.
When killing a possessed piece it feels like the soul should move and take over the piece you killed it with. That way you can play strategically but the possessed piece will always be there.
I love how everyone made me look so competent 😂😂😂 I can't believe this game worked as well as it did without ANY testing on my part ❤😂❤😂 You guys are AAA Quality 🥳
omg I love this idea I think it'd be cool if they continued into kinda like a Balatro route where they keep the vibes but just add a bunch of content so every time you play, it's a completely different game
i assume something like this has been suggested before and i'm not sure how well it would actually work, but i thought it could be a fun no communication video idea! two teams of 6 players compete to make a game without communicating BUT one of the devs is a traitor. the traitor isn't allowed to remove anything, but they're allowed to add or rework things as much as they'd like. i think it'd be most fair if the traitor went 4th or 5th, that way there is enough stuff for them to have a real impact, but the last dev still has a chance to fix it. for balance it probably makes sense for the traitor to have less time to work on the game, or they might be able to cause too much havoc; i assume we want the games to be good after all. if team A's game wins then the 5 non-traitor devs and team B's traitor win the prize, and vice versa if team B wins.
It would be cool if you increased your "insanity" every time you hit the possessed piece. Maybe your pieces start changing indicators & shape. You can only move where the true piece can go, but if you pick something else it goes to a randomized place 🤔 amazing job guys, insane work! amazing to watch as well
there could be fake pieces too and maybe our soul could be trapped in one of the pieces and lilith is trying to find that spesific piece. very cool game design.
Lighthoof Dryden always astonishes me with his talent. Every dev was amazing. I think the format is great but could have done with an extra programmer before polish.
To bring more horrors I'd suggest an item which allows you to walk across the chessboard Harry Potter style, get all the pieces to turn their heads towards you as you walk, have a slight hint that would identify the possessed piece, but if you get too close it's a jump scare or a game over. Additionally I feel like if you take a possessed piece you it posses the price you attracted it with, now you have to try win without taking 2 prices and you gave one of yours to the opposition, Also making the ai actively try and sacrifice it's possessed piece would be cool, but perhaps makes it very hard to win
Wow I didn't catch were you until I saw the smiley guy 😮 You guys are the BEST. I've learn so much from your channel, thank you so much. Love this video ❤ (PS Never imagine that you look like Frenchie and Soldier Boy ✌🏼)
Something I'd love to see if they continued working on the game would be programming the Chess AI to play differently with certain pieces. Like in early levels it will try to sack the possessed piece but as you get further in it starts to fake sacking the possessed piece to trick you.
There's definitely something here with the new, more narrow format. Where there's a built-in starting-off point for the mechanics, and fixed roles for the jammers. Its pretty distinct from the version we saw with the gangster card game though, where in that one the devs all seemed experienced and dove deeply in to their roles, and were not allowed to go outside of them lol. Versus this one where, whether due to scope or inexperience, the roles are more strong suggestions as your primary role. And everyone still has to dip in to the generalist role, if only a little bit, to fill in missing or unfinished features. I don't think its bad, mind. I'd kinda like to see more of both in the future. The former giving a whole new flavour, and this one being a twist to the generalist format BTP is known for. Maybe as just a behind the scenes kind of thing, and given that the devs have no idea how many participants there are and what roles they have.... just freestyle it lol. Oops, lets add another programmer. Hm, we can't add a polisher just yet, lets add a mechanics role. etc. etc. Dunno if that was already the case here, but it lets you fudge things a little, for when the scope is too big, or if certain members are not as able to fill the role as fully, or when you realize the game is going a completely different direction and requires specific roles to truly elevate it. Makes for a more complete experience overall. As for the content itself, IDKBOX really came in clutch lol. Was a bit sad he nixed the flames for the fog, but the underlying gameplay really came together under his turn. Probably needed a gameplay mechanic some time after the GDD, what with the 2 programmers being primarily concerned with functionality. But IDKBOX succeeding in "polishing" what was there in to an ok gameplay mechanic, which was pretty impressive. I get why they want to continue though. The core is there. And there are so many cool ideas you could play around with, with the possessed feature. Good job guys :D
I think going for the inscription style would help the game a lot. The idea that you can look away from the board, maybe see Lilith herself across the table, and overall have to do something while you play would be cool. Maybe she cheats if you're not focused on the board meaning you can't focus too hard away from the board. Some threat that could kill you beyond the chess piece would add a lot. It kinda reminds me slightly of Welcome to the Game 2 in that regard. Where you have a main task with side tasks. I think that style would work very well with this game.
