Using Smart Code to Make the Dumbest Inventory System Imaginable
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- čas přidán 22. 08. 2024
- A life lesson on how being smart can enable you to be unimaginably stupid.
/ jaythedevguy
First video on this TF2 singleplayer game: • Making TF2's Engineer ...
First video ever on how I do 2D characters in 3D worlds: • 2D Characters in 3D Wo...
Featured fanart by @Its_Host_ and @FizzyMutt_
Smart code is a myth made up by Mark Zuckerberg to sell C++ 2, the sequel to C++
That's why we resist the smart code agenda by using blueprints (note: this reply is engagement bait)
poggers@@JayTheDevGuy
@@JayTheDevGuybait taken
When is C-- dropping
C += 2
If flying enemies can also carry other enemies, then does this mean that a stack of flying enemies could bum rush you, separate themselves from the stack, and steal all your items at once and you have to do a frantic benny hill chase to get all your stuff back?
That sounds insane. I love it.
yes
If that was implemented I think it would have to be on the hardest difficulty that could happen but that's just my opinion.
That would be awesome
i have to remind myself that developers like to punish themselves unnecessarily because this doesnt sound fun at all
Here's an idea. Dynamic names for stacks of items or enemies. The name would change to roughly describe what's in the stack and its perks. For example a "Mobile Jerma Tower", or a "Healing Companion Sentry"
mobile. jerma. tower.
@@jackwastakenx2he has become mobile. Evacuate and hide in the “jerma bunkers”
Mobile Jerma Tower is a name that cues boss music all on its own, jeesh.
But yes! Great idea
Mobile Jerma Tower scares me
Honestly this feels like a game that could become a "maker" game with custom levels along with a proper set of enemies, blocks, etc, to create new challenges and novel emergent designs out of
this would honestly be so cool, especially with how versatile stacking has been demonstrated to be in this video, imagine the puzzle possibilities or the insane enemy towers you could make players face up against
My hot take: Every game deserves a level editor, no matter how dumb and invonvenient
@@felix30471 ...visual novels crying in the corner trying to figure out how the fuck to make a level editor in a _visual novel_
@@felix30471tetris build mode
@@blockytheblock1Pretty simple, really. Just have customizable prompts, choices, and text boxes, as well as an image library for backrounds and character portraits that can be added to by the player.
Naturally, this means that there has to be a fast enemy that ignores sentries and bum rushes the player to grab them and ferry them way out of position, like into the middle of another mob of enemies
l4d2 jockey
Reverse sentry buster? Engineer buster?
Mactera grabber drg
Or, he could steal your own sentries to use against you.
Did I hear a rock and stone?@@Bluewasp349
Item gravity. Items get knocked off when taking damage, and you and your enemies can throw items as projectiles. That way, it can also be an ammo system, but you have to be careful otherwise, a power-up item you want to keep holding will fall off. You could also hit enemies to get an item knocked off and grab it for yourself and vice versa, making things a mad scramble of throwing and grabbing items.
An extension to this could be an enemy who goes around picking up the scattered objects and throws them at it's allies to provide buffs/ammunition to them if all the objects are too far away from the action
This would pair nicely with an item which grants better and better boosts depending on how long you have been holding it encouraging you to not take damage
3 things i love about this:
1. Your style of characters being doodles on cut out pieces of paper so so cute and visually creative
2. The stacking can go so far and im very excited to see where it will go
3. RISK OF RAIN 2 MENTIONED LETS GO I DROPPED MY JAW IN JOY (btw we call it "Bungus", not bustling fungus :>)
I installed Risk of Rain 2 after many suggested it in my last video, so I am still learning about your people's rich culture :]
@@JayTheDevGuy the DLC also did stuff to change various items. Like bungus to rungus. ( heal when running instead of staying still)
Awesome game.
Also if you love the cut outs, check Noodle out. He reviews games and interesting topics.
The videos have a timeline too lol. From 2d animated to cutouts.
He even made a 360 vr video to make a topic make sense.
@@Red_Steampunkeryou mean wungus not rungus? Keeping the naming Convention for bungus makes the name slightly more funny imo
@@IDemigaming87 I forgot, that’s it! Ahh it’s been a lil bit since I’ve sat and thought about the names lol.
It’s very auto pilot while I play lol, I look to see if Hp. If yes, sweet. If no, damn next run let’s go.
Your choice of "Little Paper Dude lounging around a stylized version of your desk" is so ridiculously unique. Super interested in how your work will turn out.
