Hey everyone! Want to just thank you all for watching and supporting the channel - we're on the home stretch to 100k subs, so if you enjoy the content please consider subscribing :)
You should really put a reminder to subscribe in your videos, I have been watching for 8 months and did not realize till today that I was not subscribed.
The cave floor looks a bit bare and I'd think you game would pop if you added more depth to the walls of the cave, and maybe add a torch when you want into the cave that your character holds.
Hey DevDuck I wanna Make a Game of My Own But I cant Becuase 1.I dont have A Pc 2.I dont know How to code But Still I dont want To give Up Yet But I think I Really cant So I want You To Make The Game I Really love To be A Gamedev But As i Said I cant Can You Make it For Me ?I Allready Made the Concept And Things For it I really Want this Message to Reach to You This is The Concept Currency:Vials There are Four Kingdoms At The start of The Game You Will Randomly Spawn In One Of the Kingdoms Well This is 3d And Miedival Theme So Okay Back To the Thing There are different Things you can Find And Different Eniemes And So On There Is Aslo A Town In The Town You Could sell Stuff And Buy Stuff And This is an Online game ok So There are tier/level Too and Another Thing I want The Server To Be Fair So The Afk Could not be a Problem They Could still Take Damage but Its so Unfair That It Cant Fight Back so You Get The Loot But To Solve that Youre going to need A Group Thing Wich Sends Acher Ones A Day And Warriors Too Then theres A Castle Too Theres Been Good loot There But You Need To Prepare becuse Its Hard To Survive there And When You leave the Area They Resawn to Protect The King Becuase If you Kill The King You will Be The King Of that Server This Is A Big Project Right? So What I Want is You will Team Up With other Gamedevs So You Can Make This And You may be Asking What about the Money Well I Dont Know How I Could get It And Plus Im Just an 11 year Old Boy so I know nothing but I Want You to Donate It Since Where Having A problem With The Virus So I wanted To Help And You can Keep some If You want and Also Im filipino And im proud to be Theres No much filipinogamedevs Well Im so Determind To Get this message To You Because I want To Inspire Other people At A Young age They can Make Something Encredible For People that Can See this plss Do all You can to Make This Work Plss And Also Make A Npc Named Dwight Summer Celestia Becuase Summer Is my sister and i want to make her Happy My Name Is Dwight and You might Think That Celestia is My Friend no Your Wrong Shes My Dog Haha Plss And Dont forget to Add henry Because hes My Bestfreind
This kind of devlogs are simply the best. Some people are just looping gameplay, or showing stuff they wish to make etc. But it's more interesting to watch how everything is made, how the process looks, what part of code did what, what are his solutions to stuff etc.
I appreciate your honesty about balancing a day job and personal projects! I often feel the same after a day of work, and it's hard to not guilt myself. I'm glad you chose to take time you needed.
I'm right there with you. We've got two tweens and a three-month-old so my project time basically starts around 11:30 PM and ends when I decide I need to sleep so I can function. It can definitely be frustrating to try and find the balance.
Actually a great idea. Lightning is super easy in Godot. This vid explains it in less time than it takes to boil water czcams.com/video/SBulQS6LOXE/video.html
I feel like the number of stacked items in the inventory camouflages with the background, so you could add a stroke in the numbers. I'm really excited for this game, and let's get to 100K!
It's really nice to see how much progress you've made between the last devlog and now, the game looks great and you can really see the Stardew Valley inspiration.
Hey i think you should add like a standard "movement mode" where the direction of the character facing is controlled by WASD, and the your "attack mode" would be triggered when you enter an area populated by corrupted animals.
A cool feature would be a shovel that you can dig things up with. You should get sticks and shells and things like that maybe for other recipes I don’t know.
Your life seems so peaceful. Also at 100k give us your recipe for that Saute. Nice progress on the game! I also think the cave walls with the leaves needs to be changed. It kinda looks like crystals more than plants. A crystal tile could look cool though!
Juan Senna - See that’s my point! Even you got confused! But no, there supposed to be vines with leaves stuck to the side. It’s just in that environment i you would assume it’s not vines.
I don’t partake in much game dev, but for programming, productivity, and workflow style in general, your videos excite me so much to watch. Thanks for sharing with us!
