[Music] [Music] okay unity's opening hello hello
there we are quick audio check test test test everything looking [Music] good okay okay I think today will be very very fun cuz the level's almost done we yesterday in 6 hours built almost the entire level today we can do some some polishing but not too much and then uh get the rest of the level set up to some some chores like uh some basic performance stuff but should should be relatively quick and then we can start building some enemies and start balancing some waves I think it's going to be quite fun hello hello hello hello not on a train this time wonderful
okay seems like Unity is ready to go in that case let's not idle around and just get [Music] going now I have to be a bit more careful this time not to constantly Mumble so much cuz I've watched through yesterday's v a little bit and often time I'm often times the microphone like over here and just mumbling in this direction or something that's not too great we'll try we'll try to do better okay okie dokie okie doie Okie doie place your bets today will it crash at least once hm well yesterday it looked very very stable I'm pretty happy with what we built so far
maybe we'll have another quick look around to get everybody up to speed on on what we built yesterday I'm I can't believe we built this in 6 hours it's kind of it's pretty [Music] wild obviously there are some out of bounds stuff here that's not quite done yet but if you ever look at all the inbound stuff here it's looking pretty juicy I have to say this area in particular I also kind of I like very very nice we have some beautiful Cliffs to build stuff on and here we have enemy waves coming in I'm I'm pretty pretty happy with what we built here one thing to maybe think about a little more is this middle area here let
me just build a bunch of stuff and see if we're happy with how that [Music] looks I think we can probably just place a few more Towers there and then it's probably good now this area here feels very very wide and open if you know what I mean but it's not necessarily a problem oh yeah and we have to fix this wall Very not not sure what went wrong with this wall here
very very strange Jonas is hacking why why am I hacking how long do you plan on working on the game uh today for probably another 5 to 6 hours or something if you mean in general then we'll go out of Early Access later this year so actually not for that much longer we're excited for new adventures but obviously we do want to finish this with a with a bang and make sure to leave the game in a very very good State one thing I've also been wondering about is uh whether we allow the player to build a wall on this side here but I think we'll not do a wall here cu there's mostly
trees I don't think I don't think a wall between two trees would too would look too great also in terms of gameplay I kind of like the idea of just having a sneaky entrance here cuz there are a lot of defenses here anyway there are a lot of cool towers and so on so forth so think I think I'm okay with that and for this area here I think I'm okay with that as as well however we can certainly experiment with maybe placing one or two more t uh Towers there yo calb here as well I probably pronounced that wrong
okay let's say we add another Tower here mhm yeah that looks that looks decent Oops color scheme randomly changes sometimes and then maybe we can just do a similar thing here got another Tower going here
something here so you can defend that Dall and then either we put another one no I think we just put one here do we have do we have any good bunker Tower slots already not entirely sure but it's okay it is okay it is okay very reasonable line of defense here now let's count how many shrines we have we have one two three okay there's actually a faster way to do this [Applause]
Shrine 1 2 3 4 5 6 okay we do have one here one here yeah they're pretty evenly spread out that's looking good okay let's get through some of the chars then and then we can get to the enemies how many enemies do we plan to add for this level I think two or three uh however I already have very specific plans for the kinds of enemies I want to add so before you go absolutely wild with ideas let me show you what what I have in
mind so spoiler alert but I mean it's not not really I don't know if I have to put spoiler alert but so I want a lot of cool Siege engines I think we'll go for definitely we need a flying Siege engine and definitely we need a zeg engine that is not as vulnerable to fire cuz one thing thing that really bothers me at the moment is that fire archers are both really good against groups of enemies and against Siege engine so I want to do something like uh iron Siege tower on wheels or something like that that just a bit more armored against the fire um for the boss fight I had a similar thing in mind just a massive giant Moving Castle thingy there you go the surprise is ruined now but I mean that's to be expected if you development live stream and then maybe
maybe I would also love to have um another fast Siege engine cuz there are no there are no fast Siege engines in the game but I'm kind of trying to potentially pluck some of the holes in that unit Ruster so that's more or less the plan we'll see how it [Music] goes um but first thing [Music] first for example one thing we think have to think about is when do you unlock which building as you can see here at the moment all of these connections are green which means all of these buildings are unlocked at Castle Center level one except for this Hero's quarter for some reason is upgra is unlocked at Castle Center level
too oh yeah also we have to fix this wall here so these two should be unlocked by this wall and then for the houses what we usually do so that there aren't so many build slots around everywhere is we usually connect them like this so that once you build one house it unlocks the [Music] next which just reduces the amount of clutter a little bit and let's also just wire that
up no hold on for this one we need this one damn it no oh this one should be unlocked by this one what what [Music] ah this one is um yeah this one is I [Music] okay short moment of [Music] [Music] confusion okay I'll leave you the choice on which side you want to build the first
house or do I no doesn't make too much sense for these two here so this is a bit of busy work so if you have um any questions for me or something now it's a good time to ask you love the wheel idea happy to hear that how many lines of cod do you think Throne fall has approximately and what about W I have no idea it's very hard to guess there are there are some scripts that by themselves already have around a thousand lines um there are a lot of short scripts so if I
had to guess maybe from from the code we wrote ourselves cuz obviously there's a ton of third party stuff and so maybe let's say 50,000 lines but that's a complete guess I have not the slightest clue [Music] um um that was something here was not correct this is unlocked by this and this one here is unlocked by this that's the house is wired up we can could of course think about maybe putting some more house is here
[Music] somewhere also we have one gold mine down there do we have a second one yes we do have a second one at the other end that's nice that way you can teleport back and forth two gold mines is probably generally fine you could maybe think about adding another one at um H I don't know I don't know I don't know so the Mills are already correctly wired up all the towers so now one of the next things to think about is uh on which level you unlock which buildings usually [Music]
the most important decision here is when you unlock which unit buildings for these unit buildings up here I think I want to unlock all of these on Castle Center level two and I think I want to unlock all of these at Castle Center level [Music] three and then on Center level one you'll have to defend with Towers I think that's what I want to do so this one uh this one and this one you are now hppy why did why did the color of the arrow not
change oh course we still have that house selected oops I have to unlock that and now we can do that we can unlock these on Castle send level two or maybe we give uh sorry CU Center level one and then we can give this one at Castle send I think we'll we'll allow the player to start with some mil units will be generous today and this one this one and this one is for Castle Center level two
and I think the walls down here should there be Castle Center level two I know that the Mills here they should be at least Castle Center level one and that means the same probably applies to these towers here
this one too the harbor H it's okay if you build the Harbor from the beginning is it possible to make Throne fall in batch language I have no clue Jonas tyroller is bonker's name is that good or bad I have no clue have you become a bug not yet
okay so this wall is definitely at least a level one W probably a level two
okay let's see how that feels in game in terms of what you can build when any genre you would like to do in the future after Throne fall multiplayer online multiplayer no I I'm very open to anything really really there are lots and lots of options I mean that's that feels like a lot of towers you can build right at the beginning I think we might want to tone that down a bit and just not have any of the bottom Towers here unlocked
maybe even nothing except for the Mills which would make the Mills very difficult to yeah okay definitely a few a couple fewer Towers oh the music stopped okay let's say these are all activated
on level one let me check on the music I with through that here will you thrown for meshup between all games if you if you don't know what JRE to develop just just make every genre at [Music] once you need to predict accurately when Jonas is about to take a glance at chat that sounds like a a very fun game
the problem I have is I only have two monitors and I usually already used to monitors to work so I'm bit tricky to put the chat somewhere as well okay I forgot some Towers on the low ground there you you and you all become activate by level
one Castle Center and maybe some of you even become level two Castle Center Towers I'm not sure but which which ones would be most optional I think I yeah usually it goes like that usually there are just a couple of things where you need Castle Center 3 for maybe some of these very very front land Towers
okay let's say these are all level three towers I think that makes sense and we have here basically the tier one area the tier 2 area and the tier three area I think that makes sense will we get a map editor uh probably not from us I have some some idea how complex that would be now now that I've now that we've made a will snail map editor and I think would be rather rather complicated considering all of the steps we currently go through to make a throne for map uh putting building all of that into a easy to use editor tool and then making sure that all the nef mesh stuff always works correctly that really
sounds like quite a nightmare one day you will 100% throne throne fall one day I I have to say it's not an easy game to 100% definitely not okay see now this feels more like what we should be able to build on tier one still not sure about those helicopter landing spots so we we have all of them from the
[Music] beginning spoiler warning what these allow you to do is basically spawn in some additional enemies for quite a lot of extra gold so I think having them in the back of the base is uh fair enough and let's upgrade the castle Center see how it looks then okay now we have most of the tower options in the middle here and we can build the walls and we can build the Mills and we can yes what is that is completely misplaced [Music]
how did that end up there oh no we wanted oh that is not misplaced that is supposed to be there cuz I remembered us putting that into the mine here but that cave is now for spawning enemies and the reason why it looks weird is because there's a slope here I've never done this before but maybe we can just sneakily fix this by rotating the building only problem now is it's not yeah uh actually that should work
okay now the next step in the level building process is to S assign uh an ID to every object for the Safe Load system for that Paul has already built a very nice tool let's try to find it uh window or is it in art it's in tools probably and then me just click override all goods and now all of these buildings should have a proper ID assigned yes they do so let's
save next up let's do some quick performance optimization on all of the trees and rocks there's the terrain oh why all okay these rocks are in the Rocks folder [Music] and the trees are in the trees folder that makes things a lot easier we have the terrain here and then we have the
water here and now everything's very very tidy let's select all of the rocks make them static now selecting the trees is a bit more difficult essentially have to expand everything then collapse everything maybe and now can we okay whatever I'll just set all of these to static and now I'll set all of the parent objects to not static
okay very good very good now we make all of the terrain objects static now we just need to find the uh the correct object where is it okay it's right here no that's not the one dang it here runtime
Fusion Auto assign and now all of the [Music] trees should have a static mesh Fusion Source now I'm not quite sure if we need to remove the static Tech again let's try it out if it works hey Yen happy to have you here again as well what if the enemies made footsteps I'm not entirely sure what you mean so
you can see um the path enemies will go in the next turn problem is that's difficult to predict cuz it might change depending on where you place your defenses also different enemies have different rules for what they attack and so on so it's uh not sure okay okay okay okay what did I just Implement right I just implemented performance stuff no this is not correct this is not what should be happening okay we ironically need to make them all not static now fine select everything make everything not static and hope that it works now pray to the optimization gods
will there be more bosses yes if we add an invisible enemy that only has footsteps that that could be more interesting yeah however what would be the mean the mechanic maybe you can only M attack them but as mentioned H I don't want to inspire you to come up with many new enemy designs I'm fairly locked in in which enemies I want to have on this map okay let's click another tree yes it worked so what you can see now is that basically all of these trees have been combined into one mesh automatically and the same for the rocks and for the other trees here so that d drastically drastically reduces the amount of draw calls and that is all
looking good looking good for the terrain I'm not sure if this necessarily works for the terrain uh it doesn't cuz the terrain it's made of procedurally generated meeses so it doesn't work for that okay fair enough then we should probably remove the mesh Fusion sauses from from those remove component okay and that is honestly that is I think everything every high priority task that we had to take care of before starting with the enemies course now the level is fairly playable the only thing that's still
annoying me a little bit is the nef mesh here and there oh and also we need to set up the flyer nef mesh we don't have a flyer nef mesh yet okay so there's a bit more busy work but then we'll get to the enemies problem is often times when I look at chat I have no clue what you talking about cuz I'm lacking the context but it's fine it's fine you do your you do your thing I do M thing
so here we have a problem with flying nef mesh nef mesh is not really touching the ground here enemies can go around which will be a bit annoying for play testing so we should fix that real quick yeah here 8 is leaking out a bit but that's not not such a big problem
why did this part not get deleted so strange this isn't connected to anything okay let's walk our units um across the map and see where they are flying just so see where whether is a problem squid and Throne fall when maybe he's always been in there who know may who maybe he's in control contr of the
simulation okay follow me my nef mesh detectors so here you are quite obviously flying but any anywhere else or are the other spots fine there was also a spot where where catapults kind of went underground was I think that was around here no that's looking okay I think it's just that one spot okay well that's good news
it's sort of the thing with game development is you get these unexpected problems I did not really encounter this specific issue before and so now it's let's try a couple of random things on how we could fix this so attempt one let's see if we can find any useful settings [Music] Edge simplification
what is this music Edge simplification what happens if we The Edge simplification do we I assume we get a more detailed mesh then but is it closer to the ground so we definitely do have more vertices oh but it's still still flying we have have a mesh with NE M with more veres that is still flying okay that that's not a solution then ah man as silly as it sounds but I think
I'm I know only one fixed to this problem that I know works and I will be adding a rock here LOL cuz that forces the nef mesh to break here I mean if it works then fair enough I'll just put a rock there and when you play the level you will exactly know why there's a rock mom I know why there a rock is there yeah see that fixed it just yeah I think it also looks
okay okay we fixed the flying units problem next up we shall fix enemies walking around your wall problem um there's an easy fix for this we'll go into to the invisible walls folder here and just create a cube now why do 3D programs all always spawn your objects in the end of the world I have I have no clue Jesus Christ
we just create a very very quick and dirty invisible wall here just to ensure enemies Don't Go Over the Mountain here that should do the trick uh now if we hit bake bake again voila um next problem Oh there's another thing where I don't want enemies to go which is here