An insurmountable wealth of creative design could be birthed by this singular drop of an idea. I must commend you on the way you have balanced the mechanical design and creative focus of your project thus far. Its been lovely to watch, well done.
(As a potential idea, you could have an entire enemy type dedicated to closing the distance to your buildings just to pick them up and run them off to unideal locations. Squishy but fast, not directly harmful to the player, but harmful to their building management if left untreated).
Thank you that's super flattering :] TF2's CTF intel and Pikmin were big inspirations, so enemies moving things against your will was always planned.. We'll see if it makes it in :]
@@JayTheDevGuy I'll be eagerly awaiting your next move regardless. Wishing you the best on this endeavor 👍
I just imagined a raccoon
@@JayTheDevGuybredbug
Literally finished watching the first part of this series just now and then this came out. Thank you for being accommodating.
It was all for you
Same thing here, nice timing
Same
hear me out on this one: the higher a tower is, and the more valuable the stacked items (and by extention the easier it is to see the enemy) the harder they are and more rewards they give.
Okay that sounds a good an idea theres a few things that need tweaking:
A.If you let this mechanic stack infintiely, you basically make the putting down items a redundance, so there must be some kind of soft limit for the bonus. Maybe like the bonus stops growing or maybe even goes down after 10 items stacked.
B. Giving too much of a bonus would make picking up items and exploring less important, so it needs to not be too big. I think a 3 to 7% increase in value for each item in the stack PER item in the stack would be reasonable.
that sounds like an intrinsic property, the items ARE the buffs, and thus also the rewards
I want to see uncle dane's reaction when this game will come out. This thing is so crazy and absurd in good ways.
Assuming you've not already thought this through, but enemy position within the pile might dictate particular attributes of the pile; as an example, a pile can only fly if the topmost member is a flier, and a player killing/removing said flier will cause the stack to drop, using the movement style of the guy now on the bottom - and maybe later, when some dudes get shot off of him and a new flier is revealed, they can take off again
That stacking could be really cool if there was some sort of “zombie horde” type enemy that just Paths toward the player but with the massive stack just tossing each other over obstacles instead of trying to path around them causing a sudden ambush from the wall you thought was protecting you.
Or if there was a support only grapple hook enemy that tries to get to high ground then grapples ranged units up as well for vantage points and to keep them safe.
specific in world items could equate to some kind of building resource that could allow you to craft different buildings, but you would need specific items to make specific buildings (you know like a crafting recipe) also if there is ever a limit on how many items you can have on your head at any given time this could create an interesting gameplay opportunity where you have to prioritize moving building material to make your defenses stronger at the risk of leaving upgrades behind temporarily to do so.
Jay on his way to make a in depth talk about one line of his code and it still being a really entertaining video
12 hour video about the ethics of adding the "Make Uncle Dane Feel Real Pain" function
The bomb example makes me think of a sapper. Maybe enemies could place it on your sentry and, instead of just destroying it, you have to pick it up and do something with it. Maybe you can use it against enemies but it damages you or disables your weapon while you're holding it.
The biggest piece of advise i can possibly offer is to, despite the mild genre shift, take interaction based inspiration from Ultrakills weapons. Buildings and player abilities shouldnt be one and done - let us throw a sentry gun at a horde of enemies, sure, or let us shoot at those enemies - but maybe let us shoot the thrown sentry gun to blow it up, dealing more damage. Interaction between weapons and weapon mods can literally make or break games.
hooray!
idea: maybe add literal hats to funny uncle dane man as unlockables for doing well at living?
While the stacking item inventory is HILARIOUS and I love it immensely, I do feel like there should be a limit of sorts. Maybe moreso for the player to be specific? Unless if the stack limit could be increased every 5-10 waves, but the same would also apply to the enemies.
Wave 1:
Player Inventory = 5
Enemy Inventory = 5
Wave 10:
Player Inventory = 8
Enemy Inventory = 8-10
etc.
I think a sentry gun where you can stack enemies into an enemy laucher to shoot at other enemies as ammo would be funny.
YES
Has someone suggested a turret thief yet? Because since you can stack turrets, and enemies can stack objects on their heads, an enemy that just straight up tries to steal your turrets (with variants to keep them active, disable them while carried, or even worse, switch which team the turret targets) seems a logical progression. This also opens up the idea of a trap "turren't" (a fake turret that blows up when stolen) to counter them.
You are actually insane, the production value of your video is something else man, even little things like that clip of the engineer picking up the sentry at 1:02 meant you had to open tf2 and fiddle around with the camera to record that example.
