Hatsuya

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Hatsuya

Hatsuya

@HatsuyaDev

✦ https://t.co/ReGW8bBHSf ✦ About Me: ✦ 🎮 Junior Game Director ✦ ⚒️ 3D Modeler ✦ 💻 Game Developer ✦ 🌃 Experienced Designer ✦ 🎨 Artist ✦ 💝 Pixel Artist

Climbing Celestia's Tower... Katılım Ekim 2016
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Hatsuya
Hatsuya@HatsuyaDev·
A question for you block-based game lovers! Would you mind playing a block game where you could only break and place blocks in an area marked as your "village/house"? I ask this because I've been working on a game for a while, but half of the unique and fun mechanics I plan for it conflict with the concept of placing/destroying blocks. I think the best example of what I'm trying to do would be the CubeWorld approach, what do you think? (Image from one of my old projects, for illustrative purposes only) #gamedevs #gamedevelopment #GodotEngine
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Hatsuya
Hatsuya@HatsuyaDev·
I think the main problem here is that when the player is falling and grabs onto the hook, the falling speed is reset, causing a pause in mid-air. The expected behavior would be to use the falling speed and project forward in an arc, which would make it smoother. Compare the number of frames the player uses to fall versus the number of frames they remain stationary before starting to swing:
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Danny Garay 🇳🇮 ES/EN -Indie GameDev-
Something I still don't understand about the criticism is the whip swing on #ToziuhaNight They say something about it not having “consistent” physics and something about “momentum,” but I don't understand why, because no matter how hard I try, I don't see the problem... #gamedev
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Hatsuya
Hatsuya@HatsuyaDev·
When you do something using a prompt like "draw a picture of a mountain," you're not transmitting anything good; on the contrary, you're transmitting bad feelings because it wasn't you who did it. You're transmitting the feeling that you're a thief. That's why many people despise AI even without knowing why. That bad feeling is transmitted instantly, which is why sometimes just by looking at it we know it's AI. No matter how "perfect" it seems, you can't hide feelings. You are a thief, and when you generate an image used by AI, that's exactly the feeling you're transmitting to everyone.
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Hatsuya
Hatsuya@HatsuyaDev·
People will never understand what art is; this isn't a new thing, it's been going on for a long time. People think it's about "looking pretty" or "Look how cool this is happening on the screen," when in reality it's about philosophy, about grasping, without even knowing it, the message another human is trying to convey. The best example I can give recently that occurred to me is the intro to the game "Cairn." When I saw the mountain in the intro while I was walking, it wasn't the image of the mountain that I felt, it was "Wow, what an incredible amount of work, care, and passion the developer put into this...omg" You can feel, even without knowing it, all the feelings the author is trying to convey; the image you see on the screen is the medium they are using to describe it.
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Thomas Frick
Thomas Frick@ThomasFrick·
About Gen AI videos: creation only has value when there are humans at its core. I want to listen to your human music, see your human art, understand your human brain. Art is about humans speaking to humans. Gen AI videos are just hot trash, bad plagiarism of human brilliant ideas
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Hatsuya
Hatsuya@HatsuyaDev·
@Aliyanomoodking This has nothing to do with Hytale! It's my own project from a few years ago! This post itself isn't related to Hytale; it's a game I'm working on part of in the Godot Engine!
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Aliyano Mood
Aliyano Mood@Aliyanomoodking·
@HatsuyaDev I posted this on redit hytale and people said this don't fit in hytale. I have no idea how people can be so blind to see this isn't beautiful
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Hatsuya
Hatsuya@HatsuyaDev·
A question for you block-based game lovers! Would you mind playing a block game where you could only break and place blocks in an area marked as your "village/house"? I ask this because I've been working on a game for a while, but half of the unique and fun mechanics I plan for it conflict with the concept of placing/destroying blocks. I think the best example of what I'm trying to do would be the CubeWorld approach, what do you think? (Image from one of my old projects, for illustrative purposes only) #gamedevs #gamedevelopment #GodotEngine
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Hatsuya
Hatsuya@HatsuyaDev·
@oliviathevampyr Thank you so much! It's currently in production! It's being developed using the Godot Engine because it's a really cool, easy, fast, and lightweight engine to use. I'll be showing more about the game in the coming months, so stay tuned!
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OliviaTheVampire
OliviaTheVampire@oliviathevampyr·
@HatsuyaDev I just wanted to say I love this style so much! Is this game released/open source? what is it made in?
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Hatsuya
Hatsuya@HatsuyaDev·
@IAmStillSomeone Blocks in general are easier to model than a low-poly world! This would allow me to speed up the addition of cool features and content while keeping the game's aesthetics and objective in place. 😎
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Hatsuya
Hatsuya@HatsuyaDev·
@DragonNoonim Yeah, that's why I asked, but I've already thought of a specific approach, I'll try it and see what happens 👀
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Dragonfriend
Dragonfriend@DragonNoonim·
@HatsuyaDev I feel like it somewhat defeats the point of making the whole map block based. But I still probably would. Lets you curate the map and the buiod zone, too, which isn't bad
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Hatsuya
Hatsuya@HatsuyaDev·
Yes! As I mentioned in previous tweets, similar to Terraria, you'll have pylons that you can place in different areas to create different villages, and if the NPCs in your village are happy with the place, you can increase its size. You can increase their happiness by doing daily requests or just talking to them. Basically, it's an upgrade of Terraria's existing system with a Stardew Valley twist!