Ayy thanks, it wasn't fully my idea tho btw (I was just following Darkroom's GDD, props to him to actually making an insanely balanced game within such a short timeframe! 🔥). All I did was just remove the king since there's a lot of checkmate related codes relating to it (which I don't know how to fix) & replacing it with the queen which somehow fits the game's difficulty perfectly & also tells the player that the win condition is different from regular chess (since you can't just checkmate the king)
@@idkbox I think that was a great call. If it were me maybe I'd have given the second queen replacing the king the king's model though, just so the model didn't go to waste
I know your channel is based a lot off developers doing their thing without communication, but I think it would also be Interesting to see 6 developers especialized in different skills work together to do the best thing possible!
This means NO GAME LOOP. It is okay to not have a game loop. There are good games meant to be played once. (Or multiple if you really like the experience).
From what I can tell it looks like the render pipeline the game was built on was different than he was used to or had on his unity version so rather than use what it was built on he changed it which broke many things like the flames etc...
@@Dizzula Honestly Unity is responsible for lots of these things. I've been in the industry for decades now and can write hlsl, glsl, and vulkan but some newer devs have never even seen a single line of shader code. Unit's lwrp, hdrp, and urp are all based around shader graph which is node based kiddie connect the dots game. It's great at getting more people to download and open unity, but terrible at teaching people the actual underlying skills. "Need a multipass shader that utilizes the stencil buffer?" unity says "Go hug yourself." It could very well mean it didn't matter what work was already done, for some devs they open a new project, unity says there are incompatible shaders, you hit update, and unity runs the project over it like a lawn mower.
@@ArcadiaCv Ah sorry about that, let me give a small explanation tho for this, for this edition of the pass the game we could leave notes to each other so I just tried to fix as many bugs as I could (the volumetric fog was listed as one of them, I think the Unity version got updated to Unity 6 midway through the other devs so that's why compatibility mode was needed, I tried going with the default unity fog it looked waaay flatter than the volumetric version). Also for the flame shaders... yeah that one's on me, it's either the volumetric fog with compatibility mode or the flame shader + default unity fog. Definitely testing things out further for the steam release!
Join the game dev brotherhood 🔥: www.skool.com/game-dev-brotherhood/about
Lightoof Dryden is such a W every time he participates. Every game he makes is good, loved his participation this time as well
Yea, the music was so good
You can tell how good he is just hearing how articulate and clear he is
bro for real he is truely talented
He's probably my favorite developer they have on their videos along with Wishbone
Lighthoof actually went crazy with the music. props to the guy
he always does ✋🙂↕️
This was SO FUN to be a part of
What a team, can’t wait to finish polishing this up for release with you guys!
Whenever I see you are a part of some game dev video as a developer, ik the soundtrack and title track gon hit hard, keep up the good work :D
Can’t for Disinherited to release. I appreciate the passion you put into every project you’re a part of. Keep up the great work 👍
Whenever youre part of the video i instantly like it
you should be a music composer.
Y’all are too nice 😅
This is a twist we never knew we needed.
Well done devs
yoo
Insanely cool to see devs actually continue one of these and putting it on Steam! 👀
Yeah man… it would be cool too if you continue your dev log game instead of coming to this channel… Jk you’re goated bro
Hijacking your comment to give my idea for the consequences of taking a possessed piece, instead of removing another piece from the board, you should either restrict the piece's movement or immobilize it for a few turns. For example, if you take a possessed piece with the queen, she can only move in one direction, or only a few squares; or you can immobilize the queen for, let's say 3 turns. Taking with the pawn should immobilize it (so a player would think twice before taking with a passed pawn).
This greatly improves the strategic aspect of the game by discouraging the player from taking a piece with a stronger piece, choosing to sac weaker pieces instead.
Anyways, really excited for this game; whenever it comes out.
@monke1340 fr!
I feel like IDKBOX did a *stellar* job. Adding more clarity to the board, implementing dialogue scenes, fixing bugs and code… good lord he gave!