Love the jokes and hidden references you are sprinkling throughout the video, this is genuinely a fantastic series.
The fact that you are editing this while making a game is quite impressive, you rule, and I am looking forward to seeing where you take your game and this channel next.
Well, a couple of obvious things you could use the stackable component for is to make some kind of shop, or a pressure plate that can be activated, and you could make the intelligence briefcase if you want to give the player something to defend.
Another idea would be to add in crates. Just stack a key on top of it and it opens, right? Though I'm not entirely sure how easy it would be to make specific objects interact with each other when stacked. You could do some fun stuff with that, maybe. To go along with the bomb, you could make it so that you need to stack something hot on top of it to light it, like uh... Pyro? And then you could throw it at an enemy to force it on them.
I guess that opens the floor for escort quests and companions that you can carry around. Hah- maybe you could add a payload cart or wagon that you can drag around behind you for extra storage. Enemies could probably drag each other around in that case, so you could have a conga line of Jermas carrying more Jermas coming after you, and killing one from the middle would split it into two conga lines.
You could make armored planes out of enemies with a drag function, now that I think about it. A tanky enemy carrying a flying enemy that's dragging ranged enemies behind it. What a menace. That might get a bit complicated, though.
Comments like these are why I learnt to read, thank you for this gem.
This game is gonna be fantastic and this video was great, looking forward to the future of this project!
i love your little guy. i love the implication that he just uses this giant desk. i love imagining him running around the keyboard to type, or pushing the mouse around, or standing up to use the gamecube controller. good stuff i love ur style
Nice little channel you got here ! It will surely grow exponentially given the quality present in the video :)
The concept of the game looks very nice too !
Bomb heads being an inadvertent way of adding sentry busters seems fitting.
i never expected P+ footage to be used to demonstrate a point in a random (but awesome) game dev video that showed up in my feed and, as a dude working on an Ai overhaul for it, I absolutely love you for that :3
If the flying enemies drop the enemies they’re carrying there could be a funny splat animation when they hit the ground and maybe take damage
The world’s first war themed hat simulator tower defense game
I absolutely adore this, and just like you said with your enemies, you pulling these disparate elements and making them into something new and unique is something greater than the sum of its parts!
Also, as far as ideas go, would love to see upgrading buildings- that brief moment of vulnerability when you’re upgrading a turret was always a big part of the strategy of playing Engineer to me so I hope it makes it in!
I love this. As a designer, all of my best ideas come from coding like this and then sticking components on random items. What if the entire level was spinning like a collectible? What if I collectibles can just trigger any event? Etc.
Yay dumb Inventories! I love 'em!
Now as an edit after watching the full video, I have a (somewhat neat) suggestion: What if there were like supportive enemies? Because you mentioned that enemies could hold eachother, so I (may) have taken some Inspiration from Mindustry and would say the Oct would be a nice example, an Unit that can't attack directly but has a giant healthpool, can heal others (not itself), can act as a shelzer for wounded enemies by picking them up, and has a shield that absorbs damage before shattering, kinda like the medic's shield in MVM. Anyway, I should say that this is one of the best and fastest growing channels I've seen ever, and I really enjoy your content.
Thank you for the suggestions and kind words :]
Would be cool if you added into the game buildable pybros.
YES
???
@@zixvirzjghamn737 In TF2, there's another class called the Pyro, which is highly effective against Spies, one of the Engineer's greatest nuisances. Some Pyro players take to playing guard dog for Engineer buildings, and are thus known as "Pybros," for being a bro to their team's Engineer(s).
I love this series, im so glad I found it
Also I thought landmines could be a cool mechanic for area denial, similar to Risk of Rain 2's engineer. Maybe some enemies could pick them up and move them to places the player tends to stay to encourage more movement around the stage, not a full concept but just a thought i wanted to share
Subbed for the honorable mention of the single responsibility principal. As a dev myself, solid is incredibly important. I like that there is an underlying theme in this video that pushes clean practices to game devs
When I saw your piles, I immediately started thinking how differently two players would engage with the whole game if one's inventory worked First In First Out and another Last In First Out. Lifo would have a frantic experience picking things at high speed, sometimes even at random when in a panic, and have to dump a lot of stuff in an emergency to get to specific items. A Fifo player on the other hand would have no choice but to plan ahead item order on the pile and strategically plan around the items' rotation. Throw in some light rpg stats and you've got different classes just out of that!