I mean this there will be a more accurate sophisticated fix for this later once we draw the level boundaries and the collider for the player but for now let's just fix it like this should we name the rock the great nefm protector that's a good idea the great nefesh protector it grounds the units on the ground
so now for the flyer nef Mish the flyer NE mesh is quite a tricky problem cuz essentially we need another surface like this that is a bit further from the ground and that is surprisingly difficult to achieve but I found a good heck to get a good base to start with and that is to go into our Terrain grab all of our paths copy them and we go into our flyer surface folder just paste them in there change the material to something default no not default okay then I guess we'll go
with I just just want a white normal looking material don't we have that apparently not test whatever we'll go with the test smack part uh or new water new new material oh new material is good whatever that is I don't really care and now we can just move this up to roughly to the point where only the tips of the towers are visible and now we can in theory just bake our nef mesh on
that flyer surface where are you now the only problem is that for example for flying units you don't necessarily want them to always fly around right fun thing about flying units is that for example they might also go just fly up a cliff like that that's a bit uh tricky cuz in theory we can add a ramp here but then it causes sometimes causes different problems where now maybe the tower the unit can't reach the tower that it wants to attack anymore just weird stuff like that may happen so we have to be a bit careful but in general the idea is that we just create
some I think spheres work pretty well oh yeah creating the the fly nef m is always very very painful process at the very least you're here to suffer with me now so for example if we want um Flyers to be able to fly up here we somehow need to build a ramp for them uh that's quite a high slope a okay different idea what if we grab this path and just extend it
actually that's pretty big brain now that I think about it why did I never come up with this before I mean it remains to be seen how well it works exactly but don't really see why it wouldn't
obviously this can cause some other problems like suddenly not being able to go up here again I don't really like how this looks on this side I think will just not do it here Flyers not going to be able to fly up here I'm okay with that
[Music] and then for these here I mean honestly they're so small it's not really going to do much
okay I mean we might as well just try what
happens pray to the bake Gods this activated make the chill Forest next where everybody just becomes too chill I really love your interesting path system I would really need to figure it out I mean that's not something we build that's uh that's just AAR plugin okay flyer surface honestly for our
first attempt this looks surprisingly good let's see if we can get rid of those spots by increasing the Min region size yes we can man bells are constantly ringing and I'm entangled in my own cables
got to go all right SI so for some reason um here it did not connect correctly but I was already worried about that region so I think we'll just remove flyer access from that other than that things looking okay okay okay okay yeah I mean it's not deleting some of the nef Mish parts anymore that are touching the
sides have to fix that again at some point but it's not a big problem for now by what can you tell about the balance straight up just by looking at it have you been testing it earlier this sounds like a question that is not directed to me which is fine just uh the random moments I decide to look at Chad [Music]
good good good good good good good good good a flyers office that's incredible so there's good news and bad news the good news is I think we can I think we really ready to start building enemies now the bad news is I have to go to the bathroom so I'll I'll leave you with with another Siege to to this wonderful Castle hi Dao is also going see around Oh My My Controller fell to the ground
okay place your bets can just Z Towers defend against the onslaught of enemies I will fully upgrade them let's say we build a Sniper Tower another heavy ballista here and then we build Castle Towers with double shots here and then we'll build armor towers with fire here and then fine you'll also get uh get something to to defend the
rollers cuz they'll be slamming in here okay place your bets I'll be back in a second for
a that was a was a bit too easy one huh who got it correctly that that's a lot of
enemies Okie doie um let's start building enemies and then let's start balancing some waves I'm very excited I think we'll start with the rolling Tower before that I'll do a quick get commit so we get to save all of our progress uh f for level design commit okay
[Music] so here's a collection of all of our enemies so far usually what I do when I create a new one is I just duplicate the one that is closest to what I want to create and then modify it from there I think what we start with is probably probably the meshes and blender or at least placeholder meshes that there's a good chance Paul will retouch them later but it's Splender time gambling to throne Falls should should we add that as an official gambling feature guess who's going to win all
righty so uh it's always interesting to suddenly change camera controls from one software to another I want a rolling tower that looks like it's made of iron or something I'm wondering if we should duplicate the existing one of the existing Towers or if I should just build one from scratch uh I'm I'm feeling like especially for a placeholder just duplicating unexisting one is is the way to go we duplicated this one let's call it uh iron Tower enemy no clue what that music is but I dig it
[Music] I don't quite want it to look that solid uh at the bottom there as it's going to be mounted on a vehicle in fact I think we can just remove those veres and pull those oy dogy Next Step let's add Wheels if I no if I find the correct hot key there we go okay that that created in the end of the world or where did you create it yeah here I
don't want it there [Music] [Music] okay not bad not bad
[Music] [Music] okay okay okay [Music]
it's this going in a good direction I think it is [Music] H now we want to differentiate it a little bit from from the player Towers just a little bit I feel like still looks a bit too much like a stone
tower the better of a job we do with our placeholder the less trouble Paul will have later on while it's also not the end of the world if it's not perfect um h
maybe like this why can I not select the entire edge here okay whatever
spikes will have a metal feel that was what I was thinking as well but very very good point Yen thanks thanks thanks so I think what we can try first of all is um if we do something like this I think yeah maybe even like this yeah I think Yan is absolutely right that's what we need to do [Music] already looks a lot more metal
metally the wheels look like wood I think the reason why they look like wood is because of these things here so for the wheels as well we should try to find a way to make them look a bit more metal how do these look [Music] uh H that's okay I think I know how to fix these
I think the spikes look quite high but you have to remember that this is the perspective we'll roughly Zed from later so and from this perspective the spikes I don't think will even look all that high have the spike point out right oh oh I see what you mean um that's actually that's actually quite good
maybe just a little little outwards maybe like so got to go have fun thank you thank you Tower versus Tower exactly give the wheel spikes okay okay that thing with the wheel is ideally I would love a wheel design that is symmetrical so that we don't have to actually rotate them if you know what I mean if they are very visible spikes on the wheels then we'll be forced to animate them but one thing we definitely need to get rid of are these things here they don't sell the metal look at all
a bit of a weird experiment but sometimes they work out what if we make these a bit more SP likey hey
[Music] n i that was worth a try and that's not over engineer this part let's let's rather worry about the wheels I think one way to make this look a bit more irony could just simply be something like this actually I think that does the
trick yeah I think that works yeah don't ask why I'm building this without the symmetry modifier I think I just like uh I enjoy self torture or something [Music]
so can we smooth this surface please I mean smooth shade not
smooth excellent yeah pretty nice you think the building needs a bit more depth to it but you have to remember this is this is what we'll see in game I think we should probably add try it out in game before we make any harsh judgment calls on that Z
okay I say we throw this in the game and just see how it looks in game before we do any more with that we need to see it in context all righty duplicate the Archer and call it iron Tower you are now an iron
Tower iron Tower scrubber placeholder [Music] icon here you go then for the main mesh we should grab our iron Tower solid
pivot not set correctly though now there are a couple of things have to fix here first first and foremost we can delete all of this which then also means we can delete all of the missing stuff from the feedback and from the animator Scripts [Music]
for the unit audio we can select rolling and then just select them H giant fly sieg sieg roll yeah yeah exactly death effect is Siege and damage is Siege okay then next
up the r v controller where is it oh there it is you shall be bigger much bigger and much taller very good then we just need to adjust the Collider
and then a couple more things um just to get this started the TX is an enemy owned ranged fighter does not take increased damage from Towers it's not naturally vulnerable to Splash and it's also no longer humanoid but it is now a each engine Health should probably be around [Music]
200 and then for its behavior for now we can just say it acts exactly like an Archer I guess but we'll give it very very fast attack speed [Music] and spawn attack height like I mean how tall is this thing definitely a lot taller than an Archer so where do we need to spawn the attacks five more like six there should be the basic setup done so now we should just be able to come into our enemy spawner and spawn some of these
guys you got to look at molten Steels commment it's the cutest thing I love these streams as I know my own projects Al long uh it's scrolling hold on your daughter loves will you snail and you love watching the streams while you work that's awesome thank you very much perhaps one day she'll enjoy Throne fall as well we shall see I have a feeling a lot of people watch
live streams while they work let's grab some bzx maybe I have a feeling we'll need a couple more but in general we just want to see how these uh enemies look in context no they're going sideways I think their look is not bad honestly I think I I think I actually really like her look but there are some
obvious okay they just made one of those typicals typical shots over the entire map and that happens when a unit respawns on the other side of the map but they've already shot it anyway Towers where's your health bar cuz that one was awfully misplaced Al you're beefy boys so we probably want the health bar to be a bit wider let's say maybe 300 and also your mesh is just not
rotated correctly other than that I kind of liked it let's have a look at that again don't talk about payments in public which payments do fire archers do more damage against Siege machine yes they do but they will not against the iron Tower that's the the exact idea of the iron Towers to for the enemies to have a counter against fire archers but every other Siege engine yes does
take very heavily increased damage from fire they do rotate a bit much don't they I think they rotate every time they have they attack they don't really have to do that
okay let's see if we can remove the the amount of rotation a bit also I as you might have spotted if you have a good eye they are floating a bit but I think that's a neish problem you might might have to place another protector Stone there so first of all how do we get rid of the erratic rotations I think the one of the problems is that every time they attack they rotate in the direction of their attack Target as they can attack shoot from each of these sides anyway I don't think they have to rotate to attack so how do we get rid of that functionality Road rotate forward so what if we just unbind the attack here to
none and the regular smooth time we can just increase that to make them rotate more slowly I hope that's how that works and the unit audio needs to be louder let's check out the RAM for reference R 0.5 0.5 0.7 0.5 why don't you have instant play mode in unity uh honestly I've don't think I've
heard of that before if it's one of those things where there's no good reason not to have it then I'm not sure probably just didn't know about it you love the tower spinning in place well I'm sorry about that it seems like we fixed it and still very much you can still very much feel out there being bullied though
Victory okay next up let's give them their own attack object they do share the Archer attack at the moment we duplicate that and turn into iron Tower all right so the iron Tower their projectiles I feel like should be a lot
faster and I also think they shall have quite a bit of a bigger range damage numbers I think are okay maybe maybe they can do slightly more damage than an Archer shot but they have a faster fire rate so they already do quite a bit more damage let's have a look here Archer iron tow not now we are using the iron Tower weapon and we can let's try doubling the
range make units push the tower and if it's they are dead it will stand in place ah I know what you mean units basically additional units behind the tower pushing the tower I think for the specific design Ro I want them to fill I'd rather have the move by themselves Al the other Siege engines in our game already do that anyway right we have cater and rs all magically pushing themselves so in terms of fantasy we've
already broken that rule anyway let's check out the new tower range yeah that seems more like it whoa oh that's a lot of
damage okay they they they quite strong now one problem we still have to fix is that I think fire archers will still sh them just for the fun of it let's try it out once they lose x amount of Health they would function like a normal Tower that's an interesting idea I'm a bit scared that it may result in some odd stalemate scenarios when you have only Towers to defend and their towers are Out Of
Reach fire archers where are you I have a feeling fire archers will be absolutely insane against this but only if they quit standing around why are their projectiles so
slow okay fire archers aren't all already aren't even that good against them okay that's a little bit surprising I thought they would absolutely shred them does it just feel like fire Archer projectiles are suddenly very very slow or have they always they always been like that
why do gly games developers love naming games with caps I think this is mostly a freedoman thing I agree but it seems to have worked out right so far so what works works maybe the fire archers projectiles just look slow because all of the other projectiles got so much
faster I mean let's check out the fire archers next to Long bows I guess it's okay whoa snipe across the entire map
I mean if fire archers already aren't that good against them then perhaps we don't even need an additional Nerf okay so they I assume they've always had a range of 25 one thing I've just noticed about fire archers they're not very eager to get into combat I felt a bit strange I think we increased their detection range a little bit don't want fire archers idling around
[Music] I mean the fire Archer burn does triple damage against Siege engine compared to other enemies that's quite wild but I think I guess the towers just have a lot of Health at the moment okay but something we actually have to do that I've not done before is here for the fire Archer burn uh this should do reduced damage
against fire and explosion resistant will just say this does maybe maybe we'll just undo the fire bonus and say it does a third of the damage that seems fair enough [Music] then we have there are a couple of other fire effects fire Wing but this one doesn't even do bonus damage against siege for some reason [Music] and then there's also the
towers tower Tower ballista Tower healing EXP explosive Tower burn so the tower [Music] burn this one does a bit of bonus damage against Siege weapons and there's also the uh hot
oil where are the particles nowhere to be found and damn it where's the hot oil
pouring oh where did we put that poor hot oil here it [Music] is damage modifiers I mean won't really happen often that Towers will be right next to each other I don't think but if fire and explosion resistant then it shall take a reduce damage from that and our Tower is fire and explosion
resistant okay that's the most important qualities of that new enemy implemented now and I think we don't necessarily have to over complicate things I think I'm pretty happy with this enemy now we can just move on to the next enemy if we want to you mean once they Place themselves down they um could just slowly lose health
I like your idea from a fantasy perspective I'm just thinking what does from a gameplay perspective I am not entirely sure I
wait do they outrange Towers oops seems like they actually outrange normal Towers which range do Towers normal player Towers [Music] have check so defense Towers have a range of 36 that means iron Towers should have a
range of 35 or something yeah we don't want them to outrange normal Towers really cool if they spawn two to three archers when they get destroyed I agree it would would be cool