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NordicSweetroll
NordicSweetroll@NSweetroll·
@HatsuyaDev @hyperforg And let some of the rewards being additional villages, or increasing the size of the buildable area, and I think you're on to something
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sasha is a hot mess 👁️
sasha is a hot mess 👁️@IAmStillSomeone·
@HatsuyaDev Maybe you should ask yourself why does it need to be a block-based game If the answer is purely aesthetics, you need to rethink the game
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Hatsuya
Hatsuya@HatsuyaDev·
@femanonworks Thank you very much! I really appreciate the reference tips; they help me develop this type of system better! I'll take a look at Fallout 4😎
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FemanonWorks
FemanonWorks@femanonworks·
@HatsuyaDev hey idk if you are still reading the replies but check out fallout 4, it's not a block game but they have a very interesting "settlement" mechanic basically the entire game environment is adventure, but there are specific places/zones on the map where you can build stuff
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Hatsuya
Hatsuya@HatsuyaDev·
@GoldenTerrabyte Thank you very much! I'll take a look; I've heard of it briefly but never looked into it in detail
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Golden🌳
Golden🌳@GoldenTerrabyte·
@HatsuyaDev Have you ever played Dragon Quest Builders 1 and 2? I feel like they have similar ideas to what you're going for, they may have some solid sources of inspo for you!
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Hatsuya
Hatsuya@HatsuyaDev·
@Tetralights @hyperforg Definitely! I need to think of a way to fit this into the lore. Maybe the materials are too hard to break, and only pylons (things you place on the ground to mark that area as your home/village) can soften the ground and help you break it ?
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404
404@Tetralights·
@HatsuyaDev @hyperforg Surely you can make this a motivational kind of thing instead of a limiting thing? Perhaps blocks are super expensive for some reason, or the gravity is different so the blocks flow upward(limiting but better communicated)? I feel like just blocking placement will feel lame.
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Hatsuya
Hatsuya@HatsuyaDev·
You can set up small camps to store your belongings (the camp blueprints can be carried in your backpack; you build them however you like once, and then simply place the blueprint on the ground when you want to build again). And if you get stuck in the hole, you can climb out! That's one of the game's mechanics, and you can also use ropes or hooks to help you climb up.
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Fenc
Fenc@FencsRhythm·
@HatsuyaDev Ok soo.. you cant place anything outside of home. Say you have a crafting table.. and youre stuck in a hole you cant jump put of. Now what?
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Hatsuya
Hatsuya@HatsuyaDev·
The main goal of not being able to destroy the terrain is simply to make the fun mechanics I have in mind, like climbing mountains with amazing rewards at the top, more enjoyable and interesting, instead of just "building a tower of blocks under your feet" to get there. If you understand me, I really wanted the player to immerse themselves in the world and not use the destruction mechanics to, for example, skip dungeons or create pillars/dig to escape combat against monsters/bosses, things like that. But at the same time, I would like that, in the right areas (villages and houses), the player could shape the terrain in any way they wanted, so that each aspect of the game would have a specific role in its essence.
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HYPERCORE OUT NOW - forg
HYPERCORE OUT NOW - forg@hyperforg·
@HatsuyaDev i think other voxel games work since their mechanics surround the core mechanics. maybe directing some or most towards fun gameplay with blocks?
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Hatsuya
Hatsuya@HatsuyaDev·
@Sometf2player1 If you remember, let me know, I'd love to have more references
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Sometf2player 🇺🇦
Sometf2player 🇺🇦@Sometf2player1·
@HatsuyaDev Kinda reminds me of one Minecraft like game I played awhile ago where you also had a village you can build in
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Hatsuya
Hatsuya@HatsuyaDev·
The focus is entirely on exploration! 100% geared towards adventure and, above all, journeys! Traveling long roads on horseback, in wagons carrying your supplies and such, using ropes to climb up or down difficult places, scaling mountains, making campfires and setting up camps, sitting down and cooking what you've collected, preparing unique dishes with whatever ingredients you want, exploring the ocean and underwater and so on. Imagine a vibe like Frieren in a game! Obviously, the game has a very clear objective and very good progression, but I won't say anything more for now to avoid spoilers :P
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adriel
adriel@gndarlie·
@HatsuyaDev if you're making a game with story maybe something like Stardew valley yes but if the selling point is the sandbox features no
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Hatsuya
Hatsuya@HatsuyaDev·
@Purrfectionist2 Oh! What a perfect idea, I'll definitely write that down! Thank you so much, it's really a great feature.
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Purrfectionist - Hytale Comms Soon
Purrfectionist - Hytale Comms Soon@Purrfectionist2·
@HatsuyaDev Unbreakable blocks in the majority of areas sounds like a fun idea for an adventure game! If this doesn't conflict with your idea, maybe have different "camp" areas that aren't "home/village"? Where people can place essentials or that already come stocked with that.
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Hatsuya
Hatsuya@HatsuyaDev·
@TheBeatenBush Yes! The concept of this mechanic is very similar to the Pylons in Terraria; you can have one for each area, and upgrade it to further expand the area you can build on.
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Bush🌼🌸
Bush🌼🌸@TheBeatenBush·
@HatsuyaDev I think it could be fun if done right, can you expand this village?
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