Ayy thank you! 💖
I personally think he singlehandly ruined it. Not as bad as others had before, but he genericified everything interesting about it.
@@idkbox You crushed it bro!
@@tsucube4377 Honestly fair enough, I did kinda tweak the lighting a bit too much here & I also did removed the fire shader. I prefer a cleaner look to the game (previous look has a bit too much visual noise for my taste) but definitely went a bit too far here XD, I'll try to reimplement a bit of the charm on the next version of the game!
@@idkboxThere was definitely *too much* fire before, but I think the fire was cool. It was also broken and you did so much already, and we already know y’all are continuing it, so I’m not sure what there is for that person to be mad about. You did great.
This format is better, it's actually more interesting if everyone works as a team ( if it's not a clear competition)
Agree! It’s more interesting to see a game concept become so good that the developers WANT to make it legit. Well done!
17:41 Here's a suggestion, imagine you capture the possessed piece with a rook, then you lose your rook and the opponent gains it (like your piece has been possessed and turned against you) but you can still keep playing.
Oooo this seems interesting, like the game gets harder instead of just jumpscaring the player, we're planning to tweak the game a bit more so I'll share this idea to the team later on 👀👀
@idkbox it would also be cool to see new units not just the usual chess pieces maybe like the possessed piece evolves over time and becomes a bigger threat the longer you play?
@@idkboxor maybe even bosses which have unique special abilities
@@santaid Honestly boss stages would be really cool, still need to discuss with the team (not quite sure on where to take the game yet) but I'll definitely ask the team about it!
Ooh the possessed piece could gain the power of the piece that tried to take it too
Playing against Lilith herself might make it more horror, Everytime you take a possessed piece you start going insane and start seeing pieces move an extra move the same turn.
That would be terrifying XD Imagine if the enemy queen could move twice, definitely sharing this to the team!
Really proud of how this game turned out 🔥
Got to know you and your channel because of this video! Will subscribe after i’m done watching 🫶🏼
So what’s the deal? Why haven’t you posted the video after 8 months? No pressure, just curious.
If any devs are reading: I loved your idea at the end of bringing in like a 3d monster stalking the players, this made me think of Lilith's game as a ouija board kind of vibe, where the intro and story could be driven by two kids finding the game at a sleepover and trying it out.
Loved the video, I'm excited for the game!
Second this! I love the idea of seeing glimpses of the monster peeking around the board in unsettling ways, and when you die instead of cutting directly to a jumpscpare on background, it could instead leap out of the shadows to get you (I guess I think like FNAF when they pull your monitor down to jumpscare)
Yep still tons of things that we could explore, definitely will consult the team on ways to make it more unsettling like an upgraded jumpscare (maybe Tiko could make a 3D model for the monster since I got no idea on how to make the jumpscare scary XD)
A chess horror game, something I didn't know I needed.
True
This is definitely one of my favorite game dev challenge games. and we definitely need all these devs back in future videos, theyre all great
this was interesting for sure. I like the format of having dedicated roles and a design plan from the start, it's different and it works really well.
dude the art goes absolutely insane. huge props to Tiko
this video idea seems like a really cool concept! a perfect watch while eating food
Don't watch them all in one sitting
tiko is so underrated , the art and models are crazyyyyyy
IKR, I didn't realize the amount of detail he put into these models!
@ oh the goat him self 🙌, you really put the game together and made it playable . Great job 🫡
While having the occasional chaotic coop to make things different and exciting, this was a lot more satisfying to watch because of the design brief and roles kept them from redesigning the game completely, focusing on too many new features rather then bugfixing and not watching them enable and disable features every round
Everyone did such a great job, I'm so proud of the final product, and can't wait for everyone to try it!
Dryden and his piano in flames writing a song for an indie game. Guy is genious.
Something about the "I'm a dumba**, I am so stupid! I love this game" reaction really resonated with me 🤣
Finally! You guys had a team try to make a cohesive game
DRYDEN THE GOAT AS USUAL
You gotta bring Tiko back for more projects. His art is amazing
Holy! This has got to be the most fluid a game has ever come out. Insane work!
