Adding DEATH To My Game (And More!)

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  • čas přidán 12. 05. 2024
  • Wishlist this project on Steam! store.steampowered.com/app/29...
    For the past couple of weeks, I've been using Godot to finally get started on my first full-scale game. The project is coming along nicely, but I realized that I couldn't go much farther with the game until beginning to incorporate obstacles and hazards. So, I got to work at creating a death and respawn mechanic, which I feel turned out really well!
    Be sure to stay tuned for the Steam page in the next couple of days!
    Here's the code for finding the nearest respawn point:
    forum.godotengine.org/t/how-t...
    Discord: / discord
    Twitch: / swinkly
    Pixel assets I'm using in this project:
    clembod.itch.io/warrior-free-...
    anokolisa.itch.io/pocket-pack...
  • Hry

Komentáře • 93

  • @EZJCat2
    @EZJCat2 Před 19 dny +18

    Since it teleports you to the nearest respawn point, be careful not to make it so you can just skip ahead in the level. Great video!

    • @Swinkly_
      @Swinkly_  Před 18 dny +5

      Haha, yeah, I thought about that and it did end up happening in the second stage. I'll either have to be mindful of my level design or design some type of failsafe that prevents warping to later areas.

    • @Plide
      @Plide Před 18 dny

      @@Swinkly_ Instead of a distance search for the nearest re-spawn node, another method could be to have it so respawn nodes have a large Area2D in them and if it detects the player entering it, set the player's respawn point to that of the respawn node's. You can add the player's respawn point as a global variable in an autoload script so the respawn nodes can set it, the player can use it when she respawns.

    • @jeppy4021
      @jeppy4021 Před 18 dny +2

      @@Swinkly_ I have a suggestion, you can make a small area2d for respawn points, and have a boolean value called "teleportAvailable" or something, and only when your player passes the respawn point, your player will be able to teleport there, so if your player has never been in a respawn point, they wont be able to teleport there... what do you think of this idea?

    • @drag0neye7
      @drag0neye7 Před 18 dny +1

      @@Swinkly_ You can do the classic Hazard Respawn System Hollow Knight and other similar games use. Designate a safe area that stores itself as your respawn location when touched (an Area2D will suffice). Only store one area, override whenever another area is touched. That way, you just respawn at the last “hazard respawn point” you made contact with. So the only place you will ever respawn is nearby, but always at a previous point of traversal. Alternatively, if you don’t want to place these hazard respawn points meticulously, you can just track the last grounded location your character was located and respawn there. But that might create some tricky border cases…

    • @viwesvideos
      @viwesvideos Před 16 dny

      @@Swinkly_ just give every respawn node a "isDiscovered" bool that turns to true once the player object has triggered the area2d. That way you can teleport to the nearest respawn node that has isDiscovered = true . A player can never respawn in area's they havent been before in this way.

  • @jonnoriekwel
    @jonnoriekwel Před 18 dny +7

    Having a few different death texts would be fun :P
    "ow…", "not again…", "uuuugh", "ffs…"
    Another idea for the wall jumps count down would be to change the jump sound to it sounds increasingly strained.
    Good stuff!

    • @Swinkly_
      @Swinkly_  Před 18 dny

      Absolutely love these ideas! I had the idea of using randomized death texts floating in the back of my head, so maybe I'll have to try implementing it!

  • @MH-lr6ue
    @MH-lr6ue Před 19 dny +4

    It would be awesome to race against your shadow!

    • @Swinkly_
      @Swinkly_  Před 19 dny +3

      That sounds like an awesome idea - might be tricky to implement, but I'd love to do something like that!

  • @I-OMusic
    @I-OMusic Před 19 dny +8

    Loving the progress! Crazy how much work you've done in these couple of weeks

    • @Swinkly_
      @Swinkly_  Před 19 dny +2

      Thank you! I've been putting a whole lot of time into this project, and I'm so glad people are liking the results!

  • @jestfulcompany9589
    @jestfulcompany9589 Před 17 dny

    CZcams has been recommending me a lot of small game dev channels and I'm loving it. It's inspiring. I've always wanted to make games (more as a hobby than a career), but the most I've made is a cookie clicker clone. I've been putting time into learning Blender, so I'm hoping I can get more serious into game dev and make something somewhat professional looking this time. Your project already looks super nice, especially for as early as devlog 3!

