Lynaria CyrxFall Devlog 🌒

Hey Everyone, Khaled here and today I’m super excited to show you for the first time ever in years the behind the scenes of Project Lynaria CyrxFall, one of GDevelop’s biggest and most ambitious projects.

This will mark the first ever Devlog here in the GDevelop Community and more to come in the future.

Here is a sneak peak (Behind The Scenes) for a place called “Sunless Abyss”

Now I will answer some of your questions:

You might be wondering what it’s like to work on Lynaria?
A fun nightmare is what I would call it :smile:
This scene alone has over 8 layers (Still an early WIP) so you can imagine the pain of setting all this up, took over 3 months to reach this point here but I will say, it’s 100% pure fun.

So what exactly Is Lynaria ?
Lynaria CyrxFall is a 2D Metroidvenia set in planet Lynar, where a devastating event called The Awakening took place, you play as Lunai and make your adventures in Lynaria City

  • “The city was raised after the end - It waits”

So how long will be the development for Lynaria is going to be?
Very tough question, I’m aiming for 2 years but I doubt it honestly, it can take more yes, but eventually it will happen (If I’m still alive).

What is you aim this time?
Well to create something great in the industry, I want to go big with this one and big things take time so yeah, I will make sure this time you have something truly special.

That’s all for this one, Thank you so much everyone and I hope you like what you see so far.
See you all in the next Devlog :heart:

Hi Khaled!

I hope you go well.

As everybody says it and thinks it, you have good talent for all concerning video games: graphics, gameplay and all i forget.

As you certainly think, the devil is in the details: at the beginning, it goes fast but after a while, the details take a lot of time.

I wish you success with your new game.

A+
Xierra

@Amigo54

That’s very sweet, honestly thank you so much for the kind words.

Thank you so much, wish you the best as well

Hello Khaled! :wave:

Cant wait for your game! :star_struck:

It looks quite promising!

I hope to see it soo- i mean in the next two years lol. :sweat_smile:

Welcome back! Looks like an other interesting concept you have with nice and clean graphics. Looking forward to learn more about it. :+1:

Good to see that you have fun while creating.
Do / will you also create your own assets and music? (Would be cool to see your footage of the level with a bit soundtrack, the level has a mysterious feeling).

I assume that you mean that this is the first devlog for “Lynaria” here, not in general. :sweat_smile:

Edit: I would like to suggest that you put future posts in this thread so it can be easier found if someone bookmarked it and it might be easier to find for future readers. :slight_smile:

@zGameCreator Thank you so much

@ddabrahim Hey happy to hear from you, thank you for the welcoming.

@Ambytar Thank you

About Art:
2 Things
The first I’m an artist for over 15 years, I’m actually a surface pattern designer (Textile pattern designer) so I have previous knowledge about designing and creating stuff from scratch especially when it comes to games because I love it.

The second thing is >> I’m working alone in a huge project so I have to use whatever tools I can have my hands on and one of these are AI tools (Yeah we’re in the future now and you have to adapt to survive) but here is the thing, AI for me is not a creation tool but rather a tool that enhances what I already created, so I do the concepts, draw what my idea is, make it 100% my own and then use AI to enhance the details and such, and what comes of the enhancing of the AI still gets edited again to adapt to my main focus >> AI tools when used correctly >> saves a lot of time and safe to use because it’s your idea and concept, others use AI to create their ideas >> I strongly disagree with this >> AI should be used to only enhance what you already created with your human touch.

Also to adapt AI to what you need specifically is such an annoying long process with trail and error so it has it’s own ups and downs.

Over all I’m using whatever I can to reach the goal I’m aiming for >> working alone is tough >> no need to make tougher when life it self got easier for us developers.

About Music:
I will be also looking into AI tools and if I didn’t find what I’m looking for then I will look for composers to help with the project, still a bit long for that but still in the research part >> didn’t really decide yet what I want to choose.

Yes both here and in general
I also have a discord channel here where I share the same updates here and maybe other stuff if you want to join

Yes no worries, future updates about project Lynaria will be here in this post from now on.

Thank you

Hey Everyone, Khaled here,

Just wanted to share with you my comeback video on YouTube and the first devlog for Lynaria CyrxFall with a quick look behind the scenes.

Hope you enjoy what you will see.

I’m Finally Back to Game Development | Indie Devlog #1

See you all in the next devlog, love you all :heart:

Hello Khaled!

Thank to partage your knowledge in games and in GDevelop.

I wish you good courage for the pursuit of your game.

A+
Xierra

Hey everyone,

Khaled here, I hope all is well

Today I want to show you some of Lynaria CyrxFall new footage and talk about development and Behind the scenes.

First let’s show you actual footage from inside the game
This place is called “Cyrx Vain” >>> (NOTE: WHAT YOU SEE IS A WORK IN PROGRESS)

And here is a quick look at the combat in game.

The development of Lynaria CyrxFall is such a massive, tough and difficult dream to reach but I’m on the way one step at a time…

The development idea behind Lynaria CyrxFall is to create something that feels special every time you play, something Fun >> Quick >> Deep >> Serious >> And Balanced.