This type of video is really nice! I like the clear communication and I feel like there’s less complaints on the video because of this. I would love to see where you do this same format but younger developers this round just to see what type of game they make and give em experience on working with other people. Thought it would be interesting to see! Love to see some more fun and whimsy in the games instead, would be nice to see more variety!
Poor Tarook, he had to do all the boring stuff. He walked so the others could run
Big props to idkbox for getting so much done, I was sad when the fire broke but he managed to get the game to look good in his own right. Also having used unity, I'm familiar with one shader or material breaking and everything going to hell, so yeah, understandable honestly. I really think his contributions outweigh what he removed by a lot. Maybe the jumpscare could have been scarier though
I really like the irl experience that "polish" guy actually does 90% of work rather than simply polishing
Great concept and developers. I was so happy to hear you plan to release it on steam, I'm eager to try it !
Currently programming a chess/roguelike/horror game myself, so this was really cool to see!
I love the idea of having something creeping up behind you as you play chess. Having to check back behind you, throwing you off as to which piece/ pieces are possessed. Having to break away from the board briefly to explore your location hoping to find the items you use while playing, or something to use to temporarily hold off the impending lurker in your vicinity. Maybe with each turn it draws closer? Idk just building on y’alls ideas. All in all this game turned out pretty cool guys!
Im imagining hands swapping liliths pieces (only of the same type) to make it harder to keep track of the possessed piece
The music guy gave me an eargasm.
an enemy outside of the board would be cool too. timer enemy that if you take too long it gives a drawback. Or you have to turn around to not get a piece swipped. Maybe a demon thingy that whispers in your ear to do something and if you don't do it in so many turns you get a drawback.
I really don’t wanna be rude, but tikos atmosphere and lighting and model detail were so cool and really made this stand out. While the idkbox guy clearly did a lot of good work, the way he butchered what made this thing really stand out was upsetting lol
Dev 3 gotta do more vids. His art is so cool. Also tuff seeing devs make agame and continue it W.
When I see a new blackthornprod vid on my feed I get stoked
I still can't believe how well it plays, props to everyone! Y'all are awesome! 🔥🔥🔥
Amazing performance dude!
You nailed it my ni-
You did like 70% of the work lol
you clutched this out man
Holy goat!! Cant believe you not only polished it but added in the remaining core mechanics as well
I think it could be interesting if when trying to take a possessed piece, your attacking piece gets possessed and added to the opponent. Although you know the 2 pieces to avoid(unless you forget) it could lead to some challenging scenarios I imagine
Oh yeah btw we're uploading the demo to the steam page soon, stay tuned if you want to try out this version of the game!
Man you did immense job, made game so much better all by yourself, i feel like you kinda underrated in comments. Everyone did amazing but man you cooked
Tiko’s End: Awakening codes got snatched so fast
It’s been an hour and I couldn’t find one that hadn’t been redeemed. 😭
Good job on the game, can’t wait for the release
Me too :( RIP
Maybe another giveaway is needed🤔
@ Most definitely
Get us a team version of the pass the game challenge where a team passes the game to the next team and they pass it to the next team, etc
YES! I was just browsing my recommendations what to watch and this just came at the right time!
Lighthoof Dryden is always my goat
lighthoof always cooks with the music
2:02 Sebastian Lague mentioned! I highly recommend watching his coding adventure series. You won't regret it 😁
NGL this concept is sick, bet the results are gonna be crazy good like this one.
yo this one was fire!! I always loved the games without communication because the devs are so talented to do all that without even talking to each other, so i awlays wondered how good an ACTUAL game with gdd and all that planning would come out. And its amazing! congrats guys
This is so damn cool, cant wait to see the finished product cuz looks promising as hell :ppp
"and he moves, THE ROOOK"
AHHHH
You mean DA RAUHK
Great video, might need to try the game when it comes out!
If the devs need any ideas for levels, maybe check out Aladdin chess
Esoterica mentioned! Love that channel. Also, I'm always blown away by how much these devs get done in just a short amount of time and still have time to put together awesome dev logs.
Dryden is the GOAT of these challenges. He doesn't miss.
When killing a possessed piece it feels like the soul should move and take over the piece you killed it with. That way you can play strategically but the possessed piece will always be there.