    • @Swinkly_
      @Swinkly_  Před 12 dny

      Thanks! Yeah, it's definitely a good time to get into game dev with the widespread availability of tools and tutorials, and its great to have so many other devs to look to for inspiration!

  • @omnipotent-toad
    @omnipotent-toad Před 19 dny

    I don't know why, but I really like how the spikes look. In most games they are a bunch of triangles but yours look really stylized.

    • @Swinkly_
      @Swinkly_  Před 19 dny

      Yeah, the artist did a great job on those! I've put a link in the description to the character and tilemap assets which are both free to use in your own projects.

  • @ghb323
    @ghb323 Před 14 dny +1

    Suggestion: Ghost mode, a recording of your movements in the level which is useful if you are ahead of your previous self to break your own record. Was used in Mario Kart series and Mario Galaxy 2.

    • @Swinkly_
      @Swinkly_  Před 12 dny +1

      That's a feature I'd love to have if I can work it in to the project at some point!

  • @ceus79
    @ceus79 Před 18 dny

    These videos are really informative, especially since I recently started to develop a platformer in Godot. My next task is to implement a wall jump. Good luck with your game!

  • @byucknahthered3914
    @byucknahthered3914 Před 18 dny

    The last second being the Godot Engine crashing is ominous XD

    • @Swinkly_
      @Swinkly_  Před 18 dny +1

      Haha, Godot has been EXTREMELY stable so of course during one of the last clips I was trying to get, it crashed. I had to include it!

  • @swattofficer6624
    @swattofficer6624 Před 18 dny

    Oh hey, I used that player spritesheet as part of a college assignment last year! Needed a spritesheet implemented for the rubric so found the first free one i liked- that one!

  • @FennirYT
    @FennirYT Před 19 dny

    It really is looking promising already!
    It's motivating me quite a lot to work on my own projects (maybe I should give Godot a try too).
    And I like the pacing of these videos you should definitely keep making these.
    I'm looking forward to seeing more on how this project develops, so keep up the great work!

    • @Swinkly_
      @Swinkly_  Před 18 dny +1

      Thanks so much! I'd definitely recommend trying Godot as I found it much easier to pick up than Unity, and I've been loving it so far! Appreciate the kind words! :)

  • @duccop5623
    @duccop5623 Před 18 dny

    love the video! I have some suggestions
    I really like the size of the death text, but I think the size of the walljump indicator could be a bit smaller so it doesnt get in the way that much (either that or you could make it part of a future UI system)
    I would love to see the respawn points get their own custom sprite so that it doesnt feel unfair on players who have died just before one without knowing!
    I cant wait to see what feature you will be implementing next :)

    • @Swinkly_
      @Swinkly_  Před 18 dny

      Yeah, the number for the walljumps is just a placeholder and I'll be incorporating some more subtle visuals for that soon! Respawn points having some sort of visual indicator is an interesting idea... I'll have to see if I can find an asset that looks good for something like that.

  • @BankoIsMe
    @BankoIsMe Před 12 dny

    I can’t wait till this game comes out. It’s going to be so fun

    • @Swinkly_
      @Swinkly_  Před 12 dny

      Thanks so much! I'll keep working hard on it.

  • @tamaro.skaljic
    @tamaro.skaljic Před 18 dny

    01:05 I don't know but I like the death more with acceleration. The game is about fast paced movement, abruptly setting the velocity to 0 would feel me uncomfortable, especially because it doesn't make sense physically in some cases.

  • @Reikha1987
    @Reikha1987 Před 18 dny

    Great work! looking at dev logs is always motivating! The 'oww...' when you die is cute and like the idea of using that method to introduce lore mid game or something.
    Not sure how I feel about using text to count down the number of jumps. Looks like you are still thinking of ideas. consider havin, for example, three orbs that follow you around and one pops with a wall jump or some other visual indication like a small/segmented stamina wheel that shows up when you jump

    • @Swinkly_
      @Swinkly_  Před 18 dny +1

      Yeah, I'd definitely love to have something more subtle for the walljump counter. I'm planning to try a few different things and see what works best - thanks for the suggestions! :)

  • @DKP_TV
    @DKP_TV Před 19 dny

    This is something I was trying to figure out my game and up pops this video, thank you so much! Absolutely awesome channel

    • @Swinkly_
      @Swinkly_  Před 19 dny

      Awesome, glad you found it useful!