Your life is soo chill, Idk is like you don't seem to do "extraordinary" things in your daily life, it is more like you enjoy every minute and you make normal moments into relaxation and happiness moments... idk what I just said
I absolutely love your videos! I feel like the relaxing music + shots of your fishtank really nicely capture the kind of vibes that make relaxing rpg games like stardew valley (and obviously dauphin) so much fun to play.
I also REALLY like how you break up the video and say when you're calling it a day, or going to work or whatever. The coolest thing is that 1 human is making this entire game and to me that makes it seem more human. you're nailing this!! keep it up!
This game is epic already, I can see that you are putting really good work into this, keep on going! Can't wait to okay it when it comes out. You seriously deserve 100k, almost there!
Depending on what your vision is for those procedural islands (whether you want them to be linear like the caves or more open areas which can be explored in any direction), this article might be helpful: medium.com/@travall/procedural-2d-island-generation-noise-functions-13976bddeaf9 I based my own island generation system off that article, and using a gradient mask over some noise works _really_ well! Since your game is 2D, you could use the heightmap purely to determine what kind of tile to apply (water, sand, grass) instead of actual physical terrain height, although with some clever math you should also be able to add walls/terraces to give more of an impression of height the further inland you travel.
I would absolutely appreciate a tutorial on the drag and drop functionality! There's not many tutorials available for inventory UIs that I could find. Keep up the good work!
Always fun to watch your devlogs. A suggestion: Since the whole of the game is made in pixel art style, I believe if you used a pixel art font it would immediately give the whole game a more polished and fun look.
I’ve been trying and giving up repeatedly on my dream game: Bestia. But watching your Dev Logs pushes me to give it my all and keep going! Good luck on your game, and thanks for inspiring me to keep going. Can’t wait to play yours!
Ideas Rolling through my head, 1 - If you are going to be implementing caves are you considering doing under water caves? Diving would be a very interesting addition and very in line with the theme of the game, also allowing for some creative lighting and fresh game mechanics. 2 - The kid in me wants to be able to flip those rocks to see what is underneath them. Haha!
Looks amazing! Great work! I really enjoy seeing the progress on this project. It's amazing how much you're able to get done on top of all the hours of coding you have for work. Thanks for making these devlogs! Can't wait to see the next one.
Hi DevDuck I just wanted to let you know that I have been watching all your amazing devlogs about Dauphin. I love every single on of them and i get super exited whenever one gets published. You are such an amazing role model and I cant wait to see the finished Dauphin. Keep up the great work. You are amazing ♥. I really hope you see this!
love the workflow and organization in your videos, Not to mention a pretty solid game in the works! From one game dev animal to another, I love your stuff, ur killing the indie dev game, and we gonna get u to 100k :D
Cool stuff! Really enjoy these devlogs and the Godot Engine which I started learning and using about 3 weeks ago. Hope to release something some day =D
I think it's so cool that you switched to Godot. I have been using it myself for the past few months, and while it definitely has its problems, it is a very cool engine.
I know that this is an old video and all but I feel like you have achieved the perfect balance on your life. I want to get to that point sometime in my life
Wow! You actually managed to put so much in so little time! The new Character looks dope, and the generation of random paths seems nice. I just think the walls in the cave look more like crystals than a wall of rocks covered by vines I think it has a bit too much vines, and we can't see the rocks very well, and the leaves are a bit too blue. I also think the ceiling doesn't look much like rocks as well. But again, the rest looks amazing! Keep it up.
whoo, first time early. Also, I love your videos and I always watch them. For me I think that the caves should be like a little darker like put some atmospheric vibe like low lighting and If you carry torch inside the cave it should give light like a light source and maybe the glowing mushrooms can also emit blue-ish light or just light. Apart from that keep making videos and goodluck on this gamedev Journey :)
Great work, for the exit/entrance of the cave, you have a horizontal shadow on the dithering, I would suggest making that shadow lead vertically into the cave, so the dithering darkens as it heads in. For the exit specifically, you can add a bit of colour to show it's lighter outside.