The more I see of this prototype the more chaotic it looks (in a good way)
I can't wait to see where this project goes, the stacking mechanic adds so much potential for creativity and I love it!
Bro im ngl some of my favorite stuff on CZcams is ppl either talking about games or talking about making games, this hits that amazing sweet spot, its like having some extra FUNKe content to watch or more GMTK. The animation is so pleasing and nice to look at and it is so inspiring to see someone enjoying game development and documenting their personal experience. This type of stuff keeps my dream of transition from software development to video game development alive.
TL;DR cannot wait for new stuff from ya keep being awesome!
The clear step foward now is the character picking up and throwing enemies
It'd be cool that you can make more sentries, like a drone who can fly or a flamethrower sentry or maybe even a tread track. With the new stackable system, you can mix and combined these robots to help you, but not being too powerful since you have a sentry limit. I'm excited to see your next video as you bring a lot of inspiration to me :D
Maybe you should add a hoverboard item, where you can place them and adjust their height to reach ledges and build defenses in unique positions.
genuinely been waiting for a follow up video on this and seeing the video finally pop up on my home feed made me think it wasn't real for a second
extremely excited to see how this silly game develops further, i love this concept so much
This really made a rough Monday a lot brighter, your lessons in making this game here apply to so many projects! Thank you for all the passion out into this vid
even if i'm not the smartest guy when it comes to ideas, i do have to say i am smart enough to recognize that you sir are incredible at making videos
you upload every two years but it's always a joy to see when you do lol, def my favorite game dev channel already
rlly excited to see how this prototype goes in the future!! seems fun to play already
keep up the great work, lad!! 👍
The stacking is a surprisingly rad mechanic! I can't wait to see everything tie together
6:59 in minecraft's Complete the Monument genre of custom maps, you'll very regularly see custom mob spawners create things like a bat (fast chaotic flight) wearing a ghast (threatening but slow) and a skeleton and blaze (consistency). it's so prolific that the community has given these kinds of enemy stacks the name "gunship" and i am really amused to see them show up here
I also like the idea that if you have buff items, if the enemies pick them up then they will get that buff, like the healing field would protect your turret, but if an enemy makes it in and picks it up, now it's a regenerating enemy
Love the bit at the end with the Jerma towers (and that placeholder enemy as a whole it's so silly). Cannot wait to see what other mechanics appear in the game as you develop it!
Im imagining a dungeon room where two different types of flying enemies are stacked together and their different flying patterns create a interesting pattern of movement you have to learn to be able hit and thats kinda cool
thats good
Shockingly underrated, the channel and game are both amazing.
Absolutely in love with the idea of items being stacked on top of you like a crazy balancing act. Maybe you could stack a balloon item, or something like that, on top of your head to give yourself a slower decent when falling - or give yourself a silly propeller hat that lets you jump higher/double jump.
oh gosh im just seeig this project for the first time and the style is beautiful! i love the new stuff youre implementing and hoenstly im really excited to see how it goes!
A great system that could be taken from TF2 is some kind of sentry jump or a power up to jump more in order to have cheeky spots to put the sentry
its insane how much production quality you have for a channel so small
Thank you :]
Love the art style, absolutely beautiful, especially the WALL-E, perfect recreation of Jerma, and the Rolling Dane
You never see people who are good with code to also have good art with their projects. The little doodles really sell your style. Love the mixed 3D/2D thing you have going on
Amazing and brilliant. Single player hat simulator is based. If you're continuing to use the paper aesthetic, you could take an example from the Paper Mario's. Perhaps you make a "sticker" component or "origami" component.
will sex be added?
Cute little idea i had upon you mentioning risk of rain 2. Maybe you could put items on your buildings to boost their power in different ways. For some cute little examples, putting a sentry on a roomba and it can now move around while firing, putting something hot ontop of a sentry to let it do fire damage, putting a drone ontop of a sentry to let it fly around, and putting tons of modifiers on them to let them change stats or projectiles.
Also adore the idea of metal being in boxes so you can carry it around with you but upon the player getting hit. It all falls to the ground and breaks open and you have to frantically try to pick it up before it despawns.
So happy to see another episode of this so soon. It was a pleasant surprise! Keep up the good work!
I LOVE each and every one of these dev logs, thank you for keeping us in the loop its our pleasure!
Great video! I find that there are two types of content on CZcams: the kind you put on in the background, and the kind that you sit down and actually watch. Yours is the latter of the two. I also like the use of KevinMacceold music, it adds a nice touch.