  • @westernrobot3022
    @westernrobot3022 Před 19 dny

    I've been following since the beginning and really like how everything is coming together! I've never been really good at fast-paced platformers but will always love the idea of creating something like a game. I'm really hoping to try the game when it's live!

    • @Swinkly_
      @Swinkly_  Před 19 dny

      Thank you! I'll be working hard at a public demo but will be releasing smaller work-in-progress demos on the Discord in the meantime!

  • @Cryptozoology
    @Cryptozoology Před 18 dny

    So much progress! Keep it up

    • @Swinkly_
      @Swinkly_  Před 18 dny

      Thanks! I'll keep working hard! :)

  • @discosludge
    @discosludge Před 19 dny +1

    That death animation is soooo good, did you animate it yourself? Also love you including your coding here, would love to see more of that in the future :)
    I can tell you have a true passion for this project with the rate you're uploading dev logs, keep going!

    • @Swinkly_
      @Swinkly_  Před 19 dny +2

      Thanks so much! I did NOT make the pixel assets - those are the work of two very talented artists on itch.io (links in the description!). They're free for commercial use, so you can even put them in your own game if you so choose!

  • @Kynick-2501
    @Kynick-2501 Před 19 dny

    I think Celeste did something like what I’m about to suggest, but you could cut the trail in half after the first wall jump, then remove it on the second. Also, if you want to hide the void weirdness, just a background-matched section just above the barrier on a higher layer? Looks awesome!

    • @Swinkly_
      @Swinkly_  Před 18 dny

      Those are some great ideas! I'll have to try them out and see what works. Thanks for the comment!

  • @z.6377
    @z.6377 Před 19 dny

    love it pls keep uploading at this rate

    • @Swinkly_
      @Swinkly_  Před 19 dny

      Thanks, I'll do my best to keep posting regular updates!

  • @pr4shantishere
    @pr4shantishere Před 18 dny +1

    I kinda think that the wall jump counter is out of place. What you could do is after every wall jump, lower the speed/jump height this would imply that the character is losing stamina and won't be able to jump anymore. Its not the best solution but kinda better. Or maybe you can add some text like "I can't jump anymore" or something. Or better yet, just tell the player that you can wall jump 3 times only in tutorial level or something. Hope that helps

    • @Swinkly_
      @Swinkly_  Před 18 dny

      I'll definitely be swapping out the number for something much more subtle in the coming days - I'll try a few different things and see what works best!

  • @Bitlytic
    @Bitlytic Před 18 dny

    Super cool thing you can do with the animation player for 1:32, you can add a track to the animation called "Call Method" and insert a key at the end to call a function inside of the node. That way you don't have to check the animation name when the signal is fired, you can just call the function directly from the animation player

    • @Swinkly_
      @Swinkly_  Před 18 dny

      That sounds really useful! I've been using exclusively AnimatedSprite2D instead of Animation Player, but I may have to give that a try!

  • @MezyPez
    @MezyPez Před 19 dny

    Upload speed is great!

  • @Eli-lw7jo
    @Eli-lw7jo Před 18 dny

    i have no clue how hard this would be to code, but i think seeing the ghost of your fastest time and being able to race it directly would be cool

    • @Swinkly_
      @Swinkly_  Před 18 dny +1

      That's something I would love to implement... It will probably be tricky, but I'll see if I can get it to work!

  • @ForeChin99
    @ForeChin99 Před 19 dny

    This pace is insane

  • @neodecadente
    @neodecadente Před 18 dny

    Hey! Nice video! Love your content.
    Have you considered changing the character sprite? I feel a medieval sprite doesn't quite fit the theme here. I'd go with something a bit more cartoonie (think Sonic) or more modern and parkour related character (think Mirror's Edge). I know you might not be an artist (I suck at it myself), but you might find more fitting free assets lost somewhere.
    Other than that, great work!