I’m not just creating a world this time or just a (level) >> I’m creating a living breathing world where you can see the effect of what happened in this world in every corner, I want you to keep thinking while playing (What happened to this place?) (What is that?) (Who made this?) and so on…

I’m always trying to use new design techniques and new ways to create the world either visually or in code, learning from the biggest games in the industry and companies out there, playing their games, learning everything, writing notes, drawing stuff, thinking, planning and trying my best to perfect every system I plan to add to my game.

To build something with that scale all alone is such a huge task so I’m using all I can from AI tools to better ways to create stuff in the world, trying to use everything I can to make things easier on my near impossible journey.

The enemies in Lynaria are not just fight >> hit >> dead
Each one have it’s own mind >> each enemy type acts as it should >> There are no stupid enemies in Lynaria and (I made sure of that).

The world is going to be super diverse, very unique and very deep and full of details, I’m going all in with this one.

My goal is make you really have an unforgettable journey in the world of Lynaria.

Now let’s play a game :wink:
Here are some names of the things in Lynaria:

(1)
-.-. -.-- .-. -…- … …- .- … -.

(2)
01000011 01111001 01110010 01111000 00100000 01001000 01101111 01101100 01101100 01101111 01110111

(3)
.-… …- – . -. -.-. — .-. .

(4)
01010011 01110101 01101110 01101100 01100101 01110011 01110011 00100000 01000001 01100010 01111001 01110011 01110011

(5)
-.-. -.-- .-. -…- . … … . -. -.-. .

And much much more will be revealed with time…

I hope you like what you see so far, doing my best to bring you something truly special.

See you all in the next update, sending love to all the supporters of what I do.
Thank you :heart:

Hey everyone, hope you’re doing well…

So some of you might have noticed >> The project name has changed from “Lynaria Last Light” to “Lynaria CyrxFall” >> as it suits the direction the game is going more and it will stay like that forever.

So the official name now is “Lynaria CyrxFall”

Today I wanted to talk to you about Very Complex Parallax Backgrounds in GDevelop 5 and the journey It has taken me to reach what I exactly want…

So I wanted to update here that I’ve finally reached a solution after many many months of trying, I can’t believe it…

One of the worst things when creating parallax in your game in Gdevelop is that it works based on the whole layer not based on the objects it self

Here is a screenshot of my upcoming project Lynaria CyrxFall and as you can see I’m trying this time to push what is capable with GD

I Just made what I like to call a Proximity parallax or Localized parallax
Which eliminates almost 80-90% of the offset of the parallax objects no matter how big your level is and no matter how complex your parallax layers are.

One of the down sides of GDevelop currently:
1- No parallax camera inside the scene editor (What you see in editor has nothing to do with in game)
2- No seamless fast transition between 2D and 3D like in engines like Unity
3- There is an ability to add a 2D sprite in a 3D environment using an experimental extension called “Sprite 3D” but it’s sadly useless >> You can’t add to it any effects and it’s still in an experimental state which is not great to count on for the future because any updates to this could break the whole project so you can’t build you game like the way used in a game like ORI for example…

So I stayed away from all that and did this instead >> Proximity parallax or Localized parallax
What if I can do parallax based only on the player position or if the objects are on screen or not?
It took me months or trying but I finally reached it… Take a look here:

Parallax now works based on where you are not where the whole layer is >> also now:
1- What you put in the editor is what you see in game (Which is like god tier parallax right there)
2- Performance is amazing because the engine now only handles a small amount of objects around the player not a whole layer or objects.
3- The code does almost everything:

  1. It saves each object in the scene once at the start
  2. It looks for a certain layer
  3. Gives it the necessary filters it needs
  4. Puts it back to base layer
  5. Activates parallax based on player location or if visible on screen or not
  6. It puts back the objects to it’s saved position at the start when you’re far away

3- I can sort my layers in the scene editor as I want (But only for sorting as inside the game all layers get back to base layer)

4- Do levels as small or as big as you want >> parallax is local so it doesn’t care how big your scene is >>> It doesn’t work now as a whole layer.

I think even with a parallax camera inside the engine this surpasses any other parallax I have seen on the internet even on engines like Unity

So what do I do now?

1- Build the level
2- You’re done as simple as that
Code does everything for you basically…

That was one of the hardest things I have to create in GD related to parallax (Talking about 15 layers) so yeah something has to be made to make life easier.

I want to thank everyone who tried to help me along the way…

Parallax is Done … Now it’s time for the whole game :smile:

Thank you for reading this small snippet of what I was going through creating this system, I love game development.

And I hope it helps anyone who needs it.

Thank you and see you in the next devlog >> Very Super cool stuff are coming for Lynaria CyrxFall you just wait.

Khaled
Coriander Games

Hello Khaled

Great!
And you think you can make a reusable model out of it?

A+
Xierra

Hey @Amigo54 thank you
Unfortunately for me making extensions is still something I don’t have the knowledge for but I don’t really think it can be an extension, not really sure but I will look into it in the future if it’s something possible to do.