Adding FLIGHT to my DREAM video game

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Published 2022-06-03
The second indie devlog in the development of an Unity RPG game called Mana Valley about an adventuring witch.

You can wishlist Mana Valley on steam here:
store.steampowered.com/app/1983360/Mana_Valley/

► Socials
Discord: discord.gg/EqxuvWg
Twitter: twitter.com/the_real_aia
My free web games: aiadev.fun/

► Download Unity 3D: on.unity.com/3cbxhXY

For more educational content on video game development, unity tutorials, and c# programming don't forget to subscribe!

This game uses the Unity game engine combined with the asset Game Creator 2 commonly referred to as unity gc2. This is an indie game devlog, the team is currently composed of a single solo dev.

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► Assets
Catsoft Works - Game Creator 2 | prf.hn/l/1eLWRRD
Catsoft Works - Inventory 2 (GC2 module) | prf.hn/l/p3WPBL9
Catsoft Works - Stats 2 (GC2 module) | prf.hn/l/kVaYMMn
Demigiant - DOTween Pro | prf.hn/l/AJyBnwR
Haon - Novice Witch | prf.hn/l/JpQW22Z
Suriyun - Turnipa | prf.hn/l/de4pPEw
Monqo studios - Repsonsive pressure plates | prf.hn/l/2MLXE9j
ATART - ATART Casual Wizard Pack | prf.hn/l/Oqzwvdj
Tidal Flask Studios - Fantastic - Interior Pack | prf.hn/l/eOoeMMy
Raygeas - Suntail - Stylized Fantasy Village | prf.hn/l/mVB5XRv
Raygeas - AZURE Nature | prf.hn/l/w9oYMME
Polymorphfx - Magic Spells FX Pack | prf.hn/l/XZYL22n
Steven Craeynest - 3D Speed Lines | prf.hn/l/xEB4pgn
WOW Sound - RPG Magic Sound Effect | prf.hn/l/3PzWDDR
Ciathyza - Gridbox Prototype Material | prf.hn/l/RlbEQx9
Chris Nolet - Quick Outline | prf.hn/l/q3AYMMo

The above links are affiliate links. A small percentage of any purchases you make using them also goes towards supporting this channel.

//about
I'm a licensed architect who somehow made his way into becoming an indie game developer. Before starting this journey I literally had no experience with Unity, c#, coding, or programming. Now I share fun (and hopefully funny) videos about what I'm working on via this devlog / devblog.

Checkout some of my other videos!

AIA - Building My DREAM Game
   • Building My DREAM Video Game  

AIA - I made a game that makes people FALL in LOVE
   • I FORCED people to fall in LOVE in th...  

AIA - How I Win EVERY Game Jam
   • How I Win EVERY Game Jam  

AIA - No Modern Videogame Has This Technology... So I Made It.
   • Can we RESCUE this LOST video game me...  

AIA - I accidentally Made Dani's Game
   • I Accidentally Made DANI'S GAME  

AIA - Ragdolls | Unity in 15 seconds
   • Ragdolls - Unity in 15 seconds  

AIA - Making a Unity Mini Golf Game (part 2)
   • Making A Unity Mini Golf Game (part 2)  

AIA - Making a Unity Mini Golf Game (part 1)
   • How To Make A Unity Mini Golf Game (p...  

AIA - Unity UI tutorial
   • Unity UI Tutorial | An introduction  

AIA - Making a Unity Idle Game [EP1]
   • Making a Unity Idle Game [EP 1]  

AIA - Simple Unity Character Customization Tutorial
   • Simple Unity Character Customization ...  

AIA - Unity Drag and Drop script
   • Unity Drag and Drop Script | (Unity 3...  

AIA - Unity Timer Script
   • How to EASILY make a TIMER in Unity  

My specs:
Graphics card - RTX3090
Mic - Shure sm7b
Boom Arm - Rhode PSA1
Mixer - Go XLR

Other related videos:
DevDuck - Building the Feature I've Always Wanted in my Dream RPG!
   • Building the Feature I've Always Want...  

Epitome - Learn Unity Engine and C# by creating a real top down RPG [FULL COURSE][C# Unity Tutorial]
   • Learn Unity Engine and C# by creating...  

Eren Can't - Making my DREAM Game Devlog #7 | Adding Combat!
   • Making my DREAM Game as a Solo Dev De...  

sypDev - Reworking UI for my dream game
   • Reworking UI for my dream game  
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#unity3d #unitytutorial #indiedevlog