    • @Swinkly_
      @Swinkly_  Před 18 dny +1

      Yeah, the sprite is probably not the most fitting for this type of game, but I was thinking I might try to lean into the disparate themes and have more of a dreamlike feel to the game. The other option, of course, would be to commission custom assets! If I were able to find the right artist (and afford it) that would be really cool. Though, I have grown really fond of the character I'm using now. I guess we'll see how things go!

  • @theflamingassassin2426
    @theflamingassassin2426 Před 18 dny +1

    Loving the development so far, but I do have some critiques:
    1. The wall jump indicator just feels out of place. Maybe a sprite would improve it, but it just seems like something not totally necessary (maybe try changing something on the character like how Celeste changes the hair colour (and adds sweat while climbing). Diegetic UI always feels better because it doesn't break immersion. Not the end of the world, but worth considering
    2. The name "Pixel Parkour" feels incredibly generic and boring. Yes, it captures the content of the game, but from an interest standpoint, it feels like an uninspired flash game name. I sincerely believe it would be a mistake to name the game this way as it's not interesting or marketable. It doesn't tell me anything about the game other than a vague notion about the gameplay (and even then not super specific). I think you should honestly just postpone choosing a final name until the thematic elements of the game (story, core loop, setting, etc...) are more developed. Imagine if Celeste was "Pixel Platformer" or Hollow Knight was "Bug Hunter." Consider how other games use their titles as hooks that immediately give a sense of personality to the game, rather than just being gameplay descriptors.
    Otherwise, the game is looking genuinely great. It looks fast, fun, and thrilling. I am excited to watch future developments and will be wishlisting the game for sure!

    • @Swinkly_
      @Swinkly_  Před 18 dny +1

      Definitely appreciate the input! I'm going to try a few things to express the number of walljumps in a much more subtle way (it's not something I see as strictly necessary, but I did think the idea was interesting, especially since having four walljumps is not what players might usually expect).
      I think that the idea of calling it Pixel Parkour comes from looking at the project purely from a gameplay standpoint (kind of like Only Up! or A Difficult Game About Climbing) since, ultimately, this game is all about movement and speed. However, if the game is to have a meaningful storyline, I think it would definitely make sense for the title to reflect that. I think one problem is that I haven't settled on any sort of story or theme for the game yet. Once I do, it'll probably be a lot easier to decide what the final name should be. For now - consider it a working title 😊

  • @SplashTale
    @SplashTale Před 19 dny

    Amazing video, maybe in the next one you can make your own sprites and tile set

    • @Swinkly_
      @Swinkly_  Před 18 dny +2

      I would love to have bespoke assets for this game, but unfortunately I'm not very good at pixel art (yet) - it is possible I might commission some custom assets down the road though!

  • @pinnaclepointstudios
    @pinnaclepointstudios Před 19 dny

    HECK YES

  • @loganeng173
    @loganeng173 Před 15 dny

    I think you should add a level builder. btw good job on making so much in only 2 weeks❤

    • @Swinkly_
      @Swinkly_  Před 12 dny

      Thank you! A level builder may be possible at some point, though I think it would be relatively complex to code.

  • @mr-nafari7355
    @mr-nafari7355 Před 19 dny

    2D platformer is not my cup of tea but dude i can't wait for your game release

    • @Swinkly_
      @Swinkly_  Před 18 dny +1

      Thanks so much! I'll keep working hard on it!

  • @ovanmin
    @ovanmin Před 18 dny

    Hey! been loving the series, Im also trying to get into godot and game dev, any suggestions to learn gdscript?

    • @Swinkly_
      @Swinkly_  Před 18 dny

      I would recommend starting with Heartbeast's 2D platformer tutorial if you want to make a project like this, as well as the docs on Godot's site (and of course, you can search for specific and resources scripts as you need them, like I did for the respawn points).

    • @ovanmin
      @ovanmin Před 18 dny

      @@Swinkly_ Thanks, ill check it out.

  • @AshenDev
    @AshenDev Před 18 dny

    i’m so excited to play this, need i say more?

    • @Swinkly_
      @Swinkly_  Před 18 dny

      Does it go much further than that?

  • @brunoabano6355
    @brunoabano6355 Před 17 dny

    It reminds me of the game SpeedRunners. I'm wondering why the character has a sword. Looking nice nonetheless!