I get very irrational fears about performance problems with spawning enemies I know I know I know designing enemies with me is not very fun I'm shutting down all of your ideas that's why I gave you the warning early on that I'm have a pretty good idea of what I want to build let's just see if my tower can actually attack them now yes it can
I'm wondering should we revisit the model and maybe add a couple more spikes as Yen suggested feel like there's some room at the bottom here for sure wait how would that avoid a stay mate
got it I clicked some weird button for
do another the from a fantasy perspective the spikes need to be more to the side right to stop attack on the
ground I'll just see if that made it better or worse spikes on Wheels um you okay I think I know what you mean at least there's uh at least there's one solution I could imagine we could try something like
this if you would like cuz this is still symmetrical and doesn't actually require us to animate anything which is wonderful all right it's quite a spiky one now we shall see how it looks in game yesterday you worked for a 6 and a half hours straight without a break how do you get your focus on point for such a long time yeah I think it's one one of the things I'm decently good at is staying focused if I want to get something done but might be one of my secret superpowers however I feel like there are people who are even better than this than I am for example six about 6 hours
is I think definitely the limit for me personally however I feel I or atast when collaborating with Yan I often felt like he had even a longer breath than I did build a c couple of these boys yeah let's see how the spikes look that's what we here for ooh I like it they look a lot beefier and more dangerous now which is good because they are quite dangerous they need a bigger bigger death particle effect I just saw one of them die
and a little little sprinkle of particles I don't I don't think that's quite right enemy death FX enemy death FX large larger small very large oh no which is the correct one uh let's try large let's try large Al if you struggle with Focus consider streaming uh I mean it has both upsides and downsides I mean the the upsid is for for example if you struggle with getting distracted distracted by answering emails or browsing on Twitter then I 100% agree cuz you just can't really do that on stream but at the same time it also
introduces new distractions come closer come to range of my tower I think the look of these towers is really really nice now
okay and the death effects are also more reasonable sized okay honestly I'm quite happy with with that enemy except for some of the smoothing here is
wrong these edges are not supposed to be soft shaded [Music] man I'm Al always wondering why why is this not working with edges there no reason to no that's
wrong I feel like I'm missing I'm lacking uh the blender knowledge for for an important feature I feel like there's some feature where you can Define edges that should not be soft shaded but I don't know that feature so it is what it is okay should we just move on to the next enemy then and to the next zong that doesn't put me to sleep next up I would love to go or at the I guess I'll let you decide should we should we try the wind boat or should we try the wheel next I think the wind booat is the
easier one cuz that's just another the wind boat is essentially a flying iron Tower easy one or difficult one see you Yen take care we okay okay pinku you decided I see one wind boat as well I see another wind boat okay wind Bo it is yeah uh let's give that a go then I wonder how we would create a placeholder model for that start with the difficult I think I think the community has decided you you are first but like three other people were were second with
wind no more discussion it's decided now so maybe we just start with the sphere or with a cylinder I guess a cylinder do maybe [Music] better wind Bo wind Bo [Music]
[Music] first of all make it bigger secondly make it longer excuse me we successfully build a bean
good thing is we a fantasy game doesn't really matter it looks realistic or what it looks like
uh it's supposed to be quite a chunky boy though so we do need to add some detail
yeah we do want it a bit bulkier in the middle for sure what do we do with the tip here that looks like a tail fair enough then that's going to be the tail
already pretty happy I got to say just got to figure out what to do with this box down here what happened to the music we're were somehow ended up in the meditation music Rabbit Hole again that
oh no this face is messed messed up maybe something like this could
work yeah yeah yeah yeah yeah yeah think I like the general direction of that just got to make sure it keeps the medieval look somehow maybe we can add some try to make it look a bit more fantasy-ish what if we add a wing on top
here I think one of my biggest 3D modeling unlocks was the realization that you can just bash shapes into each other cuz what what I did uh when I started 3 modeling I started with a cube and then I tried to extrude everything out of just that one Cube somehow and have everything be connected as one mesh but once you realize you can just stuff shapes into each other without necessarily having to connect them that's a that was that was a really big unlock for me I got to say okie dokie for
now that certainly adds flavor I think we just skip a couple of songs ahead
another one nah small one huh a that could be kind of nice [Music]
tiny bit of detail here would be nice ah blender where did my handles go why is the animation running blender why are you're
doing stop okay [Music]
H yeah we did all of that and it turns out I don't like it for now perhaps something like this is what have been missing
okay let's try that I think that looks for the most part pretty juicy one thing we can maybe try is smooth shading all of this [Music]
but maybe maybe actually the where seeing the faces might have also added to the look of bit I'm not sure we shall see in a moment so this time I think we'll just duplicate one of the flying enemies one that is relatively similar might for example be the fury I think it needs a kind of fin on the
tail I see what you mean [Music] yeah I think that that is an improvement good idea [Music]
[Music] kind of big chunky boy so once again there's probably some stuff we need to fix here unit spawn scale animation unit attack
should also turn quite slowly probably then for the audio fly fly big sounds about right maybe that one can more have more of a snipe attack death is zeg and damage is z let's start this one out with 200 Health as well for
now where are the TCH enemy owned ranged flying not a monster but zege engine and for now let's just test how it looks the health bar we can already know it's not going to be in the correct position so fix it up a little bit make it a bit wider change the name change the icon oh we don't actually spawn any of these
yet oops great now it can wiggle its tail to move around how are you exporting from blender um the thing is you don't have to export anything just drag the blender file into Unity okay right right right there there was a problem we did not spawn anywhere
yet so here instead of the iron Towers let's spawn a bunch of wind boats oh great I called some wind boats no wind oh I call them correct okay never mind usually I keep naming things why do you only have such a small number of sounds cuz we're lazy also the list of sounds you just saw was just the the applicable unit sounds obviously there are more Zounds in the game but yeah it's the truth we reuse unit sounds as often as we can if you if you think about how a two person team can make a game like this it's uh by taking lots of
shortcuts wind boats show yourselves oo chunky boys oh my God they have some some sort of animation on them still and their sound is not very fitting so multiple things I think we can most definitely if we keep them at this size which I think we will CU it's really cool they can have a they can more Health they can
have quite a bigger health bar and we got to get rid of that wobble animation somehow where is where is it though where's your wobble you can run but you can't hide right these are only the the movement sounds for the units yeah I think the way to go about this for now is to just turn the volume of the Flies sound to zero cuz I don't think we have a fitting sound fitting movement sound for these yet so let's just rather not have them
make any sound for now are you using AAR for pathf finding [Music] yes we do why not make sound effects with 11 laps uh for the time being I would say it's not worth the trouble with the community that you get into and you use um AI generated stuff for creative work
oh nice okay next problem they are clipping inside of each other I know why that is I do know why that is let's fix one problem at a time but I very very much like the vibe of it that's really really cool
B now we can't make this um fit the shape exactly we'll have to do an approximation but I think um this would probably be fine and then for the collider where's the [Music] collider for the coll collider we can do more accurate
representation I mean not really it's still a box but okay and then this is definitely a big enemy so here collider for big enemies bom there you go chunky boy then now if everything looks good now then the next thing to worry about is the attacks of that thing and I think this will have two attacks one anti- building attack and one anti ground whatever attack is the balloon too big that's a
good question if it's too big or not but I feel like it feels quite epic to kill big things if you know what I mean killing big things is kind of epic where are The Archers dang it but let's have a look at it again and you tell me if it's too big or not
I don't think they are too big I think they feel really epic they need a bigger death effect certainly certainly that's one more thing I noticed not [Music] small think we're going to go with
larger so quite large quite a large death effect and now as for the first attack I think I want to duplicate essentially the crossbow attack the wind booat crossbow yeah this one doesn't do a lot of damage against buildings that actually all looks good I think we'll just keep that exactly the
same and then here the wind boat Auto attack I just change that to wind Bo maybe increase the range a little bit beat now this one should definitely not attack player units I mean it should attack them but it should not chase them and the auto tech prioritizes ranged Fighters that's
[Music] interesting but too complicated just attack um player units and then anything player owned player owned player unit and then there are no units then just attack anything play
own okay starting to learn game development that is very nice no and the fence are outside of the collider yeah that's that is fine the bounding box mostly the for for you know for Splash damage effect and so decides whether the unit is in range or not it's not like this a Precision combat
game oops bu the wrong Tower [Music] oh it attacks very very slowly that's not quite what I had in mind
crossbow it can attack a bit more often how about once per second maybe a bit more damage as well I'm not
sure but I guess it's still mainly a Siege engine so the main trouble this will make you is that will Target your buildings and bump them down [Music] yeah the flying sausages are coming [Music] hide I already make games but I just get demotivated so fast watching stream helps for some reason yeah I mean game development is unfortunately rather lonely in a
way or it can be I guess it really depends on the team configuration and all that oh oh that is I didn't even know that's possible the wind bools are now spawning crossbow enemies I mean that's cool but that's not what I wanted
project TI B quick sling ballista yeah I mean I want want some chunky shots that are very very visible that's what I want that was confusing that's cool keep that the problem with Throne follows is that it's very not not extremely well performance optimized so we have a pretty hard limit on the amount of units we we can have and enemies that constantly spawn in units are are a bit of a they definitely scare me for performance
reasons all righty yeah that's that is what I'm talking about they should fire some DP anti ground shots so that you certainly want to stay out of their
way they currently do damage against buildings I mean they could just keep that attack against buildings but I feel like we probably want a cooler anti-b building attack do we don't we did you look into the unity job system I'm familiar but it's all the like I don't know I could show our to-do list again and then you would understand why maybe that's not on the top of the priority
list also I have to say the performance is is uh usually very very good with the amount of units we have but that is that is specifically because we limit the amount of units very carefully [Music] all righty all [Music] righty I guess we give the wind booat another attack and another one can we easily do do that how does that work with the unit audio or maybe we can just add another unit audio
script another one we probably can are you using ECS nope and it's certainly too late to switch now are you using Version Control not Unity Version Control we're just using GitHub Unity isn't easy is but Bevy is I've tried Bevy for a little bit but what I found very frustrating is that even just rendering simple square or
Circle turned out to be a lot more complicated than I imagined I really like the idea of rust and Bevy but I wonder why why things that should be simple are so complicated Unity does have ECS it's just not the default way to build things in unity at the moment I really hope that just honestly ECS is just for most games I think a better architecture I hope that more game engines just use you move to ECS by default all right all right all right I'm a bit tempted from a Simplicity point of view to just change the wind boo attack to do more
damage against buildings and then just leave it at that that will be the simplest and fastest way and then we can move on to the wheel enemies perhaps will do that let let's at least give it a go and see how it feels here we go went boat so here we have does only 15% damage against buildings let's [Music] just remove that does normal damage against buildings and with that it should pretty much melt our Towers suppose you want more units where do you see optim optimization potential I think the a lot of it's a lot of small
things one thing that takes up a lot of performance at the moment is distance checking so all of the units basically constantly check the distance to all other units to decide which one to Target and which one to attack and this a distance checking I feel like would definitely a point that could be optimized the way I optimized it so far is just by reducing how often it happens so units don't check the distance to all other units every frame they do it like twice per second or something like that pretty low pretty low rate that helps but in big fights the distance checking is still somewhat of a problem garbage management is a problem because we don't do any pooling
you think the wind bools should be a bit beefier or are they fine I think they're probably fine right
oh they shoot they freaking shoot dead enemies I was wondering why they didn't attack me God damn it you freaking wind boats you're not supposed to shoot dead enemies you're only supposed to shoot things that are alive LOL okay but truth be told I think I just like them the way they are nice and simple Paul will also thank us for not making things too complicated when he has to polish things up they seem to be quite low on the ground we can make them a bit higher but generally I would prefer to
keep them relatively low I think okay okay how about so then we move the collider a little bit as well collider where are you let's give that a try I'm making my first commercial commercial game can you give me tips for planning and all please most importantly start by
figuring out what your goals and priorities are for example if your only goal is to make a commercially viable game then my advice would be very different than when you say but I also want to I have a project in mind that I really want to execute I've always wanted to make this and this game or if you're like I don't actually care about making money I just want to have fun while doing so then my advice would also look different so what exactly you're trying to achieve really matters for the advice I would give you and the best advice to start with is to figure out what you want cuz it's often times not as easy as it seems to figure
that out we'll defend up here this time more like commercial success in that case I think the best advice is to make very very tiny games for sure for multiple reasons actually tiny games can be just as successful as bigger games secondly as an indie developer it's very difficult to compete on scale so it's better and I can feel like it's easier to compete on quality and Novelty than on scale for sure and that's just easier with small games so you intentionally sacrifice on
the size and scope of your game but you make it make it really really good people don't really care about short games they just want to make sure that time is well spent for example I would definitely study games like mini Metro mini motorways maybe some of the games we or Paul made in the past like iers or uh the ramp successful I I would certainly study those and then the good good thing about those is you can make those faster if it fail if it fails then you have a faster iteration cycle you can just try again okay I think these enemies seem pretty good now I think they were a bit
higher from the ground I didn't spot anything wrong with them so I think we move on to the next enemy let's not get hung up on details the wheel I'm not entirely sure yet if that will make it into the game but we should give it a try I feel like we should give it a try
shouldn't be too hard to make should be should be a fast one man this happens every time