For your caves and such, you might want to take a look at using a cellular automata or just a simple 'walking' system to generate them. I was (once upon a time) working on an old C roguelike game where the goal was to just move up a tower. Each level was generated on the fly and stored in a big array of levels, but the way each one was generated was just to have a starting point in a 2D array that corresponded to the 'exit' of the previous level. The basic gist of the system was that the level would start out as nothing but unwalkable 'wall' tiles, and I'd loop through with a little entity where it'd make one move north, south, east or west. Every move it made painted 'floor' into the level. If it got too close to the outer walls I'd sorta try to corral it back toward the interior of the level, and then I'd check to see if the area where it ended (after a couple hundred loops or so) was far enough away from my starting point to be a valid 'exit'. That's where the exit went. Then I went through and found all the little bits where there were chunks of 'wall' that had no other wall tiles connected to them and I made those my decorative tiles, like rocks and shrubs and stuff, and then randomly add some more to any area that had floor surrounding all of the tiles (so you could always move around it and never cause a problem with navigation). Super simple level generator, made some really interesting shapes, lots of little nooks and crannies to explore (I never got far enough to attempt trying to find areas where I could plop down secrets or anything), and it generally felt like a decent cavern area. Maybe a bit on the round side, but I WAS sorta trying to make that happen. Might be worth giving it a shot. Procedural generation is something I've wanted to get more into. I wish I had more time for doing actual code. I barely have time to do anything. I have to poop with a phone to watch other people's devlogs :P
Really nice video! One thing i think you edit should be The grass/dirt barriers in the main scene you have, The front it self looks nice, but it looks quite flat and blends in with the grass at the top. Perhaps adding sides versions of this sprite, along with adding a top side that can be easily perceived, could make these look nicer! Im no proffesional and im not sure if what i said make sense, but i hope i could have helped!
I have a suggestion! Make uninfected creatures run away from infected ones, or maybe they could hide somewhere until all the infected creatures are defeated. 1. It makes more sense 2. They don't get in the way It's okay if you won't be able to implement this right away, as it seems like you're done with enemy ai for now.
Hey I've done a bunch of random generation stuff, it's kinda my thing, and I can see that the algorithm you found doesn't really fit your needs (it's more an algorithm for generating room spaces, like Zelda, than an island) - I'd be happy to help you create a really useful and tailored generation algorithm for your island and caves if you'd like?
Absolutely love these dev logs, makes me want to learn to code and make something of my own! Also, my opinion on the ivy walls. I would personally like to see some of the walls that it is on, like colors and some more open spots. Still love the whole thing overall though, just my own opinion. Keep up the good work! Love seeing the videoes pop up.
I'm loving your work but somethings i have seen that may need to be changed/added are dauphins legs look skinny while his arms are extremely burly so if you just give his legs a little more that would fix that, also i would recommend more crystal like things maybe coming out of the ground of the cave along with a few more rock like formations such as different shaded sized and colored boulders. I also believe stalactites on the ceiling could be cool. As in living things in the cave I think it would be cool if you had bats that would fly out of the cave as soon as you entered and also draping vines across the ceiling instead of the wall. I hope this is okay feedback, I would love some of this stuff in game. Also your art design is amazing keep that up. Overall this devlog is my favorite because it adds more. Keep up the good work :)
Hey, great progress on the game so far! Regarding the generation of islands, I recommend looking into cave generation using cellular automata as it can make cool looking island shapes too!
A little trick for you. If you add Shadows to walls that go vertically you can make them look 3D without the headache of building a specific tile for it.
I get that Im a little late, but maybe in the inventory system be able to right click with an item tied to the mouse to reset it to where it was picked up from, and/or be able to select and highlight items in your inventory and have a Drop selected or drop all for inventory management. Also a system to split item stacks so you can reserve inventory space for stack limits (if you can stack to 30 and you want 2 stacks you can split one stack to collect just that item with a full inventory) Like using single blocks in chests in Minecraft to reserve a row of a chest for one item.
The top of the walls look a bit noisy for me personally. I am not saying that is bad, just that it may draw the players focus away from the cave its self! If you wanna take a little softer route, maybe even rounding the corners of your walls even by a few pixels, it would make a world of difference. There is also the a great space for a rocky wall-floor transition tile as the sudden shift in dark purple to dark blue could be smoothed. I hope my statement has not brought you down. Your making great progress and it is fun to watch you do so. Keep going!