    • @Swinkly_
      @Swinkly_  Před 12 dny +1

      Well, first and foremost it's because I loved these free pixel assets and the character happened to have a sword, but I'm going to work it into the lore of the game and hope to give it some cool functions!

  • @whitey6174
    @whitey6174 Před 18 dny

    Honestly, a sliding death animation should stay, that is actually really amusing.
    Additionally, maybe it's just me, but one of the most amusing things about platformers I really enjoyed was small details like different death animations for different hazards. It can be used for comedic relief to some degree by making repeated failures on difficult spots less punishing and even amusing to some degree.

    • @Swinkly_
      @Swinkly_  Před 18 dny

      Yeah, I'd love to have different death animations - the sprite sheet I'm working with only has one, unfortunately, but depending how the project progresses it isn't out of the question to commission some custom assets!

  • @ThroughTheDarkTwilight

    celeste anyway wow this actually is a really cool game can you link the steam link? (if your going to post it on steam) or the game link

    • @Swinkly_
      @Swinkly_  Před 19 dny

      Steam page is pending approval, I'll be posting it as soon as it's approved!

  • @theartworkhub
    @theartworkhub Před 19 dny

    By the way add a foreground with a bit of parallax as well.

    • @Swinkly_
      @Swinkly_  Před 18 dny

      Yeah, a little later on I'll definitely need to add more visual interest to these levels since the background is looking a bit plain!

  • @Flamebamboo
    @Flamebamboo Před 18 dny

    Do you use state machine for ur player?

    • @Swinkly_
      @Swinkly_  Před 18 dny

      Not yet, but I will probably need to rework the code to include a state machine depending how complex the project gets.

  • @DevModeIsON
    @DevModeIsON Před 18 dny

    If I were you I'd just create those 20 timers in code so they don't clog up the scene tree.

    • @Swinkly_
      @Swinkly_  Před 18 dny

      Lol, I was waiting for someone to mention all the timers! I haven't learned how to make them in code yet so it does look a little silly, doesn't it 😂

    • @DevModeIsON
      @DevModeIsON Před 18 dny

      @@Swinkly_ you can just create floats and in _process() increment them by delta. Then you just check if it's higher than a wait time or something. Still looks silly in code, but at least you don't have to look at the clutter all the time

  • @a_pi_guy
    @a_pi_guy Před 19 dny +1

    great name!

  • @kittenlord3572
    @kittenlord3572 Před 18 dny +1

    I don't mean to be rude, but Pixel Parkour is a really bad name here. It discards all of your game's theming and uniqueness and sounds incredibly generic, like an ad-ridden play market game, or a minecraft parkour course (nothing against that, but doesn't fit here). And besides - imagine how difficult it would be to communicate about your game - "Pixel parkour? Haven't heard of it, is it a genre? Ohh, it's a game? Is it this one? Can you please link it, google has too many different results?". That, if the person doesn't assume that it is a scammy mobile game lol.
    Otherwise, I really like seeing how your game evolves! Best of luck with the development

    • @Swinkly_
      @Swinkly_  Před 18 dny

      Consider it a working title while I figure out what the heck the story is going to be 😂😂 thanks for the comment!

  • @taizeen1805
    @taizeen1805 Před 18 dny +2

    Your game looks really cool, but pixel parkour is way too generic sounding. I think you should change the name once you decide on more of the story

    • @Swinkly_
      @Swinkly_  Před 18 dny

      I'll continue to evaluate the name as the project progresses - I do think it would be nice to have a title that better encompasses the theme or story, but I don't know what that story of the game will be yet. Appreciate the feedback!

  • @Karan-gh9ki
    @Karan-gh9ki Před 19 dny +1

    first comment 🫡

  • @reguret2976
    @reguret2976 Před 18 dny +2

    pixel parkour lacks character, you should name your game properly like celeste.

    • @Swinkly_
      @Swinkly_  Před 18 dny

      I appreciate the honest feedback. I'll be re-evaluating the name as I get further into development, and especially once I figure out what the story is going to be.

    • @TheBingusBongus
      @TheBingusBongus Před 17 dny

      @@Swinkly_ The fact that you can speak to such unhelpful “criticism” so cordially speaks volumes about your character. Subbing and wishlisting specifically for that.