I'm sure there are some epic hot key to connect all of this automatically unfortunately I do not know that hotkey I feel like a lot of the superpowers when modeling in blender just come from knowing which features exist and how they're called cuz even if you know how they're called you can just search for them in this search bar but if you don't know they exist or if you don't know how they are called then you are screwed
[Music] [Music] dang it [Music] scale without y okay now we just need to figure out
how to fill that can we just select the entire Edge and press F oh we can that is nice still seems a bit [Music] big I guess so Loop cut twice select all of those
faces and here oops excuse me here comes the magic here comes the magic not bad and now whoever wanted spikes on the wheel earlier let's they're still
here I'll try to do my best and make you happy
now for some reason my from a fantasy perspective I think just this thing rolling around would be a bit weird metal wheel yeah I mean I'm not sure if it specifically has be metal could be too many spikes fair enough if we zoom out we don't really see anything anymore but then let's say we we just do one quarter of the spikes and
it's is that enough then I think now we're getting them
but the thing being is I think still think from a fantasy perspective just this we wheel rolling around would look a bit weird so we I think I need to come up with something more like a double wheel with maybe something in between you know I think that would be better
oh that was an oopsy man no actually that was correct that's the way I wanted
it I think something like this would be more believable this is more believable CU there's something in the middle and you can sort of imagine that maybe that controls the wheel and also doesn't look like it will fall over any second [Music] now let's try that let's just see how that looks in game [Music] what kind of game it's a strategy Tower
Defense minimalist strategy game and it's in [Music] unity Okie doie doie doie so which enemy do we duplicate this time I think it's obvious we take one of the Rolling ones that are already rolling where are they where are they maybe just grab the exploder delete the
Clause oh it's large or do we want it to be large I guess we can try I assume you probably won't want it that large
he although we don't want it to explode on [Music] death but we do wanted to have the large death effect H health bar dooby dooby this wheel is massive Jesus Christ I think it's definitely too
big okay okay let's give it a new icon placeholder icon I think this will do mining games do well yeah it's always difficult to make generalizations of
course but statistically speaking yes there are always genres that do better than others quite tricky to predict these strengths and then if you spend 2 years making a game then the trend might already be different again generally I think a good strategy is also to make games that you would like to play but that don't exist yet for example for throne fall I think this was certainly sort of the way we went we knew we wanted to play or have a game like this but there was there wasn't anything like this yet that's generally a good sign then you just got to make sure that there are actually other people who want it as well and you also have to make sure that it's reasonably
scoped okay actually I just want to check the scale of these I don't know why I'm keep building so much stuff just show me how big you are very very big and you move in a funny funny way oh no the wheels are coming oh no very very enjoyable perfect so first things
first and then secondly I think we scale them down quite a bit I still want them to be big like I still want them to look threatening to units but they don't need to be that big okay let's check the size now I spit my food because of the
Weir make them Spawn from the sky like they're falling I think they have a bit of a drop animation I like the idea I like the idea by the way ah yeah see that that looks more like it I know they don't have a drop animation they sort of a scaleup animation a brief one so there are a couple of things about these wheels these are I said these are
the difficult enemies and I'm definitely meant that cuz these can't really have a normal strike attack these ones will have to deal damage by rolling over stuff I think or maybe not I'm not quite sure but one thing's for certain they definitely need to be fast freaking I want them to be [Music] fast oh they are already fast how much faster can I make them I think the small spider is the fastest enemy we have 15 okay so 15 everything up to 15 is fine cuz there are certain speeds if we go over them enemies will
start glitching through walls but 15 seems to be fine let's try 15 then and nobody got time to wait for so many wheels to [Music] spawn what if it spins and attacks you with its spikes kind of like a flail but a Siege machine so you mean it turns it turns over and Spins or does it just spin in place maybe because they are so large they're going slower yeah but I I specifically designed them because I wanted a fast Siege engine in the game cuz we have plenty of very very slow Siege engines
what we don't have is a fast Siege engine so I do want a fast Siege engine I think I changed the wrong variable or did I why did some of these die so quickly something some things are still very very weird
here they have quite a bit of Health why did they all die so quickly oh they have the fast moving Tech twice that D engine looks cool meanwhile I've been modifying translation to be able to load my custom level scene preparing for generating you are modding curious to see it since they are spinning so fast what about sawing or grinding sound when they attack that will probably be good that's a good question you bring up why were they spinning so fast was it
just because I made them faster Auto [Music] attack body B where's the rotation animation for [Music] [Music] [Music] race the roll speed multiplier yeah um let's play with that a bit what if they don't spin as fast cuz
that felt like they're really touching the ground anymore [Music] yeah custom level loader would be awesome I agree I agree let let's not waste any time let's just show me your spin speed yeah that looks more reasonable still looks a bit weird right just these random Wheels coming in there oh no the wheels are
coming and they still feel feel like they don't have any health whatsoever what's killing them so quickly that's a lot of Wheels would increase the rotation speed a little bit so you think they should spin a bit faster than they're actually going the nightmare Wheels yeah yeah we'll all have nightmares tonight I just quickly have to investigate what's killing the wheels cuz they have crap ton of health and for some reason they're just dying H maybe they still have an explode script or something see that they have so much health ah yeah yeah yeah they
self-destruct the nightmare Wheels self-destruct well that makes them a lot less scary doesn't it self-destruct when in range yeah how about we don't do that see I knew something was off I think logically speaking I don't think the wheels should be not sure they should be that great against buildings but they should
certainly be very very good against units [Music] I don't I don't know something about this looks so wrong maybe they're still too big and they make slimy attack zones of
course a little experiment what if we connect them in the middle here then also this capsule in the middle
here uh that doesn't really help that might help a little bit I really like the idea of a zege engine that is just a massive wheel but I was already quite aware that it wouldn't be the most easy thing to look right maybe put gears in them to make them more believable maybe
maybe feels like a lot of centerpiece puty I see enemy design time indeed we've already designed two enemies and we're currently at the third final and probably most difficult one the wheel the horror the nightmare yeah they do look a lot better now don't they oh they look scary I like it yeah they're better that's better better better
okay I'll quickly clean up a couple of veres then and then I'll have a look at the arrow messages and then we'll figure out how to make them attack cuz can't quite be the way it is now all right maybe merge by distance is the easiest thing here merge by distance and then we probably do
have bunch of unnecessary surfaces in here remove those faces and can also remove uh uh like a like a [Music] professional oh did I remove them from both sides okay fair enough and then but here these are missing faces but I think that was completely unnoticeable though might as well save on triangles here and just do it like this
good that's the model cleaned up maybe spikes on both sides not entirely sure what you mean give a big hack to the castle yep yep that's what they do that's what they do so I think now we just completely remove their attack script or will a classical attack still work here ideally that would be the most
Pleasant okay let see attack animation [Music] what kind of Animation is this here is this for the spawn
in not entirely sure this one more most certainly is not needed [Music] anymore this is unit spawn up here then what is this from two animation
scale anim position animation I think the easiest thing will probably be to make it bounce forwards a bit for its attack okay it just bounces in any direction now that would already uh that would
already be good enough let's see what it does time to take the wheel you've been with Yen too much come on Wheels attack my troops show your attack animation show us what you've got uhhuh not bad not not bad not bad they have a Dodge now okay but that means that means it is triggered correctly which is already all I wanted to
know it's just not the correct direction I assume why is also not the correct direction so the correct direction is probably this and for the duration we also want this a lot short uh let's try again What GPU do you have I don't know I don't know one of the more recent Nvidia gpus definitely a good one okay show show us your new Dodge attack which direction will they Dodge in
now and they're still bumping sidewards aren't they or is it backwards or is it random directions now it's down I can't quite tell they seem to do whatever they want
but I'm also not even convinced that this is the correct path to go anymore Jonas the wheels are just dumb thanks for the feedback we can also brainstorm other ideas for fast zege engines they are free what you what do you mean they they're work in progress they do whatever ah you mean they are stupid that's what you mean ah okay now I understand please fix the noise is it too loud the noise let me listen into the stream that's when you
oh where's that coming from [Music] is the noise better [Music] now okay it looks better now thanks for letting me know cuz if nobody told me I would have just kept going and never noticed thank you thank you that's why it's important you just scream at me and and bother
me all righty so but what do we do with the wheel now should we try to go for a different fast Siege engine or should we try to make the wheel work what's your intuition trust your iteration process yeah thank you thank you that's what we're doing right now we're iterating together is that done by pure code or by unity's AI what what do you mean what would you mean [Music] wheel wheel wheel okay we'll try to make the wheel work fine we have to admit it's an original concept for each
engine oh man okay let's let's see so the attack animation applies to to the pivot does the pivot even rotate probably does I'll just make the direction a bit stronger again so we can see what's actually going on feel like first of all we have to figure out why this is not working make them deadly hamster wheels
should we put a hamster inside I think nco's asking if the wheels are a custom I navigation or unities build in nef mesh it's um neither nor it's a third party pathf finding system called AAR and a star is in in itself not a I know that it's not a system it's an algorithm but the plugin itself is also just called AAR if I remember correctly [Music] okay they do attack
forwards I don't know why but that makes him even scarier no but I think we can very clearly say um this ain't going to work and this ain't going to work as an attack animation so the next thing we should try is a a Spin Attack animation let's let's try a Spin Attack animation
oh spin no I'm afraid we might might have to add another pivot in the pivot attack pivot [Music] then we just build a similarly shaped curve here and for the
spin that is X [Music] okay let's see how the attack animation looks now what if the wheels were very slow but could roll over your walls heyri um I'm trying to specifically make a fast enemy that's that's the very point of this enemy is to make it fast I want one fast Siege engine in the game at least also spoiler warning but there is I already made another enemy that can go through walls
so we don't want to give people even more stuff to complain about that looks much better doesn't it just needs to be supported by a sound effect and maybe a proper uh particle visual effect but I think we're getting there you're saying H wait wait for it let me cook okay let me
cook I guess their IQ is higher now do you think you will end up making modding tools for throne once it's released I don't think so but I very much hope that the community will do that if they so desire and the wheels are learning yep yep yep I mean let me cook let me cook we'll we'll make this work first of all Zounds we're not going to make any new sounds now but we're at the least going to pick some sounds that fit a bit
better maybe the Catapult attack sound for now or the REM I think we'll try the Catapult for the death Siege and for the damage also siege that should already make the sounds a little bit better and now for the attack there it still has the Exploder or
check let's give it the Wheel auto attack the wheel a slightly higher range maybe because it's quite a big enemy here it spawns the simple unit attack let's freeze that duplicate that turn that into the wheel attack wheel
attack okay now we get to play around a bit first of all this Sprite here this is [Music] oh what even is this [Music] [Music]
now this one should stay a bit longer and then we can we can put a particle effect on this but we need to be careful because these things attack often and we do not want the performance overhead to be too crazy BR perfect I didn't even have to try
[Music] [Music] or my dust
particles a here smoke where the freak is your size here it is
she [Music] okay now we're slowly slowly getting there [Music] [Music]
let me cook let me cook let me cook so that I think there's stop action disable why does it keep
looping there's some way to make this non-looping fine we'll do it like this then I'll do like five spawns [Music] [Music] now it can [Music]
fart downwards you think but it's I think it's spinning in this direction isn't it have figure out which direction it's spinning in I think that might be the stuff I don't think we need the Sprite
let's see I think means the shape great farting Wheels on the top what's happening there's a
shape unfortunately I'm unable to follow the conversation please try again later when your Jonas is working again I just check out how our farting Wheels look like it looks like they're rotating forwards when they attack but I'm not sure they just rotate very quickly oh you're only interested in attacking buildings I see how it is
we were basically just telling you that looping is the second to top option for the wheel animation oh okay I guess we managed to fix it a different way it's not really looking that great but I'm not sure if it's really our problem I think this might Al just be a Paul problem and we focus on the game play okay so it's one more time get the wheel attack in here
[Music] right so just as an experiment instead of fighting up maybe fighting down oh God there's no way that's better honestly ideally the way I imagined it in the beginning [Music] was probably even something like this which will probably look cool but
it will also be H pretty pretty annoying performance overhead for for a simple attack animation know something like that I H that does look kind of good let's reduce the amount of particles maybe we'll give it a go would be cool if they could constantly run through units attacking them as they burst through I agree that would that
would probably look better on them the spitting effects just out of laziness I'm just trying to give them normal attack animation now so I don't have to write any new code but I have a feeling we might try that in a second cuz sometimes the attack animation is also just not rotated correctly or or the unit is not rotated correctly maybe I removed something about the unit
[Music] rotation not that it really matters but the thing is if it can roll through units then we still probably have to figure out some way for it to attack buildings right so I might need an attack animation like this one way or another anyway where's the rotation script
appear rotate oh yeah right I removed the attack from that for some reason so now it should rotate in the direction it's attacking when attacking may we get the particles a little gravity yeah maybe once we decide that this is the path to move forwards with which I think is still up for debate I mean it looks kind of okay looks like it's swirling up a bunch
of dirt yeah see not too bad not too bad right that's kind of that's kind of all right is it bad practice for prefabs to have their own canvas that that's a good question I would assume probably
yes oh no you broke something in your system damn I guess time for myself to write rewrite the entire scene animation system uhoh scene transition animation system yeah yeah I mean um I don't think adding modding support to this game is an easy task whatsoever I can't really make you a lot of Hope there but we do things because they're hard not because they're easy it spins one way but the particles go the other way ah does it I think I think the solution to the truth is it kind of goes both ways because we have this animation curve here so it goes forwards and then backwards so we should probably just do a line animation to be completely honest then at the very least we can tell which direction it's going