Just thought I'd drop this because it took me a really long time to discover this, but it's really easy to set up. If you want more control than what the CanvasModulate offers, and are comfortable stepping into shader code, here's how you can set up a custom 2D post-processing layer: Create a ColorRect and expand it to fill the whole viewport. Add a new shader material to the rectangle. In the fragment function, add the line "COLOR = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);" After that, you can make any modifications to the COLOR output variable, and your post-processing layer will reflect them. For example, you could say, after than line "COLOR.rgb = vec3((COLOR.r+COLOR.g+COLOR.b)/3.0) ". To create a simple grayscale effect. Make sure that your ColorRect has a higher Z-Index than the items on your scene! For more information, you can look up screen-reading shaders.
I think it would look awesome if you gave the cave a shader. The mushrooms could be the light source and everything else gets dark. So you kinda need to follos the mushrooms. You could maybe use that as a gameplay element too in which you can discover a secret room or something.
I think having crits does the job of not having the same attack. I'd rather know how much my hits do then be surprised/rewarded for a crit, rather than not know how many hits it'll take to kill something each time
sorry to comment late but I just have a quick recommendation: You could get the ability to scrap/sell items you do not want giving you currency or materials and permanently deleting them from your inventory. You could sell with a hot key such as C and sell a stack for C + right click.
When you swing your weapon, it shouldn't immediately return to your back. people don't usually put a sword back in the sheath between every attack, lol. It should stay out in a fighting stance until either you haven't attacked for some time, or when the player presses a designated "Holster weapon" Key on the keyboard. Love your Dev logs though, this game is looking fun!
@@DevDuck Or possibly add a Shift-key modifier to dropping just one. Or, while picking them up, holding shift would only pick one at a time from the stack.
Hey everyone! Want to just thank you all for watching and supporting the channel - we're on the home stretch to 100k subs, so if you enjoy the content please consider subscribing :)
It’s great to see the recent growth you’ve gained, I wish you luck on beyond 100k
You should really put a reminder to subscribe in your videos, I have been watching for 8 months and did not realize till today that I was not subscribed.
The cave floor looks a bit bare and I'd think you game would pop if you added more depth to the walls of the cave, and maybe add a torch when you want into the cave that your character holds.
Hi
Hey DevDuck
I wanna Make a Game of My Own But I cant Becuase
1.I dont have A Pc
2.I dont know How to code
But Still I dont want To give Up Yet But I think I Really cant So I want You To Make The Game I Really love To be A Gamedev But As i Said I cant Can You Make it For Me ?I Allready Made the Concept And Things For it I really Want this Message to Reach to You
This is The Concept
Currency:Vials
There are Four Kingdoms At The start of The Game You Will Randomly Spawn In One Of the Kingdoms Well This is 3d And Miedival Theme So Okay Back To the Thing
There are different Things you can Find And Different Eniemes And So On There Is Aslo A Town In The Town You Could sell Stuff And Buy Stuff And This is an Online game ok So There are tier/level Too and Another Thing I want The Server To Be Fair So The Afk Could not be a Problem They Could still Take Damage but Its so Unfair That It Cant Fight Back so You Get The Loot But To Solve that Youre going to need A Group Thing Wich Sends Acher Ones A Day And Warriors Too Then theres A Castle Too Theres Been Good loot There But You Need To Prepare becuse Its Hard To Survive there And When You leave the Area They Resawn to Protect The King Becuase If you Kill The King You will Be The King Of that Server This Is A Big Project Right? So What I Want is You will Team Up With other Gamedevs So You Can Make This And You may be Asking What about the Money Well I Dont Know How I Could get It And Plus Im Just an 11 year Old Boy so I know nothing but I Want You to Donate It Since Where Having A problem With The Virus So I wanted To Help And You can Keep some If You want and Also Im filipino And im proud to be Theres No much filipinogamedevs Well Im so Determind To Get this message To You Because I want To Inspire Other people At A Young age They can Make Something Encredible For People that Can See this plss Do all You can to Make This Work Plss And Also Make A Npc Named Dwight
Summer
Celestia
Becuase Summer Is my sister and i want to make her Happy My Name Is Dwight and
You might Think That Celestia is My Friend no
Your Wrong Shes My Dog Haha Plss And Dont forget to Add henry Because hes My Bestfreind
yooo procedural stuff is always epic, letsgooo
also new character is dope, but his eyebrows make him look angry lol
Lol I've been hearing that a lot - think I'll be bringing back the old fella pretty soon!