All Comments (21)
  • @AIAdev
    If you saw it, let me know.,
  • @stuart5980
    You could add weather to limit the ability to fly, make it so that if its raining and you try to fly you'll get struck by lightning. Maybe also add flying hazards like occasional bee swarms or hurracanes.
  • @Dorbellprod
    Adding flying was a mistake because now I think it's becoming my DREAM game...
  • Idea: upon getting hit or when there is no mana left, the broom stalls rather than gets destroyed. At higher elevations or in certain areas ( like above water) mana is consumed much faster, and when it dries up, the broom enters free fall. Certain areas may be labelled as having mana consuming auras, making flying more difficult and impossible to reach some out of bound zones
  • @jpting_
    When casting a spell on a broom, the broom could display a wobbling effect, cast too many spells too fast and you'll lose your balance and fall off your broomstick The higher your altitude, the more mana will be consumed You could also add sky enemies for a sort of "natural barrier", if you get hit at any time while flying, you'll lose balance and fall off, this will make players try to avoid sky enemies, perhaps there are sky serpents that live quite high up in the clouds, and some 'balloony' bulb creatures that sit at low altitudes, they'd sit near world borders to discourage you from flying past Also the higher up you go, the more the fog there is, if you go too high, you won't be able to see the ground, and sky serpents could dive at you from the outskirts of the fog. If there was a time in the game when you wanted to encourage the player to fly higher, you could signify where with floating lanterns, these lanterns would keep some of the fog and enemies away. Magical winds could prevent players from flying too far out, blowing them back into the game area, or you could use botw lost woods styled fog to prevent the player from leaving the game area
  • @isaipack
    I see... the very efficient and natural lake shape at 5:01
  • @darkgn0ll587
    Love seeing the progress of this project- you're developing things in a fun and strange order and it's very interesting to watch!
  • @reguret2976
    I think players should not be able to acquire the broom relatively easy. Maybe you should put it Mid-game so the players can experience the basic mechanics of the game, especially the portals.
  • @gamecreator
    Awesome video! What Anthem did (which I think was pretty clever) is to over-heat the engines if flying too high, and cool them when flying down. It’s kind of having a max ceiling distance, but you can tailor it to different areas, where some heat the engines faster than others (and the user doesn’t perceive it). Of course, your game doesn’t have any engines, but maybe the magic energy doesn’t reach when the player is high up in the air, or there’s a giant flying whale that eats the player if they reach a threshold 😁
  • i have two funky ideas - enemies specific for air combat with brooms could be cool, like bomb spells with huge aoe for ground target and more precise magic missiles to deal with flying enemies, the the witch can work as a figher bomber plane, maybe some mission specific thing like a bossfight agaisnt a dragon where the mana cost for flying is reduced to zero during the flying phase for this setpeace - second one is silent hill aproach for render distance, so the player can fly as high as the sun(hopefully without burning their brooms) but a fog hides the distant terrain to save some frames
  • @SquidishJune
    Maybe when attacking an enemy on a broom the player will slowdown after dealing Damage to the enemy and not be able to use the boost to get away with the broom while being engaged in battle.
  • @theegg2997
    big’ol monsters in the sky. towers that shoot different magic, flying dragons or other creatures that attack, etc. You could even say in the lore that the sky is its own domain and so you’ll only be attacked by those creatures when you’re flying. This would also allow you to lock off the sky in some areas, you’d have to destroy a tower next to a boss battle or whatever you have in mind in order to take to the skies with out getting shot down.
  • @snesgamer1253
    I'm sure this will be drowned out in the other comments, but could you do something like increasing the mana consumption of flying the higher you go? you could make it super restrictive and have it scale up really quickly so players can't go too high otherwise their mana depletes super quickly. Love the look of the game so far, keep it up.
  • @liva9994
    Maybe when attacking enemies on the broom, your "aim" are much larger, as in, it will hit randomly within this circle. Since your witch is both focused on staying on the broom, as well as slinging spells, so it makes sense that they can't be as precise and delicate, and are more likely to just throw something in a general direction, in hopes that it hits something.
  • @ashhx.
    Let's go!! i've been waiting this devlog for 3 weeks!
  • @BasickingYT
    Really excited to see the progress of this game, keep doing your thing AIA! You've quickly become on of my favorite game dev channels lol
  • @achlys1509
    for the brooms i recommend that you cap how high you can fly relative to the terrain, also the brooms feel more of a mid to late game thing.
  • @DemonPig666
    How about the higher up you go, it drains mana faster so by the time you get to that height, you run out. Alternatively, you could add a cloud layer, your vision gets lower as you go higher or something I don't know really.
  • @XAVES
    The flying looks super fun in this! Also, your video editing is amazing! I like that the flying uses mana - especially considering that you drop your stuff when you die, so you can't just hop on a broom and fly away in a panic unless you have the foresight to leave early or distance yourself enough to use a potion. But, it feels like being able to attack while flying could be a problem later down the track when players have a lot of mana and mana potions. Maybe enemies that shoot ranged projectiles/hitscan could help? (I feel like I'm not helping with the feature bloat here... sorry about that.) Very excited to see where this goes - already wishlisted!
  • @adygombos4469
    Great video as always. One way to do it would be to make it cost mana the higher up they go (at an exponential rate or something similar so it's basically hard capped). This way players are incentivised to fly at low altitudes to preserve their mana but they are able to go for a sight seeing tour once in a while. But not too high or their mana bar would be drained in seconds. And you got an immersive reason for it too. Higher altitudes, thinner air, harder to maintain lift.