on Jonas could you review my game design not not play just see I mean send me an email and if I have time I will reply if not then there no no hard feelings I just probably didn't get around to it oh I accidentally built a wall I think they're rotating in the
correct direction now ah I don't know so what what are we thinking about that that way maybe we also just give them very very customized movement I'm really not entirely sure I mean it ain't bad it ain't bad we got something we certainly got something
this one is still something sometimes it's a little misaligned I'm not entirely sure why that is hey Jonas if Throne fall has 13k viewers how many downloads does it have what do you mean 13k few viewers where does it have 13k viewers we're at not even at 1K we're at .1k with this live stream now a reviews oh I can't read that H that happens to Paul so often he
explains me something and then I'm like H that doesn't make any sense why have you not done this and this and then he's like I just told you um so A good rule of thumb for reviews to downloads is around around the factor of 50 so you multiply multiply by 50 and then you have the rough number of downloads however there is a bit of a margin of error of course for some games it's quite a lot more for some games it's quite a lot less looks like they are digging yeah they're kind of digging they they have spikes and they're spinning let him cook yeah I mean you know I'm I'm sort of I'm not really the visual cook and the the gameplay cook so our main challenge should definitely be to get the game play where where we want it to be and all of the
visual I work I do is more or less just to figure out the vibe and if it fits in the game that sort of stuff and then the the visual polishing is for for Paul so the main question is more or less just do we think this works do we want the wheel to attack maybe in an entirely different way that's more the question I'm wondering about now are you using dots I wish but we don't know all right all right all right the wheel the wheel
so I think I do want to write a custom movement script for them just to make their movement a bit more uncontrollable I think I don't want them to move like normal enemies I think I want to want them to spread out a bit more and stuff like that the question is can we just inherent from the pathfind movement enemy script I guess we guess we can just try and find out what about it is driving into things
seems kind of intuitive it's it's a magical world the other Siege engines like the catapults are also kind of driving themselves it's RTS logic but I definitely know what you mean it's sort of like how can they move so fast but I think as Throne fall is a universe with magic I think it's somewhat explainable I think the siege engines are just all Enchanted um oh God inhering from this will be such a nightmare maybe we just occasionally
disable the movement script nah ah I mean we can try what would I even change randomize the target positions a little bit perhaps
what about it just driving into things seems kind of intuitive yeah that's what Yen said earlier as well Oh you mean oh I think you know what I think you know what you mean I think I know what you mean you mean it just keeps spinning when it attacks right just keep spinning whatever it does it just keeps spinning actually that's kind of a big brain idea for the attack we should probably try that Jonas will there be procedural terrain generation no nope nope nope NOP no no no
no okay I think rewriting the movement system just scared me it scared me but I yeah I would love for it to move a bit differently than other enemies but first of all I have to think of what exactly or how exactly it should move differently this enemy is tricky man so for the attack animation let's say we do not do the spin animation so we unbind that disable
that and then we actually also don't do the race roll animation but instead we're just always spinning the wheel that would be a very easy solution but it might work maybe make it pass and do a spin
dash unfortunately I haven't played Sonic but wasn't that roughly what we just did where it stops and then when it attacks it spins in place or is a spin dash like dashing forwards at the same time wheels are not big enough the bigger we make them the better their attack animation has to look Al the bigger we make them the more likely it is they're going to roll over your wall we don't want that do we Okay that's not quite spinning fast enough but yeah I see what you mean they don't necessarily even need the attack animation maybe if we do that I think
that that might be a pretty simple way to go about it let's disable all of the particles and just speed up the rotation speed I think I think this looked promising sometimes the simple things work [Music] best and then we just reduce the cool down so it attacks a lot faster was more of a continuous d damage simple as good can't wait to see the new trees those are my favorite we we shall see what Paul comes up with I kind of the longer we spend on this map the more used I get to the to these
trees but we shall see if Paul comes up with something better [Music] oh that feels right that feels right God dang it you were right yeah that I think that's it that feels so much better than anything we've tried so far yeah that's just uh that feels right to me personally I like that good idea Mega yes yes I
know I know we're definitely keeping that add a bit of dust to their tail or um where would you add the T the [Music] dust feels like they need to sound heavier they sound light yeah they they certainly sound like they're made of wood at the moment which I think is okay I think we can treat them as if they were made of wood uh but also sounds will be for Paul to figure out and I'm pretty sure we change something here cuz it's seems inefficient to play four of those attack sounds every second that doesn't seem ideal anyway with such a fast attack speed
probably probably a better way to do that make it a bit faster the rotation or the enemy if we make the enemy faster I wish I could make the enemy faster but I don't think it's a good idea cuz then it will glitch through walls we unfortunately have some sort of maximum speed and I think it's around 15 oh you want some particles flying from the contact point so where's the wheel attack
here so what you mean is more like particles flying from the wheel the mountains hi myind so what you mean is more like something like like this from the particles flying from the attack Target is that what you [Music] mean maybe Al under them as a [Music] tail I mean we could also just have a continuous particle spawner here if that's what you [Music]
mean there's a bit of delay on the stream so I'm not entirely sure what what you saying yeah to uh okay you're know real you're seeing what I'm seeing okay then maybe we try this and make it a continuous stream of particles a [Music] mission let's put it here in the body parent yeah just just unpack the preib [Music]
and then we make that a world space simulation find the correct toggle local V [Music] okay then for the attack we disable those particles again [Music] dust appearing then it's attacking from attacking Point angled about upcoming from structure under wheel Trail tool so we only did the under wheel Trail I mean if we had infinite performance and could add as many particles as we want then
sure we can do all of that let's try to strike some reasonable compromises I'm not sure if that's necessary to be quite Frank like it produces bit of unnecessary clutter maybe when not moving I actually agree that it looks pretty good when they're not moving but when they're moving then maybe they should do
that how have you been recently I have been good very very good thank you maybe put the wheel in the ground a bit to accurately show that it's digging it's more like scratching the surface right its goal is not necessarily to dig wheels are scary now I think we uh keep everything as is for now and just wait for Paul to do his visual pass on them the only thing we worry about now is the game play I think they're in a decent enough space where we can tell that this is probably going to work this is probably going to make it into the game and that's all we need to know for now in terms of game play so what we do now is we fix up the behavior of this a little bit make sure
that the balancing feels about right and then we start balancing some some waves those enemies I really need Wheeling thanks for that one okay we have the wheel with an attack range of five keep distance of zero just get as close as you freaking can and you shouldn't just go for buildings but you should not go for flying and you also don't really care about walls I
guess let's check out the damage numbers or just 3.5 in general against anything I can live with that question is should it deal plh damage I'm a a b like doesn't really have to be the case [Music] right so one thing that would be an important experiment as now how would it look for the wheels to by the way is the Music Volume fine not sure where we end it up now getting a lot of in strange songs all of a sudden lots of stuff with
vocals let's check out the soundtrack maybe okay if Splash keep it in a low area but I don't even think we need Splash necessarily music volume's okay wonderful no noise on my microphone either okay okay so yeah what I want to try now is just a little gameplay experiment I want to see how it looks and feels like for a ton of these wheels to crash into a really big army of mine just in terms of how they behave now so let's say we have um once again 50
Wheels do the wheels have acceleration I don't think anything in the game has massive amounts of acceleration I think everything has a little bit of acceleration but because of the path finding and stuff going around corners and Z like momentum based movement is a bit tricky they're not physically based or anything just following paths okay let's build a bigest army start with a couple of knights let's continue with some fire archers let's get some
Spears those are supposed to be decently decently good against these wheels and couple of long bows so now we have a nice clump of units what happens if they collide with wheel let's watch the magic happen
yeah I mean intuitively they probably need to deal uh more damage to units what Splash damage splash splash damage is uh basically damage in a in an area instead of just applying to a single Target we could also try to make the wheels push units a bit more I feel like they would also be very good if they just just I'm more
pushy or they don't necessarily even care about being blocked Layer Two what if they only light with with Layer Two which I think is enemy units so you can't just easily body block them let's try that could you make their path towards a bit more spread out I wish man I wish that would be nice I'll see if maybe I can find a way to do that I talked about that just a few minutes ago this constant rebuilding of our army
will be over once we start the actual wave balancing I have a better workflow for that then just for the time being this is unfortunately what we got to do okay so what I want to see is I really want the wheels to push my Army around yeah they are a lot more pushy now already a lot
better I think they should probably do deal a bit of Splash damage or they should do more damage to units but probably they should deal some Splash damage let's try giving them them some area of effect Splash damage uh whe whe wheel the wheel attack [Music]
splash splash splash [Music] [Music] probably roughly in this area would be
good so now when we go to its attack and we just move all of its damage to Splash damage the entire Ary was taken down rather quickly Jesus Christ you are all so funny let's build another entire Army and this one will really be taken
down quickly because the wheels have Splash damage careful I have Splash damage more enemy more units fire archers fire archers good now they're doing no damage zero
that's exactly what I wanted wonderful could they deal damage if they run over your units while driving to buildings yeah I guess they could I think the only thing we would have to change for that to happen would be and first of all we need to make them deal damage again cuz that's not working but I also like um I also like the behavior of them grinding into your army and just chewing it up that way and pushing it back as they go that also seems
cool so but first of all first things first why do they not deal any damage why why I why are you closed here we have the wheel it's clearly attacking cuz we can hear the attack sound it's dealing Splash damage [Music] [Music] and we do have a splash area oh we do not have the layer mask defined that explains everything receive damage receive damage
okay so what I think what you are saying is we could just uh just not make them Target units and then maybe not have them rotate to their attack Target we can try both okay let's try once let's once again try this behavior and then let's also try your idea of them just ignore essentially ignoring units and just going for the buildings I think both ideas could work for
so let's see what they do to our blob of army now oh yeah the splash damage feels a lot better I feel like that that is more what you would expect to happen even though that was completely chewed up oh they chase me as well they should probably not chase me as much ah leave me alone even though that's kind of funny but they should probably not chase me okay you know that did look pretty good I like that but just for the sake of it let let's make them only focus
buildings now and see how that feels yeah now they're dangerous now they are freaking dangerous man obviously there I don't think there will ever be that many wheels at once except for maybe in Eternal Trails if you're unlucky all right that's the auto attack priorities where's the here's the movement priorities so here we can just say that it only goes for [Music] buildings and then we should probably
also remove the rotation script again that rotate uh [Music] now we leave [Music] that reminds me of the wheels of from Dark Souls I'm not familiar with those a swarm of Wheels is scary you think there should just be a random Army of Wheels this game has made me feel barrels with wheels true true the barel knights I think they might make a reappearance in this level
as well as this is intended to be uh each engine themed level thrall is a secret horror game my now it is now it certainly is so now the thing is these wheels will not stop for our army anymore so we need to put some other targets here like a couple of towers and stuff and then we shall have a public vote if they should only aim for buildings or if they should also aim for units this is the version that only aims for
buildings and ignore the wonky rotation as it moves through the units that is something we can fix but even still I personally have to say I think I prefer the version where it goes for the units as well we can have another comparison if you want to so let's just remove the buildings here again what if those Wheels went One Direction only and were fired from a larger machine then it would uh then the game would turn into some kind of bullet hell game I
assume maybe the boss could do something like that who knows but these are just regular [Music] foes you like the second more any more thoughts on this should the wheels go for the buildings or should they stop to grind down your Army [Music] first leave your vote now we need some more opinions can't make a judgment on just one decision I one one one chat message here could do both they're both cool okay I mean if you don't have any strong opinions then I think I'll go um with the one I personally like better which is the one where they just roll over your Army
first I personally I think I like that better but the fact that they're all chasing me that is they should not do that is there way to have it only go for melee people yes there's also that that option exists as well sure there's also the option to only have a go for units when units are nearby that would also be an option I meant both at the same time I you mean some of them attack buildings and some of
them yeah puty says both looks better yeah so they just attack whatever's closest if buildings are closer they attack the buildings if units are closer they attack the units I don't think um spreading them out is our main concern I think it is now because there's so many of them I don't think it's necessarily going to be a problem in the campaign CU for example we can just spawn them in a lot slower and not as many at once so one thing I want to test is how one wheel interacts with spear enemies or let's make that maybe two with spear units cuz in theory I would have I would want Spears to counter the the fast wheel unit now I am doubting if
that is the case because of the spash damage we added now but in a in a perfect world where I could have what I want to have the spears would be a good counter to those are the spears a good counter are they or will they get shredded within seconds oh I I fear for the letter oh no they are a good counter okay okay that's all I wanted to know I think that looked all right wonderful wonderful wonderful wonderful I think we're about ready to start building the level then except for what
the freak are these error messages ah it's just the typical Unity Thing Once you okay doesn't seem to be anything hugely problematic all right Jesus Christ it's getting very very warm here the sun is shining the computer is heating up the room the lights are heating up the room uh yeah it's getting very warm but we'll start balancing the enemy waves now and I think H we have about about another hour or so I think we might make quite some good progress on that so the general process for this is that I just add one placeholder wave at the end here and this placeholder wave is something that is very easily identifiable maybe just one weakling or