I think it looks more determined than angry
Don't forget to drink milk, daddy dani
Maybe if I sqint my eyes , but tbh i cant see him as angry 🤔
Hi Dani
The mix between looking at the code, looking at new progress, seeing his sea creatures, and just vlogging his day is amazing!
With the chill background music it all ties together to make an oddly aesthetic devlog. I have to agree, Dev Duck's content is amazing!
This kind of devlogs are simply the best.
Some people are just looping gameplay, or showing stuff they wish to make etc.
But it's more interesting to watch how everything is made, how the process looks, what part of code did what, what are his solutions to stuff etc.
I appreciate your honesty about balancing a day job and personal projects! I often feel the same after a day of work, and it's hard to not guilt myself. I'm glad you chose to take time you needed.
I'm right there with you. We've got two tweens and a three-month-old so my project time basically starts around 11:30 PM and ends when I decide I need to sleep so I can function. It can definitely be frustrating to try and find the balance.
I suggest you make the caved darker but have the glowing mushrooms actually emit light
Sounds like 1.16.0
Actually a great idea. Lightning is super easy in Godot. This vid explains it in less time than it takes to boil water czcams.com/video/SBulQS6LOXE/video.html
Luigi Scalise I’m not trusting that link
@@pencilRC1 I clicked it it's a tutorial how to make 2D lighting in Godot
hello (^-^)/
I feel like the number of stacked items in the inventory camouflages with the background, so you could add a stroke in the numbers. I'm really excited for this game, and let's get to 100K!
Or just make the number in a contrasting color, probably golden-yellowish-orange should work here and make sense.
Yeah, either layered text or contrasting colour, they both work.
I think he already mentioned in a previous video that he is gonna rework that part of the UI
It's really nice to see how much progress you've made between the last devlog and now, the game looks great and you can really see the Stardew Valley inspiration.
(not interesting)we have the same profile photo
@@entitledparents6849 not anymore
Hey i think you should add like a standard "movement mode" where the direction of the character facing is controlled by WASD, and the your "attack mode" would be triggered when you enter an area populated by corrupted animals.
I like that idea!
A cool feature would be a shovel that you can dig things up with. You should get sticks and shells and things like that maybe for other recipes I don’t know.
I will certainly be adding the ability to dig!
You could find buried treasure
I love your videos so much! Thank you for making them! I hope you are still having fun making them.
I sure am! Thank you for the kind words.
Wow if you pause when you show the list of things you have to do it shows so many cool and interesting ideas!
I so hyped to play this!!
Your life seems so peaceful. Also at 100k give us your recipe for that Saute. Nice progress on the game!
I also think the cave walls with the leaves needs to be changed. It kinda looks like crystals more than plants. A crystal tile could look cool though!
Wait, arent those crystals? Hahaha ok It really looks like it indeed
Juan Senna - See that’s my point! Even you got confused! But no, there supposed to be vines with leaves stuck to the side. It’s just in that environment i you would assume it’s not vines.
His vids make it seem like he living the chillest life ever
When I first saw them I thought they were some creepy eye vine things from horror movies or something
Idea: Maybe make a grass ramp tile? Just so its easier to distinguish the downward paths :)
Loving the series so far btw
I really think that you should add corrupted worms to the cave that hide themselves in holes and then jump at the player 🤔
are you the guy who stole my dog?
Deduct has to see this
Comment for da algorithm! Let’s get DevDuck to 100K!!!
I agree
Yes
Nearly there
Keep making vids. They are the best.
I don’t partake in much game dev, but for programming, productivity, and workflow style in general, your videos excite me so much to watch. Thanks for sharing with us!
Your life is soo chill, Idk is like you don't seem to do "extraordinary" things in your daily life, it is more like you enjoy every minute and you make normal moments into relaxation and happiness moments... idk what I just said
I want that ;-;
You are so awesome.
I absolutely love your videos! I feel like the relaxing music + shots of your fishtank really nicely capture the kind of vibes that make relaxing rpg games like stardew valley (and obviously dauphin) so much fun to play.
I also REALLY like how you break up the video and say when you're calling it a day, or going to work or whatever. The coolest thing is that 1 human is making this entire game and to me that makes it seem more human. you're nailing this!! keep it up!
Yes! Procedural exploration is gonna add another dimension to your game! I’m trying to make procedural 2d terrain in my game in my devlogs!
