Hunt for immortal

working on the dynamics. I changed the control scheme. Something similar to Terra online.

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I will be changing out the weapon type. I think the sword makes it too boring.

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I added small cpu particle to the axe for the girl. The color of the particle for the boy will be different.

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At this stage I would not bother with models and effects, rather with game mechanics, level design and etc… Once you see it working and you are satisfied with it, think about game models and etc. (colors, game mood, tones, sizes…).

Suggestions…

  1. Start with Grayboxing
  2. Finish game mechanics
  3. Populate your game with real game assets (maybe along the way someone will jump in and help you).

Looking forward to updates on the game :hugs:

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Long time ago (when I was hitting on Blender) I was following tutorials by Grant Abbitt

Check him out, he has tutorials series on Low Poly modelling in Blender, also Discord channel to ask for suggestions, advises and input…

https://www.youtube.com/@grabbitt

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Bare with me on the design. I think I might put the sword back. Only make it bigger. I looked at the origin design, and the idea was secret of mana like game play. That is what my goal currently is.

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Now that I have little bit of time off from work, I can try and work on the game mechanics of the game again. But, first, I have to pickup my food from store.

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I have been too busy at work, plus another hobby I am working on. If my other hobby works out, I might be able to make money with it.
I have not quit this project. Hopefully I might be able to make better looking models soon.

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Good to see another Hunt for Immortal boost. I also want to give you some words of advice and encouragement.

You don’t have to feel obligated to work on this project over your other hobby and your job unless you really want to. Managing 1 project with a job is already tough on anyone. But mix in another dedicated hobby and it has a good chance of becoming too much to juggle.

It’s ok if this project gets neglected. And if this ever becomes too much, you’re free to quit. That sounds bad on paper, but quitting for a good reason isn’t a weakness, it’s a strength. You aren’t failing, you’re choosing something better.

I’m not trying to mock you or say that you can’t do it, but I wanted to let you know all of this; because it took me too long to accept that sometimes, quitting is ok.

Don’t believe me? I’ll give you my latest example from last week.

I’ve recently saw this post about someone wanting a team for an upcoming jam. I accepted on a whim while I want on break at work. I wanted to attend at least one game jam, not for the game development experience, but to answer questions about myself.

However, as the jam began, I successfully answered every question I had. I also realized that game jamming wasn’t for me.

So, I politely told my team members that I wanted to quit. (Great guys BTW) I wished them well, then quit.

Here’s the reply I made for myself as proof:

For the next few days, I felt extreme guilt and grief over it. I felt like less of a game developer because I only wanted to develop for my niche and skillset (Multiplayer PvP shooters).

I also felt disconnected from other Godot developers. Most Godot devs focused on 2D, single-player, standalone experiences that have a set end point; while I was going against the grain in developing a project that is 3D, multiplayer, and ever evolving. It felt like I was the odd one out.

But that wasn’t true. Not in the slightest.

A few days passed and my emotions finally processed. I learned the most valuable lesson of all from this experience:

What I thought were my weaknesses were actually my true strengths. I also learned that, while my circumstances differ from most Godot devs, I still have a place here.

Ok, enough about me.

What I’m trying to tell you is, please take your time and acknowledge your priorities. And if you ever feel like delaying or dropping this project, you’ll always have someone here who understands and supports your choice. Please remember that.

Edit:

I also wanted to say that sharing your work here was the right decision, even if you think otherwise. You put yourself and your project out there for others to see. I think that’s the bravest thing a developer can ever do.

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I just got home from work. I think this is good advice. That is how game development is, sometimes you have to know when to quit a project. That is what a book told me on game design.

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Hi megamodels,

Your project sounds super exciting—I’m a huge fan of retro-style Action RPGs, and your inspirations from Secret of Mana already have me intrigued! As a developer, I’d love to share a few tips to help you get started and, most importantly, keep going (because that’s often the hardest part).

Give the Game a “Head and Tail”
Before diving deep into the flashy stuff like 3D models or animations, focus on the foundation. Start with the basics:

Framework First:
Build a framework for essential systems like menus, submenus, and settings. Things like:

Fullscreen toggle
Volume control
Save/load functionality
Even placeholders will do at first.
Reusable Code:
Use global functions for common tasks like saving game state or handling level transitions. This will save time and ensure consistency.

Gameplay and Handling Come First
Gameplay and level progression should take priority over visuals early on. Use static placeholders for 3D models while you’re testing mechanics—it’s easier to swap them out later. This approach keeps the focus on how the game feels rather than how it looks initially.

Keep the Scope Manageable
With a 6-month goal, keeping the scope tight is crucial. A great gameplay loop, polished mechanics, and memorable story beats will matter more than overly complex features or huge maps.

Feel free to reach out if you need advice or feedback. Us old-timers are here to help. :wink:

Looking forward to seeing your screenshots and hearing more about Hunt for Immortal!

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What would everyone say if I made this project 2d project, rather than 3d project?

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That’s your choice. Just make sure to have a core idea your trying to execute and the game mechanics support that idea.

Not a series of barely-related “maybe” features and shallow ideas. Depth over breath.

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(sory in advance if my gramar is not that good, i’m brazilian :upside_down_face: )

2d and 3d is a hard choice but peple dont care that much
what realy matters is what you whant to do whif your game

really just have fun doing what you prefer :upside_down_face:

if you are ticing of re-stating: go for it
(at list thas my torts on it)

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Right now I am thinking of testing the idea of a, 3d, 2d hybrid. I would make the terrain 3d, but everything else would be 2d. I think with a setup like this, I could build the game much faster.

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So I took at look at this idea in Godot. I made a 3d sprite and stuck it into my exitsting project. This idea looks solid to me.

Looks like I can make the game with much less effort, much quicker. I could spend 4+ hours on one 3d model. This don’t count doing animation. But in 2D I can create a character with animated sprites in about 1 hour. Sometimes sooner. For example, I might spend an hour or more making a 3d sword for the character. In 2d I can do that in about 15 minutes, with all the frames included. Plus I can do better style for it in 2D.

I have made 2D games in Unity in the past and I think they had turned out well. Only I never released them, then ended up deleting them because of anxiety. It’s too bad because I think they would have been very entertaining.

This is my goal, is make entertainment using games. I loved doing that, ever sense the time I made levels for a game called, orcs and humans back in the 90’s. My friends loved playing them. At least the first time.

So anyway, what I am looking at, is it’s less effort to make, quicker. I might be able to spend just 1 hour on it per day, and make progress with it.

ok to update the project. I will be sticking with the 3D models. I took the project and fixed it up to be a 2.5 view game. I have the chibi movements put in, and the sword back.

I not only want to work on this game project, but another one I have. A space MMO game. I hope I can work on the two.

I have concluded that I am much better at 3D art, than 2D.

Now I am forking the project into another one. I had a great idea for a simple, but entertaining game. It’s based on an MMO from many years back.

I will be using the chibi’s from this project, and sticking them in it to get started quickly. I will be working on game dynamics first.

Progress is happening on my new project. I will not release anything until I have something worth showing. At that time I will open new thread for it.

It will be up and playable much sooner than the hunt for immortal. I think lots of people are going to like it, but I can only wait and see. It will be an MMO, and I thinking of donation model to rent the server.

Maybe I can get it onto a rented server in about 3 months time. If I continue making progress with it.

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