something ridiculously silly like that then we need to decide on the starting gold and then we need to decide on what the first wave is supposed to be 11 starting gold feels about right to be honest and then for the very first wave which of our enemies do we want to introduce in the first wave feel like the wheels would be an okay start well we could also start with there plenty of enemies to choose from now maybe Barrel Knights maybe Barrel Knights I feel like the iron Towers we want to save for a little bit later cuz they're kind of badass and the the airships especially we want to save for later cuz they are very very
badass just joined hi from Australia hello hello thanks for tuning in stay hydrated you're so right I ran my I ran out of water I think I'll grab some real quick but what should the first wave be first first things first um yeah we'll start with one wheel from um from which spawn I think the closest spawn we have is the top left spawn so we'll start with the top left spawn and then behind that maybe a couple of archers or crossbows we didn't have crossbows for a long time as well crossbows are a bit mean for the
first wave let's do a couple of archers let say 10 spawned in relatively slowly and then they can give quite a bit of gold in the beginning here let's say seven gold in total or something uh then we just apply that then we go to the level select and then the fun begins then the play testing begins and then we luckily don't have to play every from start every time because the Safe Load system should should be up and running should be working we can enable our hidden level markers where are they levels yep and then need to enable the
scenes and there we go playing FR for for the very first time you're experiencing it life Wow Wow and generally the way I like to test them is without any perks cuz I very much know that uh people are still going to struggle it is the way it is I'm intentionally making it a bit hard for myself so that other players will have a realistic more realistic chance of beating it okie dokie this looks exactly the way it's supposed to now this is a bit mean cuz
theoretically Spears would be the counter to the wheel but Spears are most definitely not the counter to archers and also we we want to get our economy going so I think we at the very least need to get a mill here maybe scarecrows for later uh then I guess we could afford yeah then we can't really afford anything else ah no I should have gotten the gold mine that's way better value than than the mill but it's okay we're making some intentional mistakes okay that wheel is quite scary
in the first round I think I'll take that back I think I will not be here in the first round was a little bit like Jesus Christ what's coming yeah no no no that will that will make for a cooler moment later in the run this is a bit yikes in the first first night never mind though we don't really even have to go back to the scene we can just go to the enemy spawner prefab now and just modify the enemy spawner prefab to spawn let's say Barrel kns three Barrel Knights instead and then we can also increase the starting gold I think a little bit to 13 or something yep
[Music] sauna with Jonas indeed [Music] indeed wait a second did I just waste all of my money on that that was such a reflex that was not what I meant to do so now Let's Pretend We're actually
smart and we build the gold mine and then we build can you defend this with just the tower is going to be difficult I think we need units I think a Zan person would probably build B here cuz as we know B are the only unit that works again against Barrel Knights the invulnerable Barrel knights we need to do some double checking later if it still plays okay if you don't build BX this wave looks manageable I think this wave will be okay if you build a different counter very nice so now now the fun
essentially comes from Imagining the next wave what do what would we want to spawn in next for it to stay interesting and enjoyable and all that I think next up we would definitely want to have an attack coming from here but I don't think we're quite ready for the wheels yet the wheels are very very scary I also don't think we're ready for the towers yet so I think we'll have to make de with the existing enemies for for the next wave here let duplicate that wave this is actually Baron KN nights and
archers and this man I have to go to the bathroom and the music is playing water sounds this is so mean h top left uh top right H I'm a dum dum I have to open this prefab otherwise there's no way to assign the spawn lens my instinct tells me we want a Ram one ram and behind
that flails Spearman oh we also didn't have monster riders in a long time but they're very very fast I think they're kind of too fast to keep up with the ram I think maybe three flails and three crossbows something like that wait a second I gave 10 coins here in the first round GH that was not intentional but I guess it is what it is [Music] now RS flails crossbows
I mean if we have so much gold we might as well spawn a couple more can you please check your Discord DMS after the stream I really need you to respond to my message so my life can be completed um this sounds like uh I'm prepared for for a troll message then okay got it I just want spiders coming from the cave okay okay we'll do that next fair enough
um continue we have to click the continue button and hope that it saved correctly but if we assigned all of the IDS then it should have saved correctly yes good so now we can just keep playing with this new wave and we'll keep going like that all the way to the end and yeah final boss fight is probably something we will not be able to do today but we'll do a couple more waves mhm so now now we build this and we do have much gold what the hell is this song anything I don't really care so now do we build a tower or do we
build like we could qu the problem I have when play testing is honestly often times how good do I want to play cuz if I I think if I play well then I G then then I just go very very heav heavily on economy here and for example I could just place a an explosive Mill here and I think with that we're already pretty pretty okay if you want to be fancy maybe we can use even try activating this Shrine here and if we want to be extra fancy we could also activate one of the helicopter landing spots for some for even more extra
gold okay I think I'll intentionally play a little bit suboptimal let's say we build a tower here for oh that's quite an evil wave actually more difficult than I expected also we did not manage to jate anybody into that
one all righty and that's how it continues you get the idea I will let you experience uh we don't really have any epic waves coming up it's a problem let's spawn 100 Wheels again or maybe two or we or we do just do the spiders from the cave now spiders from cave then we select cave as the spawn line and small spiders as the enemies and then we spawn 73 of
them for eight coin total or something like that and with that we successfully crafted something for you to watch while I go to the bathroom again has it ever appear uh happened to you that bucks appeared the next day if yes what's your approach all right I don't really know what you mean here you have the proof the spiders are coming from the cave all right
what else should we build pro would probably start upgrading uh for example wrench attack I've been told that's pretty good and then maybe houses all right I have no clue if that's enough to defend our little Mill here but you tell me when I'm back
oh
[Music] ah ah the spiders are destroying everything how wonderful no oh no it completed the day damn it that means the game is safe now but they Dam it okay let's restart new
game more spiders we're getting super run but somehow the spiders got defeated how did that happen unfortunately it was off screen so we will we will never know what the freak am I doing cheating 200 coins it's it's uh the muscle memory it gets to you sometimes will there be a portal or gates to spawn for enemies or something like that they just spawn in on the on the level borders why do I keep going it I have to
stop looking at chat I can't apparently I can't focus on playing and reading at the same time so good strategy here now we just just for the sake of it we try to build a suboptimal counter like a tower like a tower is certainly not the correct thing to build here I think um but we pretend that we're playing sub optimally as many players will I think most players here I mean if they're smart they're definitely going to build a gold man and then maybe a house is this enough to defend ah it doesn't look like it the barel knights are pretty scary
yeah towers are towers are good against archers but they're not good against Baron knites okay you can't count to the first wave like that and maybe we make the first wave a little bit easier just a little bit let's say we go with two barrel Knights and six archers and then we can also decrease the amount of gold to a more reasonable range and also make this wave here a bit
easier is this a tower defense game yes I would certainly describe it as a Tower Defense meets real time strategy no worries completely fine to ask no worries whatsoever um so I I Know It with all of my heart that a lot of players will defend this with a tower so that's what we'll do as well
yeah now you can distract the barrel Knights so this is this is a possible defense now with a tower which is fantastic H now we can try to be a bit smart SM about this one this time I mean if you want to defend against spiders we turn this into an Exploder but we do know there will be quite some big flying enemies later we do have some Insider knowledge on that so we shall use that there's no way around it we do need
some units now the crossbows are pretty scary yep that should be very possible to defend and here come the infinite spiders the infinite spiders I have actually I have no clue how how that went last time so I think I just have to see for
myself oh also one thing we did not do yet is adjust the pricing of the walls I think I think in order to do that we also have to restart the game but let's check out this wave it's now a good time to upgrade the castle Center yeah maybe yeah it is a good time to upgrade the or is it a good time to build the other Mill questions over questions I think we upgrade the castle
Center all of these options do definitely have their place I think I'm the reason I'm just going with the standard one all the time is because kind of the most middle of the road and I want to see uh how it plays if you play middle of the road okay so what else I don't think we have unlocked the Goldman ah we do obviously building that now would be very stupid what we could do is build explosive Mill here and then defend from here I will probably be quite big brain and then we have two more gold for a house or am I playing to good again
they use comma for decimals I'm not sure where you saw that but in in Germany generally we use comma for diml yes but as far as I know in the game we use dos oh I see what you mean that is a that is a lot of spiders Jesus Christ that is certainly too many spiders we need to find a way to make this like even if you don't build explosive Mills it should still be
defendable which I don't think it would be without with out explosive mes let's let's try [Music] 25 continue okay now we just need to rebuild those buildings again
range and this time we defend without explosive Mill and just build another Mill here maybe there's a way to oh we also have the harbers that's something I completely forgot about how could I forget about the harbors and we also have the temple which is once again placed in a position where you will completely forget it even exists I think I might have to move the temple to somewhere more in the center of the map even though I like our little cult here but then again doesn't really matter if people forget that the temple
exists so it's a voluntary feature [Music] so I guess we build the Tower I guess we build maybe another Tower I didn't upgrade the castle Center this time oh G at build another house then no we can defend against 25
spiders oh yeah getting a bit dicey but it looks like we estimate that perfectly oh n perfect so I think it's time for a first bigger Attack From The Bottom here and the question is is now the time for the wheels is it time for the wheels I love your games thank you very much appreciate it I think it might be time for the wheels it's time for the wheels isn't it what if you add signs to some of the maps like an interactive object or I mean hopefully the large the maps shouldn't be so large that you get lost on them right Temple of the North or something
like it might help your problem I'm not sure if it helps the problem I think it would more likely help maybe the World building or something which some people also have complained that our world building is a bit a bit lacking which is fair enough it's wheel time it's wheel time now it's time to scare the player out of their mind so generally I think a good practice when introducing new enemies is to only spawn one enemy type so I'm don't think I'm we're going to spawn any other enemies with this so that all of your attention can go to just the new enemy type
we okay we do have the wheel let's say we spawn two of them in the middle and give you eight [Music] [Music] coins so hyped for the wheel yeah so surprisingly so am I what are some of the unity packages you use uh I think one that would be important to mention is a star for the path finding then for the inputs we use rewi for the inspector we use Odin Odin inspector which has some useful editor tools and stuff like that
but actually there a couple more for for feedback um I think we're also using shapes quite a couple actually now that I think about it make it really op I shall try big question is can we kill the wheels in the shrine radius cuz if we can that would be kind of nice get an upgrade get the gold
mine get Spears can we build Spears already uh I don't think we can we get those at level we get our next Mele units at level three so I could build some archers or I could build a hero I don't even think the fire wi can keep up with those Wheels also it deals reduced damage CU it's fire I think actually Golem is probably okay
here oh we could get so much money from summoning the extra enemies but then we don't see the wheels it's kind of a conundrum we do want to see the wheels maybe we should put the helicopter landing spots uh more like on these plateaus or something I mean having them in the back of the base I think makes sense game playwise but it's uh not very fun to observe here in case you're wondering what they do is um you can decide on additional enemies you want to spawn from here and if you do these enemies drop some extra gold which is fun mechanic and probably
something we could do now but yeah not not doing it and yeah potentially we'll move those somewhere else we shall see oh man that wheel got destroyed I can't believe I'm saying that but we need more Wheels we either need more wheels or we need beefier Wheels but I think we need more Wheels surprising very surprising okay then I I would say four wheels final offer four double five four cuz obviously it's not guaranteed that you have a Golem and I think Golem is a pretty good counter
four wheels it is then okay we all agree handshake wonderful five Wheels have you lost your mind more Wheels more okay we'll do five but if anybody complains that it's too many wheels I'll tell them Phoenix remaster is the one you should blame six six N More more Wheels you can take our freedom but you cannot take our Wheels
what do we do with the remaining gold last time I this could work though all right oh Jesus Christ who's at five Wheels who was
it oh they still have this issue that they following the player ah do we never fix that I think maybe three maybe three final offer three three three four I think I think three should be fine three should be fine
maybe four I think I think when in doubt we do rather do one less cuz this you have also have to remember this is the first time players encounter this enemy they probably don't really know what to expect unless they read the description oh cool translation's already working you also have to remember if you don't build the Golem I think you're a lot more screwed here
oh I still didn't fix the issue of them chasing me indefinitely as three is The Sweet Spot you have to remember if you don't if you don't have a Golem here it's going to be rough it's going to be very rough I I have no doubt in my mind we'll get some this is difficult enough okay next wave I'm thinking what would be really cool now would be if we finally get to use all of our entrances at the
bottom here and I want to use an enemy that we haven't used in a long time Monster Rider I want a very nice Monster Rider Invasion from everywhere everywhere 30 gold see we have 30 gold to defend we can spawn lots of monster riders now he play testing I'm balancing waves we've already designed three new enemies now we're just deciding when to spawn them all right so we taking our monster riders Monster Monster Rider and then we want to spawn I think about 15 from every direction
middle bottom right and then bottom left no clue if that's too much or too little but it's my my best guess for what we can handle at this point you love the big Spinning Wheel yeah they they're they're pretty cool they're fun to kill but it's also kind of fun to see them shred your stuff both is fun although I I assume some players will
disagree bunch of monster riders maybe a wheel or two I'm sure we already have wheels again like that's stute that's that's you know that's making the wheels feel a bit less special we do want them to feel special don't we I think we want to have a nice surprise comeback moment later where suddenly you get lots of Wheels oh this is a tricky tricky problem now cuz how the freak should we defend [Music] this should we build walls or should we build towers or should we build explosive Mills