Dope stuff as always guys, keep up the great work. Cowsins, Lighthoof Dryden & IDKBox nailed this one
This game is one of that, Which ain't a mess.. W for the Devs
This looks so fun
the creator of chess would probably be surprised how many iterations there are for a simple concept of "move piece, take piece."
I love how everyone made me look so competent 😂😂😂 I can't believe this game worked as well as it did without ANY testing on my part ❤😂❤😂 You guys are AAA Quality 🥳
these devs are goated. and the game is so good and polished. all they need is typography to match thetheme and vibe
I love this new series and the devs all having pre-defined roles. Amazing idea!
Everyone cooked.
Those final sound effects are so inscryption I love it
omg I love this idea
I think it'd be cool if they continued into kinda like a Balatro route where they keep the vibes but just add a bunch of content so every time you play, it's a completely different game
i assume something like this has been suggested before and i'm not sure how well it would actually work, but i thought it could be a fun no communication video idea!
two teams of 6 players compete to make a game without communicating BUT one of the devs is a traitor.
the traitor isn't allowed to remove anything, but they're allowed to add or rework things as much as they'd like.
i think it'd be most fair if the traitor went 4th or 5th, that way there is enough stuff for them to have a real impact, but the last dev still has a chance to fix it.
for balance it probably makes sense for the traitor to have less time to work on the game, or they might be able to cause too much havoc; i assume we want the games to be good after all.
if team A's game wins then the 5 non-traitor devs and team B's traitor win the prize, and vice versa if team B wins.
I would love a sequel video where the same devs each get another round to refine and expand it further.
Wow the music is incredible
Such amazing 3d models
little idea, maybe instead of naming it liliths game, name it liliths gambit, to keep more with the chess aspect
Chess streamers would love this haha
LighthoofDryden the goat 🙌
great concept! i would add dynamic lighting, as the round goes on it gets darker and harder to see and also more than one piece can be possessed
It would be cool if you increased your "insanity" every time you hit the possessed piece. Maybe your pieces start changing indicators & shape. You can only move where the true piece can go, but if you pick something else it goes to a randomized place 🤔 amazing job guys, insane work! amazing to watch as well
this looks great guys, keep it up!!
there could be fake pieces too and maybe our soul could be trapped in one of the pieces and lilith is trying to find that spesific piece. very cool game design.
Much better having a GDD!
Lighthoof Dryden always astonishes me with his talent. Every dev was amazing. I think the format is great but could have done with an extra programmer before polish.
Awesome concept, more please!
To bring more horrors I'd suggest an item which allows you to walk across the chessboard Harry Potter style, get all the pieces to turn their heads towards you as you walk, have a slight hint that would identify the possessed piece, but if you get too close it's a jump scare or a game over.
Additionally I feel like if you take a possessed piece you it posses the price you attracted it with, now you have to try win without taking 2 prices and you gave one of yours to the opposition,
Also making the ai actively try and sacrifice it's possessed piece would be cool, but perhaps makes it very hard to win
Wow I didn't catch were you until I saw the smiley guy 😮 You guys are the BEST. I've learn so much from your channel, thank you so much. Love this video ❤ (PS Never imagine that you look like Frenchie and Soldier Boy ✌🏼)
this is crazy easily one of the best resulting games from one of these
love your videos ( i know it didnt do well but best video yet in my opinion is 30 day challange)
Something I'd love to see if they continued working on the game would be programming the Chess AI to play differently with certain pieces. Like in early levels it will try to sack the possessed piece but as you get further in it starts to fake sacking the possessed piece to trick you.
There's definitely something here with the new, more narrow format. Where there's a built-in starting-off point for the mechanics, and fixed roles for the jammers.
Its pretty distinct from the version we saw with the gangster card game though, where in that one the devs all seemed experienced and dove deeply in to their roles, and were not allowed to go outside of them lol. Versus this one where, whether due to scope or inexperience, the roles are more strong suggestions as your primary role. And everyone still has to dip in to the generalist role, if only a little bit, to fill in missing or unfinished features.
I don't think its bad, mind. I'd kinda like to see more of both in the future. The former giving a whole new flavour, and this one being a twist to the generalist format BTP is known for.