Devduck deserves 100,000 subscribers
No 1,000,000
Just wanted to say I love your videos man. They keep me inspired with my own game dev and they're just a cozy watch.
Holy crap, you're using Linux now! Welcome to the Linux community, man! Glad to see you've switched to both Linux and Godot :)
This guy should be in the millions he deserves more than 91k
Your videos are great, I love the music, and the little clips of you doing stuff, you deserve more subs!
This game is epic already, I can see that you are putting really good work into this, keep on going! Can't wait to okay it when it comes out. You seriously deserve 100k, almost there!
Depending on what your vision is for those procedural islands (whether you want them to be linear like the caves or more open areas which can be explored in any direction), this article might be helpful: medium.com/@travall/procedural-2d-island-generation-noise-functions-13976bddeaf9
I based my own island generation system off that article, and using a gradient mask over some noise works _really_ well! Since your game is 2D, you could use the heightmap purely to determine what kind of tile to apply (water, sand, grass) instead of actual physical terrain height, although with some clever math you should also be able to add walls/terraces to give more of an impression of height the further inland you travel.
I would absolutely appreciate a tutorial on the drag and drop functionality! There's not many tutorials available for inventory UIs that I could find. Keep up the good work!
Always fun to watch your devlogs. A suggestion: Since the whole of the game is made in pixel art style, I believe if you used a pixel art font it would immediately give the whole game a more polished and fun look.
Your videos are always entertaining and inspiring, a big reason why I started a devlog. Keep it up!
I’ve been trying and giving up repeatedly on my dream game: Bestia. But watching your Dev Logs pushes me to give it my all and keep going! Good luck on your game, and thanks for inspiring me to keep going. Can’t wait to play yours!
What's it about?
You make the best devlogs. I look forward to all of your videos :) Keep it up!
You inspired me to start making games! I love your Devlogs, thank you for your content!
Thanks for that excellent explanation of the procedural generation. The cave is looking fantastic!
Looks great! I am a huge huge huge fan of your cave assets I think they set the tone perfectly :)
I really like the aesthetic of this game
Love the art you did for the cave. Looking forward to your inventory tutorial!
Ideas Rolling through my head,
1 - If you are going to be implementing caves are you considering doing under water caves? Diving would be a very interesting addition and very in line with the theme of the game, also allowing for some creative lighting and fresh game mechanics.
2 - The kid in me wants to be able to flip those rocks to see what is underneath them. Haha!
Oh, and I love the direction this game is going in!
This is one of the channels with the best aesthetic on CZcams, and of course on coding CZcams particularly. It's so peaceful and relaxing.
Looks amazing! Great work! I really enjoy seeing the progress on this project. It's amazing how much you're able to get done on top of all the hours of coding you have for work. Thanks for making these devlogs! Can't wait to see the next one.
The production of this entire video is pure aesthetic.
I really really love your contents.
Hi DevDuck I just wanted to let you know that I have been watching all your amazing devlogs about Dauphin.
I love every single on of them and i get super exited whenever one gets published.
You are such an amazing role model and I cant wait to see the finished Dauphin.
Keep up the great work. You are amazing ♥. I really hope you see this!
love the workflow and organization in your videos, Not to mention a pretty solid game in the works! From one game dev animal to another, I love your stuff, ur killing the indie dev game, and we gonna get u to 100k :D
This man is extremely wholesome.
Cool stuff! Really enjoy these devlogs and the Godot Engine which I started learning and using about 3 weeks ago. Hope to release something some day =D
OOooooh I love that cave ambiance! Solid work on art there! Keep it up!
Always love your content, even when it takes a while. You’ve inspired me to make my own channel and devlog series. Thank you for everything!
MA BOY IS USING POP OS LINUX I CAN'T BELIEVE
I think it's so cool that you switched to Godot. I have been using it myself for the past few months, and while it definitely has its problems, it is a very cool engine.
These videos relax and inspire me so much!
When I saw the first iteration of the pcg I thought oh no but then the cave looked amazing
I know that this is an old video and all but I feel like you have achieved the perfect balance on your life. I want to get to that point sometime in my life
Your presentation is just as good as ThinMatrix, well done!
Great vid! It'd be cool to see a health system video in the future also
Epik as always. Keep it up
Wow! You actually managed to put so much in so little time!