I mean explosive Mills kind of a heck here but Ed is what it is would be very nice if he could manage to enable this Shrine I've heard long bows are pretty good against humanoids now before we spend all of that we do also want to invest a little bit into economy we'll use the archers as Spade
to bait the monster riders into this corner uh excuse me don't go for the mine no come here oh my beautiful mine oh no oh no oh no I sent all of my units to the other side okay we managed to activate the train at least let's check on our Mill up here oh no no no no what have you done oh that's quite a mean wave might be a bit too difficult but it's okay
H so what now let's maybe just have a look at the enemy load out to see our options we have archers with have barel Knights big spiders blood Wings some without the image for some reason but you know these guys from WB crossbow the catapults the crossbows the exploders flails big flails Flyers flying Wizards
Furies ghosts which are from the last level I made giraff slime H Hunter Lings Hunter Lings I haven't used in a very long time and all the spears I haven't used in a while maybe Hunter Ling spear Quicks slings I haven't used in a while either and then of course for later in the level we still have the towers and the wind bools maybe we activate the cave again but we just had that one wave before that maybe we have another attack from the side the one one from the
flanks huning and quicks sling that is certainly an interesting combination that we that I've never heard of before have you ever tried enemies spawning in the middle of the base like through portals and there's a mutator that does something like that that just spawns the enemies essentially randomly all over the map it renders the walls a bit useless and also there's one boss fight that kind of does that as well on the I level you like the idea of Hunter links I very much like the idea of Hunter links as well I also like the idea of quick slings I just don't know how well Hunter Lings go together with quick slings
so here we have the monster riders so I think [Music] the hunter Lings are a pretty good candidate to come somewhere from the side cuz they're not necessarily going to go after your economy and stuff anyway so we can totally have them come from top top left that's completely fine for [Music] those and then maybe we can have some
Siege engine nastiness coming from the bottom middle or maybe even from the bottom left to make that mine a bit more difficult to defend so we can have maybe three quick slings and they might arrive together with just a couple of standard Millie Millie guys just so that they're not quite as easily snip maybe something like that might might be a lot too easy might be a lot too hard we shall see Hunter Ling quickling
the boss is giant semi truck kind of I somehow messed up the spawn position of the hunter lings hings you should come from top [Music] left I got to say it's pretty crazy the amount of progress we made in just two
days certainly has to be and new speed record for building a level oh no I accidentally spoiled the final boss fight the final final level it's not built yet it is not built yet eh oopsy MC doopsy this is where I want to go okay we have 30 gold to defend this I'm not sure if there's too much to be worried about maybe we just build wind Spirits here and then we should be pretty pretty
fine wind Spirits here then I can worry about these guys here [Music] myself got a Sniper Tower here we could upgrade the harbor and we might also just grab a
cheap upgrade for the king here oh well these Hunter Lings ain't going to do much now the question of was it too easy or too difficult I think we can answer with it was too easy I think maybe I'm wrong it certainly felt too easy for me personally these Hunter links they can be more they can spawn in about twice as fast quick slings why not four milliunits why not 20 let's have another go at this
does streaming increased productivity we talked about this a while ago it uh comes with some upsides like for example you can't browse Twitter or get distracted with emails but it comes with some other distractions so it's a win lose also we can close blender now I'm pretty sure all right so we'll do the same stretch again except for this time we can just stay down here those Hunter Lings will come down anyway
upgrade that I mean instead of sniper towering that one at the top we could also Sniper Tower this one probably makes more sense and then we even have gold to build another Harbor then we could even build another house you find that the productivity gains win over the drawbacks probably I have to say for me personally I'm not sure it might really be either one
okay that felt pretty well balanced now now we have tons and tons of gold like the the exponential is taking off we have 50 gold now next round we will have might have 70 gold so now I think it's about either either we bring in the the very chunky flying guys or we bring in the The Towers what do you think what do we bring in next I think I think we'd bring in one very
very big concentrated attack in the center here with lots of normal enemies plus a bunch of towers how does that sound I think we're going to try that maybe you should add an interest mechanic on the gold you mean to limit the exponential nature or to accelerate the exponential nature even more I mean the the fact that the econom is so freaking exponential is definitely one of the biggest balancing regrets in hindsight but it also comes with some advantages for example if you manage to get ahead on on economy it's very very satisfying if you just Crush all the enemies so but if you obviously if you get behind on economy then it feels very frustrating because it feels like there's nothing you can do but it's too late to change now we've
discussed this a bunch and yeah I don't think people would be happy if we make any big changes to economy now let's call this H big tower attack and we shall have some Towers some iron Towers let's do five it's also time for it's also time is is already time for catapults I think the the very big Siege push is for later right maybe it's time for a bunch of
barrel Knights maybe try something like like that money you don't spent between rounds does something Oh you mean like the interest perk we already added I mean like that at the beginning of each night you gain one gold for
every three gold you have in your chest to make the exponential even stronger yeah we we already have that we already have that enemies which get stronger for unspent gold oh that's also interesting but generally speaking um you will always spend all of your gold the only reason where you wouldn't spend all of your gold is if you're going for high score cuz you get high score for unspent gold and at the end of the game but even then you'd still spend most of your gold in the early rounds uh why you coming from the wrong direction you shall come from the middle
please do you have a perk which makes houses spawn peasants nope we have a perk that makes houses shoot which does a similar thing but with a lower performance cost cuz we do have to very carefully limit the amount of units unfortunately so keeping it somewhat controllable is generally what we're trying to do just popping in to say that your video about best ways to search for a game idea was excellent that must have been quite a while ago cuz um can't even quite remember but happy you enjoyed it thank you thank you question is do we upgrade the castle
Center we do have to grab the least upgrades if we have so much gold I really like the vibe of this level it's nice uh we probably just want more units more units and then more economy I have a feeling this might already be enough to defend here get some bonus towers and the rest we put into
economy if we can find a good place to invest it okay let's see how it goes okay now it's raining the weather does whatever it wants mean whatever want Retreat Retreat oh don't kill my long bows stop
ohy doie yiki byy I think you can not sure if the microphone picks up on the rain but it's raining quite heavily now Jesus Christ there was a difficult wave I think we need to make it a bit easier I think we do need to make this a bit easier just just a little bit other than that I think it was very cool I liked it from from a fantasy perspective and Zone this was cool just maybe instead of 40 Arch just maybe we do 30 and instead
of mean the iron Towers were not really the problem to be quite Frank right so we can do five iron Towers but maybe also say couple fewer barites there we go this should be fine this should be fine you can hear the rain just a little bit just a little bit I bought Throne fall because of these streams ha already worth it then only 12 hours of work and already earned couple of cents nice I hope you enjoyed though thank you thank you for the support all jokes aside we do of course
appreciate it get some upgrades get some upgrades okay I mean one thing we also have to consider is that we spend quite a bit of gold on upgrades now the remaining gold on economy or how did we how do we do last time oh just such a waste of tower freak me we could of course also build the temple now and have ice rain on those enemies
that would probably be quite effective I think just for the fun of it we shall do that ice shall rain on your heads you fools oh no it's not as effective as I thought it would be yeah we got a juicy hit on those archers though and on those archers okay it was worth
it uh wish I could stop my units from suiciding in and even now it's still a difficult wave so I think we're fine I think we are fine let's collect my units here like units running in one by one doesn't really do much but the looks like the shrine is taking care of it okay see still very much difficult enough very very much so do have any enemies that are aura based like healing buffing protecting actually no we don't have any healing enemies yet
no oh and there's one Aura based enemy but I can't spoil that it's from from the level you haven't seen yet what about controlling units while you're in the down state or is it already a thing good point good point I sometimes I wish wish that would be possible and I mean we can of course do that let me think think if there's anything speaking against it probably probably not except for that it's R reducing your 10-sec punishment for dying a bit
further oh there's one guy coming how do we defend that is it time for the airships to make an appearance or is it time for the for the wheels to come back questions over questions let's check out the the last couple of waves sometimes it's good to remember what we had before so first wave was barel and archers then we had the flail RS and crossbows then the spiders from the caves then we have three wheels then we have the big monster riders all coming from the bottom then we have the quicks slings and the hunter Lings and now we just had the big tower attack maybe now we can have
so when were the last spiders quite a while ago so I feel like it's time to spawn something from the cave again the cave Rush maybe some medium spiders this time 15 spiders something like that I would also love to have some Racers cuz the racers would force you to
start building some walls so far you did not really have a good reason to to build walls so I wonder if we could just have some Racers from uh from the B bottom right and quite a lot of them like 40 or something and then maybe also some flying enemies cuz we don't have we don't have that many waves left we have to if we want something in this level we better start putting it in now so in terms of flying enemies what do we what do we want do we want oh we didn't have the the Wizards for a long time flying wizards they could be coming
from I don't want to spread the spawns over too many positions but why is this coming from middle this is coming from the cave this is coming from the bottom right then maybe this is coming from the bottom left okay but potentially quite a difficult wave I'm not sure we shall see puty had the same thought I did air time for sure I think we're I think we're warming the player up to to air attacks a little bit now and then for the next wave we can spawn our
airships and then we've introduced all of the new enemies and can start ramping up for the big finale and just from the looks of it this looks like a fun wave it's a nice puzzle to think about I probably want a wall of here I just want a wall of everything especially if the walls are so dir cheap
let's try to get at least a little bit of extra gold from from the helicopter spot now I think we can handle two wasps here especially cuz we've already built an accidental Tower here so that should sort itself out automatically can we do a similar thing here maybe but then we risk losing our gold mine well actually this is a probably a good way to intentionally destroy your gold mine for the sustainable mining park
now yeah this gold mine here we can we can just surrender for this round just not anyway we we're going to keep that for the flying enemies I mean maybe just Castle Towers I'm not really sure what to best do against these you you can defend here but the archers stay behind and then the remaining bulk of our army can go somewhere here with arches positioned on the top cliff and these barer they are actually
I think they'll be quite good at tanking the the Wizard shots cuz they do have explosion resistance now maybe a bit more defense on this side bunker Tower actually I think bunker Tower will be good here it looks like it's a bit Out Of Reach but I think it'll be good and now we have a bit more gold I mean we could spawn some more enemies here and just snipe them ourselves maybe we do that no risk no fun
yeah okay maybe not the best decision because that Goldman is definitely gone and one house okay we can live with that let's have our troops how's the other side looking pretty fine pretty fine uh-oh something got through Panic how did they get through did they freaking glitch through the wall again God damn it how did they got through I would have loved to see it or did they slip by here
somewhere that wave was almost a bit easy but I'm not entirely sure I'll have to find tune that on my second play test run probably it felt fun to defend and set up for at least so that's good I've never changed the unity Project's name exactly why would you change it the the working title was simple Siege which is a horrible name compared to throne fall but we didn't really bother to rename to rename this here looks a bit odd anyway I hope that's where the spider slipped through and I think it
is ah okay so what now we're starting to approach the end game it's probably time for Wheels what but this time we should send something with the wheels or is it time to send the big ships I think my gut feeling actually tells me it's time for Wheels again so we have another little surprise moment for the ships next wave the big SP big spiders and wheels maybe or we give them the wheels some smaller support we need an instant rep oh God no no no I'm not coding that cave
wheels wheels wheels wheels wheels wheels maybe pair the wheels with other fast enemies how about that well we'll spawn them from all of the bottom positions for sure now Wheels but they're not shouldn't be coming from the
cave let's get five from the middle five from left five from right if there's a wheel BS name it big wheelie there's not going to be a wheelboss there's going to be at the very least according to the current plan there's going to be a Moving Castle boss but it's not entirely set into [Music]
stone what do we want to come with the wheels what do want to come with the wheels monster riders again or spears Spears will be kind of mean oh while we're added uh let's finally fix the pathing for the wheels they should not chase after the player do not chase the player thank you very much
Barrel Knights any any Barrel Knights fan out there now monster rder I think or maybe a different support from every direction that's probably a more interesting defense problem to solve if every wheel is supported by different units I like that I'll do that
but left part right middle okay I hope I didn't make any mistakes here let's check it out bur Knight next wave maybe maybe or we I mean at some point there's going to be a very very very big zege probably a zege only wave with all of our favorite Siege engines I think the final wave before the boss fight will just be massive massive Siege wave okay so we have five wheels and different support units from every direction I think that looks quite
interesting at first glance of course if there's a wall here that we can block off later then maybe we should have another run by here later that you can so that you can get to use that wall in case you build it we don't want to have a pointless wall there yeah time for The Sniper Tower for sure and time for the castle Center upgrade for sure I wonder if it's time for Godly curse level two Castle Senter upgrade there there are a lot of attractive options now I find it hard to decide which is a good
sign we'll go with the middle of the road again just for play testing [Music] sake and now we finally get access to our other Barracks which I'm pretty sure we're going to [Music] need we should get some fire archers definitely should get some fire archers as well as some Knights for tanking crossbows this could potentially be quite a dicey wave maybe we upgrade the harbor now
give me give me a minute minute I I have to split my units pretty well here put some up here oh that's the fire archers h i don't have as much range so we I think we just put them behind the walls and the long the long bows certainly go up here some more fire archers just in the mix here feel like we do want to have slightly uh more saturated defenses here on this side
cuz we have a mill here and we also have the gold mine here even though the gold mine is probably out of gold by now okay we're out of C okay this going to be interesting the wheels they are pretty pretty scary oh my goodness yeah they are scary ah they broke through they broke through they are scary but also not overpowered which is