Maybe as just a behind the scenes kind of thing, and given that the devs have no idea how many participants there are and what roles they have.... just freestyle it lol. Oops, lets add another programmer. Hm, we can't add a polisher just yet, lets add a mechanics role. etc. etc. Dunno if that was already the case here, but it lets you fudge things a little, for when the scope is too big, or if certain members are not as able to fill the role as fully, or when you realize the game is going a completely different direction and requires specific roles to truly elevate it. Makes for a more complete experience overall.
As for the content itself, IDKBOX really came in clutch lol. Was a bit sad he nixed the flames for the fog, but the underlying gameplay really came together under his turn. Probably needed a gameplay mechanic some time after the GDD, what with the 2 programmers being primarily concerned with functionality. But IDKBOX succeeding in "polishing" what was there in to an ok gameplay mechanic, which was pretty impressive.
I get why they want to continue though. The core is there. And there are so many cool ideas you could play around with, with the possessed feature.
Good job guys :D
I think going for the inscription style would help the game a lot. The idea that you can look away from the board, maybe see Lilith herself across the table, and overall have to do something while you play would be cool. Maybe she cheats if you're not focused on the board meaning you can't focus too hard away from the board. Some threat that could kill you beyond the chess piece would add a lot.
It kinda reminds me slightly of Welcome to the Game 2 in that regard. Where you have a main task with side tasks. I think that style would work very well with this game.
Such a sick idea I hope you do an upload of the finished project so we dont forget about it!
Amazing how much they can do when they can actually talk to each other…. 😅
Love IDKBOX’s idea of removing the win condition of chess
Ayy thanks, it wasn't fully my idea tho btw (I was just following Darkroom's GDD, props to him to actually making an insanely balanced game within such a short timeframe! 🔥). All I did was just remove the king since there's a lot of checkmate related codes relating to it (which I don't know how to fix) & replacing it with the queen which somehow fits the game's difficulty perfectly & also tells the player that the win condition is different from regular chess (since you can't just checkmate the king)
@@idkbox I think that was a great call. If it were me maybe I'd have given the second queen replacing the king the king's model though, just so the model didn't go to waste
I know your channel is based a lot off developers doing their thing without communication, but I think it would also be Interesting to see 6 developers especialized in different skills work together to do the best thing possible!
12:24 The perfect allegory for programming.
One of the best video challenge
You should do a first person 3D jumpscare horror game with an ending, no shooting or survival, just scares. (Walking simulator?).
This means NO GAME LOOP. It is okay to not have a game loop. There are good games meant to be played once. (Or multiple if you really like the experience).
For the horror component you could have the player go into first person and have to investigate the pieces walking around the chessboard
You should make one where 6 devs make a mobile game
omg please make this a really amazing and feature rich game! I cannot wait to buy this on steam
Quality SPIKE
2 CTAs, very good! Glad you're making a course.
IDKBOX really messed this up. Lighthoof came in clutch again though!
From what I can tell it looks like the render pipeline the game was built on was different than he was used to or had on his unity version so rather than use what it was built on he changed it which broke many things like the flames etc...
@ArcadiaCv Yeah it looks that way. It's gotta be hard going last, but you think he'd check what work was already done, idk
@@Dizzula Honestly Unity is responsible for lots of these things. I've been in the industry for decades now and can write hlsl, glsl, and vulkan but some newer devs have never even seen a single line of shader code. Unit's lwrp, hdrp, and urp are all based around shader graph which is node based kiddie connect the dots game. It's great at getting more people to download and open unity, but terrible at teaching people the actual underlying skills. "Need a multipass shader that utilizes the stencil buffer?" unity says "Go hug yourself."
It could very well mean it didn't matter what work was already done, for some devs they open a new project, unity says there are incompatible shaders, you hit update, and unity runs the project over it like a lawn mower.
@@ArcadiaCv Ah sorry about that, let me give a small explanation tho for this, for this edition of the pass the game we could leave notes to each other so I just tried to fix as many bugs as I could (the volumetric fog was listed as one of them, I think the Unity version got updated to Unity 6 midway through the other devs so that's why compatibility mode was needed, I tried going with the default unity fog it looked waaay flatter than the volumetric version). Also for the flame shaders... yeah that one's on me, it's either the volumetric fog with compatibility mode or the flame shader + default unity fog. Definitely testing things out further for the steam release!