The new Character looks dope, and the generation of random paths seems nice.
I just think the walls in the cave look more like crystals than a wall of rocks covered by vines
I think it has a bit too much vines, and we can't see the rocks very well, and the leaves are a bit too blue.
I also think the ceiling doesn't look much like rocks as well.
But again, the rest looks amazing! Keep it up.
This game your making gives me confidence to code!
Thanks for doing this :)
I’m really excited for this game
whoo, first time early. Also, I love your videos and I always watch them. For me I think that the caves should be like a little darker like put some atmospheric vibe like low lighting and If you carry torch inside the cave it should give light like a light source and maybe the glowing mushrooms can also emit blue-ish light or just light. Apart from that keep making videos and goodluck on this gamedev Journey :)
I wanna play this NOW! I cant wait for the next devlog
Great work, for the exit/entrance of the cave, you have a horizontal shadow on the dithering, I would suggest making that shadow lead vertically into the cave, so the dithering darkens as it heads in. For the exit specifically, you can add a bit of colour to show it's lighter outside.
You are sooooo... under rated
Yessss, do a tutorial on your drag and drop inventory system!
I just realized you don’t even have 100k yet! We gotta get this dude there!
it's coming together great!
keep it up!
dude keep up the incredible work, this series is a lot of fun!
For your caves and such, you might want to take a look at using a cellular automata or just a simple 'walking' system to generate them. I was (once upon a time) working on an old C roguelike game where the goal was to just move up a tower. Each level was generated on the fly and stored in a big array of levels, but the way each one was generated was just to have a starting point in a 2D array that corresponded to the 'exit' of the previous level. The basic gist of the system was that the level would start out as nothing but unwalkable 'wall' tiles, and I'd loop through with a little entity where it'd make one move north, south, east or west. Every move it made painted 'floor' into the level. If it got too close to the outer walls I'd sorta try to corral it back toward the interior of the level, and then I'd check to see if the area where it ended (after a couple hundred loops or so) was far enough away from my starting point to be a valid 'exit'. That's where the exit went. Then I went through and found all the little bits where there were chunks of 'wall' that had no other wall tiles connected to them and I made those my decorative tiles, like rocks and shrubs and stuff, and then randomly add some more to any area that had floor surrounding all of the tiles (so you could always move around it and never cause a problem with navigation).
Super simple level generator, made some really interesting shapes, lots of little nooks and crannies to explore (I never got far enough to attempt trying to find areas where I could plop down secrets or anything), and it generally felt like a decent cavern area. Maybe a bit on the round side, but I WAS sorta trying to make that happen. Might be worth giving it a shot.
Procedural generation is something I've wanted to get more into. I wish I had more time for doing actual code. I barely have time to do anything. I have to poop with a phone to watch other people's devlogs :P
Really nice video! One thing i think you edit should be The grass/dirt barriers in the main scene you have, The front it self looks nice, but it looks quite flat and blends in with the grass at the top. Perhaps adding sides versions of this sprite, along with adding a top side that can be easily perceived, could make these look nicer! Im no proffesional and im not sure if what i said make sense, but i hope i could have helped!
I have a suggestion! Make uninfected creatures run away from infected ones, or maybe they could hide somewhere until all the infected creatures are defeated.
1. It makes more sense
2. They don't get in the way
It's okay if you won't be able to implement this right away, as it seems like you're done with enemy ai for now.
I would love some tutorials! Great job as always
This is looking epiccly EPIC
also love the feel of the game
Hey I've done a bunch of random generation stuff, it's kinda my thing, and I can see that the algorithm you found doesn't really fit your needs (it's more an algorithm for generating room spaces, like Zelda, than an island) - I'd be happy to help you create a really useful and tailored generation algorithm for your island and caves if you'd like?
Absolutely love these dev logs, makes me want to learn to code and make something of my own! Also, my opinion on the ivy walls. I would personally like to see some of the walls that it is on, like colors and some more open spots. Still love the whole thing overall though, just my own opinion. Keep up the good work! Love seeing the videoes pop up.
OMG this game keeps getting better and better!!!