nice for example that one has quite a bit to chew on on that armor Tower oh that nice that way felt super nice for for me personally in this playr who knows about other play testers who might play this or other players who might play this later with less economy or something then then that's going to be a tough wave got to go good luck thank thank you thank you Toby please make a first level with 15 more waves I've been missing some extra big and spicy waves what do you mean a first level with more waves just keep playing the game you'll get to the more spicy waves or put on some mutators or what what what specifically do you mean
likeing some context here it's time to bring out the Flyers it is time bring out the boats are you going to do another death lock yes a map that goes for long I mean one thing that people keep asking for is um an endless endless Mo a a true endless mode where you get to keep playing on the same map that's something people keep asking for again and again and again and again so Paul and I are pretty close to giving
in or trying to to find some ways to make that happen wind Bo from everywhere we want them from everywhere bottom left seven [Music] then we [Music] want seven from the middle then want couple from the right left middle
right ah seven ah seven that's not enough let's do 15 15 maybe maybe we want to add some flavor units to it but as this is the wind booat introduction maybe we don't oh that's 11 that's the 10th wave already as a fellow game diff this is super interesting and fun to watch uh thanks for watching appre appreciate happy you enjoy I think it's definitely also for for myself personally I think this is cool to have the full development process of an entire level completely on video like we started yesterday with an
empty canvas level and now look what you got this is pretty pretty nice all built on stream [Music] baby is it worth it to build those Mills let's make the random assumption that we might be able to protect them it's ballistic Spire time do we have another hero quarters cuz then it is it's lizard Rider time
[Music] okay we didn't okay we did build some economy on the for the windmills other than that we spend all of our gold on Towers I hope I hope we chose wisely so this is all of the ranged units we have to work with that's not really a lot of ranged units and half of them are fire archers which suck against air okay then of course we have the lizard Rider
so the melee units they'll just be me Shield essentially I hope it at very least looks epic it does look very epic I'm not sure how I like the fact that they're coming in without any support units and you need to retreat lizard Rider you are not doing anything here okay Retreat
retreat I I shall give my personal opinion it's pretty epic but fantasy wise this feels very weird just tons and tons of wind boats coming in I feel like we need to add some reduce the number of wind bows and add some other flavor enemies I feel like they look too bunched up they should have larger colliders I
mean we can yeah sure we can make them spread out more maybe that helps already that's a good point we can try that so we can the cool thing is we can keep their damage collider the same and just extend their rvo controller which is how they collide with other units so we can just make that bigger radius for example we can make it encapsulate their whole body like this this way they will have pretty minimal overlap with each other I assume that's what you meant Yen let's try the same wave with that actually let's see if that makes it look a bit better I'd say 10 or 12 wind bools from each spawn Max I also have a coding related question at default the parallel noise
function is one to zero but to add more variety I want to set it to minus one to zero so I think if you want to remap a range from 1 to Z to minus one to Z it's very easy you only have to have to multiply it by two and Sub sub substract one very very easy okie dokie dokie maybe we build build more long bows this time I think that's kind of worth it cuz we can Retreat those
maybe even level two level two lizard Rider could can be worth it here I think no I just want the archers and the heroes there we go you are with me now actually Commander upgrade on the castle Center would have been quite useful here
oh I see what you mean y this this looks way better already no lizard Ridder no run run for your life no it does look a lot better but uh wind boats only is still a bit boring
feels more like a bonus map and not like a campaign wave feels more like a one of the B bonus challenges or something yeah but the spacing looks better I agree I agree these these two probably manage to get inside of each other because the rvo controllers are not tall enough yet wind BS where are you there there's of course no reason why we couldn't just make them higher like so that should do the
trick hey Jonas what about 12 wind Bolts from each area supplementing with small ground or air troops I I think that's the way to go I agree slightly slower spawn interval will also be better I also agree let's say five or maybe even 6 seconds spawn interval then we can cut the number in more than and half seven is fine and then we'll add some nice
support unit on the ground Barrel night time Barrel nights anybody 10 ogas in the middle
two wheels maybe on the left introducing some asymmetry maybe some spiders from the cave we're reaching the end of the level this is probably too or three waves left in this level 12 spiders from the cave why not why not why not oh you do love the wheels exactly
that's what I'm saying what if they never stop moving but they can fire while they're moving you mean the the airbats I think that should be what they're doing at least they're not stopping for units they're only stopping for buildings and obviously they do have to stop for buildings cuz otherwise what would they do when they get to the castle Center like where did you learn to code uh time time patience curiosity and also my dad is a programmer so got a little starting boost there but most of it I would say is self-taught and then some of the unity Basics also come from game School
I'd like a main wave in the middle and a couple of blimps supporting from the side H what a blimp blimps though a blimps the the big boats airbats don't call the airbats by a different name you'll confuse everybody especially me they're airbats air boats
okay now we don't have money for for additional archers I guess we did an oopsie I'm not patient enough to split my Army correctly so this is already more interesting that's already a lot more interesting maybe we can even save the gold mine I don't think we can
all right CH what are you doing there Retreat oh no we have to defend the mill okay I think it it's going to be a good job defending itself okay see that was pretty nice that felt a lot better and now we have to think very now
we would have to think very carefully what which wave to spawn next cuz now they are I don't think there there'll be more than 13 waves so we have two more normal waves and then one Boss Wave I think that's about what we have left three wheels instead bargaining to get another wheel we could we could would make it more difficult though blimp a skeleton is okay so it's a similar thing though that was a good wave yeah I think so as well that was a pretty fun wave I think these asymmetries are often a bit more annoying to design but they're usually more fun to play cuz then you have to decide which units to put where especially if you
want to play at a high level was really SN successful in monetary wise I would say it was yeah it didn't really make super crazy crazy amounts of money and I spent four years on it it was wasn't like crazy crazy but it was still was still decent was still enough to keep making games for sure can we defeat the one peasant careful peasants are equipped with claps so now in the next wave I the next
wave is the one where I do want to have a run by here on this attack path will run by yeah maybe the the next wave is just a fullon run by wave where we use these side attack paths and then the final wave is just a massive massive Siege wave where perhaps we do roughly what um AR suggested earlier where most of it is coming in the middle here and some of it is coming from the sides
wheels from three feel reasonable how much time did you take to develop Throne fall B two and a half years at this point but not entirely fulltime Paul and I are usually doing three to four day work weeks but still quite a bit of time and by the way in case you're wondering the other other days I'm not sitting on the couch I'm working on YouTube or doing my Texas or [Music] whatever um yeah should we should we try a run by
wave it will also be good time to slowly end the stream but we're very close to the final wave now that would feel a little anticlimactic wouldn't it it's almost been 3 years since we started developing Throne fall yeah that might very well be to right and top left enemy spawns feel a bit NE neglected that is partially on purpose but I agree that it is it is run by time now it is very much run by time now the reason why that's on purpose is these are essentially my early game spawns cuz in the early game I do not want enemies to walk all the way from down there they would just take too long for the first
waves but yes in the late game now I think we it's about time to use them for a fun little run by Wheels did somebody say Wheels I think I heard Wheels run by bunch of wheels from top right seven Wheels yeah sure and together with the wheels I want arches archers ready man that's Kingdom Rush
okay then the other side top left now we can decide what we want to run by on that side iron towers that would be a bit mean but maybe spiders spider run by racer run by would also be mean but I'm not entirely opposed to the idea maybe we do a couple of racers and with Racers Rems five Rems
and flails no Spears we did not have Spears yet does somebody oh we need the misspell Spears and they drop tons and tons of gold which is fine the slow fast combo some race some Towers I mean yeah I mean Iron Towers would have also been a good option game of YouTube feels dry it
I don't think so I think there are quite a few pretty great channels really really enjoying Mark Brown's uh development series at the moment for example why did I upgrade that Tower was that entirely point oh my God we have 100 gold what the hell Jesus Christ can get probably get another uh upgrade but defense upgrade
more [Music] units stronger units more [Music] units stronger Golem would also be useful it's time for the wall and generally people don't really like it when there are attacks coming from two opposing directions cuz you can't really keep track of the action as well and I think I totally understand that especially usually your your vision
is more like this so if you want to see what's going on here it's quite quite a quite a travel distance but I think it's okay and also we have the mini map now just just stay behind the wall everybody there's no reason to come out there H that's such an Easy Clip I think the wave is too easy cuz we have so so much gold
that was too easy your face is covering the mini map I know I know I know the alternative I can offer is uh this is this better now you can should be able to see the mini map next time okay now I did a bit of an oopsy cuz I let the wave finish that means the game is saved now and we can't rebalance that last wave but also we've been streaming for quite a while and I think I'm slowly drained out now but that being said look at what we build it's freaking crazy man yesterday morning when when we
started all of this wasn't here yet I would say very very good progress we made enemies we even balanced some waves this is almost done this just needs some polishing some more balancing the boss fight very very nice I think this was very very cool that we managed to do this on on the live stream definitely thank all of you for watching very very nice way better we can see the gold now has throne for been successful so far yes for my personal standard yes the please no so the question is is what's that about the the new webcam
position positioning or the end of the stream I'm I'm very very happy with what we managed to build here looks pretty cool turned out very nice does Danny talk to you still I've never really talked a lot to Danny we've exchanged a couple of messages every now and then not really sure what what he's up to I still have the sneaking suspicion that he's that he's cooking something up will we still get translators for some languages uh I think we're for Simplicity sake just going for um localization company this time because Community translations for will s were nice but also very exhausting and very very time cons
assing to manage awesome game thank you so much thank you for playing and for enjoying GG can make game on a potato you can make a game on a potato maybe with a godo sure which is good perfectly fine don't get don't this I did not mean to sound condescending or anything you think Danny is cooking as well I I sort of think he's cooking I personally think he's cooking but obviously I don't know I reignited your moding spirit I'm happy to hear that I think uh the throne fall Community would be very very hyped about about anything that has has anything to do with more maps
everybody wants more maps and your love for the community I mean it's uh it's easy to to love your community when you depend on them right if you hate me I'm not not going to be able to live off of what I do so I better try Discord DMS yeah yeah sure sure I'll check thanks for the reminder thanks for an awesome stream oh man I guess I have to work on my game yeah time to work on your game there there are no more excuses now more streams in the future please all righty I'll I'll see what I can do I think this is pretty fun as well we should probably do this more often I agree why people don't even consider making mobile phone games oh God
even when some dudes really generate very low effort oh God now that's the completely wrong approach I feel like if you're like why don't you consider making mobile games it's very low effort oh no that's already not going to work it does feel genuine from you I now I lost the context for what for when you said that I guess about caring about the community I feel like generally I feel like generally in the game they seen it is like that I feel like generally in the game have seen Game are pretty supportive of each other can I add you on Discord um probably not if you have any quick feedback requests or something just shoot me an email or shoot me a message on Twitter or something I try to not add too many people to Discord cuz it's very very
distracting if you constantly get bomom will you ever stop checking the willly snail server when I'm dead I will stop checking I I have to admit I'm checking my servers quite rarely that is I because I trust my wonderful moderators to run things pretty well and let me know if there's any anything urgent that requires my attention for the most part I think it's working out well I wish I could hang around there a bit more every now and then probably should I agree with that but also as you can see I'm usually very very focused on getting things done so when I have the decision of do I spend time chatting on Discord or or do I just keep adding some more content then I usually choose the letter because I feel like more in the end more people
will benefit from that do you read the Discord feedback Buck reports um yes we do we do get them our community Sasha collects all of them and if they haven't come up before then he lets us know about them for sure like if you want want to know the specifics of that system of how we do that at the moment we have this massive Miro right and Sasha just collects all of the important feedback from Steam from Discord from everywhere and everything that's urgent or important or good feedback or something that we haven't discussed before ends up here obviously if it's something we've talked about a 100 times if it's another person asking for for True endless mode or something like that it's probably not going to end up here but for anything else usually
does so no worries we we see everything we have our eyes everywhere yes yen is mod on all of the Jonas servers my my very best unpaid employee thank you very much yeah I really do appreciate that stops checking servers and turn off DM um I I try to prioritize correctly to the best of my ability like the thing is even if I am on Discord and spend some time there it's like I interact with a couple of people and it's a very big chance most people just miss it and feel like I haven't even been there our community Sasha did I say that nice
we should we should make that the official name our community Sasha if you would start game def Journey again what would you do differently it's such a cliche but just hyper focus on making small games it's really the if you want to learn quickly if you want to aim for commercial success making Tiny But hyper hyper polished games is 100% the way to go I do believe that and then once you've had a couple of hits with your tiny games then you can still think about scaling up but generally they're just lower risk but the reward the potential reward is just as high and you learn faster all righty
I think that's it for now even though the music's picking up again thanks so much everybody for tuning in was very enjoyable we made fantastic progress very very very good progress we build on entire level from ground up from scratch in two days wow I see a clickbait title YouTube thumbnail I built this in two days two-day game death challenge don't worry that video is not coming and this is this text is wrong thanks for watch watch this see now now it's correct oh no I missed
now I have to wait for the correct text to appear on screen
Auto-generated captions from YouTube — names and numbers may be misheard.
Distilling the key insights…
Jonas Tyroller · 2025
Thomas Brush · 2026
Comments