I'm loving your work but somethings i have seen that may need to be changed/added are dauphins legs look skinny while his arms are extremely burly so if you just give his legs a little more that would fix that, also i would recommend more crystal like things maybe coming out of the ground of the cave along with a few more rock like formations such as different shaded sized and colored boulders. I also believe stalactites on the ceiling could be cool. As in living things in the cave I think it would be cool if you had bats that would fly out of the cave as soon as you entered and also draping vines across the ceiling instead of the wall. I hope this is okay feedback, I would love some of this stuff in game. Also your art design is amazing keep that up. Overall this devlog is my favorite because it adds more. Keep up the good work :)
The caves looks awesome!
I think you need to play a bit with lights there because there is too much lights for a shady cave
Hey, great progress on the game so far! Regarding the generation of islands, I recommend looking into cave generation using cellular automata as it can make cool looking island shapes too!
A little trick for you. If you add Shadows to walls that go vertically you can make them look 3D without the headache of building a specific tile for it.
I get that Im a little late, but maybe in the inventory system be able to right click with an item tied to the mouse to reset it to where it was picked up from, and/or be able to select and highlight items in your inventory and have a Drop selected or drop all for inventory management. Also a system to split item stacks so you can reserve inventory space for stack limits (if you can stack to 30 and you want 2 stacks you can split one stack to collect just that item with a full inventory) Like using single blocks in chests in Minecraft to reserve a row of a chest for one item.
I'm obsessed with your Virginia coffee cup
Nice to see you working with Godot
Man i just love watching dauphin evolve
nononnonono your pixel art is amazing! I love it, its better than anything I could do :)
I feel you with the lack of motivation after long days at work. That seems to be the cause of most of my issues for the last few years.
The top of the walls look a bit noisy for me personally. I am not saying that is bad, just that it may draw the players focus away from the cave its self! If you wanna take a little softer route, maybe even rounding the corners of your walls even by a few pixels, it would make a world of difference. There is also the a great space for a rocky wall-floor transition tile as the sudden shift in dark purple to dark blue could be smoothed. I hope my statement has not brought you down. Your making great progress and it is fun to watch you do so. Keep going!
your videos are simply amazing
Just thought I'd drop this because it took me a really long time to discover this, but it's really easy to set up.
If you want more control than what the CanvasModulate offers, and are comfortable stepping into shader code, here's how you can set up a custom 2D post-processing layer:
Create a ColorRect and expand it to fill the whole viewport. Add a new shader material to the rectangle. In the fragment function, add the line "COLOR = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);"
After that, you can make any modifications to the COLOR output variable, and your post-processing layer will reflect them. For example, you could say, after than line "COLOR.rgb = vec3((COLOR.r+COLOR.g+COLOR.b)/3.0) ". To create a simple grayscale effect.
Make sure that your ColorRect has a higher Z-Index than the items on your scene!
For more information, you can look up screen-reading shaders.
Looking forward to the game!
what a great improvment!
I think it would look awesome if you gave the cave a shader. The mushrooms could be the light source and everything else gets dark. So you kinda need to follos the mushrooms.
You could maybe use that as a gameplay element too in which you can discover a secret room or something.
I think having crits does the job of not having the same attack. I'd rather know how much my hits do then be surprised/rewarded for a crit, rather than not know how many hits it'll take to kill something each time
WOAH! So much progress! :0
By the way... are you planning on showing fan-art at the end of your videos?
sorry to comment late but I just have a quick recommendation:
You could get the ability to scrap/sell items you do not want giving you currency or materials and permanently deleting them from your inventory. You could sell with a hot key such as C and sell a stack for C + right click.
When you swing your weapon, it shouldn't immediately return to your back. people don't usually put a sword back in the sheath between every attack, lol. It should stay out in a fighting stance until either you haven't attacked for some time, or when the player presses a designated "Holster weapon" Key on the keyboard. Love your Dev logs though, this game is looking fun!
Hey I love your vids I think it would be a good idea if you could drop just one item in a stack of items
because you might not want to drop everything
In the future you'll be able to separate a stack so you can drop any number of items!
@@DevDuck Or possibly add a Shift-key modifier to dropping just one. Or, while picking them up, holding shift would only pick one at a time from the stack.
@@Daealis Or you could just cheat off of Minecraft
@@calmcat5377 that how we do in game dev:_)
Loving this man
I gotta say your voice is super relaxing 😅 great progress! looking forward for more
Right click on the outside to throw 1 item