That is genuinely a super kind thing to say. Thanks :]
Dude I'm so happy you actually add subtitles to your videos. It makes them so much more enjoyable :D Love the content! Please keep up the good work!
I love indie devs making high quality devlogs like this
1:16 I have been so primed by this phrase that I thought you were going to do an ad read.
the little hand drawn sprite of your little dude just emoting and hanging out in the world like a paper mario is darling. Took me some time to realize it's in a 3d world, so it's definitely a digital asset, which is extra cool
For such a new youtube channel, your production value is insane. Props man looking forward to the future of this channel
The concept of just stacking your valuables on your head to carry them is a great one, but it does lead to one question - what happens when there's a ceiling? I think it'd be quite funny if running into something would just send your items all flying in a chaotic "baseball bat meets jenga tower" collapse, like... duh, what did you think would happen, dude? It could also lead to some neat gameplay decisions where you have to assess your priorities - you need to run through this building, but you're carrying too much, so what can you leave behind? Can you afford to leave it there and come back for it?
Part of the reason I'm suggesting this, of course, is because I really want to see a tall stack of Jermas try to chase Uncle Dane through a low opening and have eight out of ten of them just completely fall down and eat shit because the bottom two Jermas neglected the consequences of squishy person meets brick wall.
This was so fun to watch. Your style is wildly creative and entertaining. Immediately subscribed. You're going to go far.
amazing video, this is definitely the "chaotic good" route of being a game dev lol. also I love your animation, it's such an awesome and unique style!
You showing 2 seconds of footage of Lock's Quest brought back so many memories, I need to replay that game man
This idea is amazing, and if you intend to have an inventory limit, allow the player to go over it, it just risks their tower of items falling over
I love the style of the illustrations in your video, absolutely amazing. It's nicw to think that something (at least seemingly) fairly simple can look this good.
I like how he said that engineer is always a rush whatever whatever while showing a clip of a sentry spot Uncle Dane specifically said was easy and boring.
>Flying Enemy picks up Uncle Dane
>Taks him near to more enemies
>Drops him
>Refuses to elaborate
The ability to throw- maybe an upgrade that makes thrown things explode
The sheer terror of seeing the top of a stack over a hill and going “oh that guy’s gonna be tough”
I coded a 'stacking inventory system' in an abandoned game I was working on, Cinnamon's Cooking Quest. Cinnamon could hold a stack of up to four food items (meat, dough, finished meals, stuff like that) and the topmost slot is what would be picked up/put down. There was a fun dexterity and strategy to multitasking meal preparation while food was being cooked on a stove - you'd need to have hands free to take it off after it cooks but before it burns. I also added a 'wobble' to the stack that made it slide around as you moved and it was delightful to look at. Anyway, feel free to take this torch from me, good luck with your take!
The manner in which I interpret the difference between component created code and more direct coding is the similar to the difference between building something from legos compared to clay. Directly coding is like clay since you must shape every tiny detail from scratch starting with only raw resources and an idea. Component created code is like constructing with building blocks since you can change things simply by adding or removing parts, unlike the clay metaphor where you must return the item back to raw resources and start from the beginning again to make a desired change.
Sorry for bad English
(It’s my first language, but still)
I am glad your still as motivated as last time, I am genuinely impressed by the life’s you stumbled onto with your smart coding, maybe you should have enemies that scurry around grabbing items? Like a enemy that can’t attack you it because they grab blocks they can accidentally make heal zones or make enemies into dangerous variants that wouldn’t normally form? Maybe the game can be about making a large tower of these stacks and that can be how new areas form? Like idk maybe your grabbing items from some gaint creature that loses them and you slowly build a way to the beast itself? Idk. Add the mini sentry into the game as a bot player that tries to build preset stacks from a pool. That way your racing other “players” making stacks making you want to move almost constantly
Its actually a really neat multiplayer concept if you ever decide to go back to that, having each player get more powerful yet more visible with stacked items
This is like the Loz:totk fuse ability but way more chaotic and it is too funny! It is also similar to super mario maker's enemy stacking mechanic as well! Knowing the crazy creativity those two game mechanics from those games are I know that you can really make something great with your system! Keep up the amazing work!
I love how this is basically emergent gameplay, but for design
>Uncle Dane picks up an item on his head
>Flying Enemy just grabs it and flys away
Your personality and presentation of your work is so great your channel is gonna blow up for sure
I don't think you can blame the fanartists for making art. You definitely came out swinging with the last video, and this one's just as strong.
The system of holding a huge stack of things reminds me a lot of one of my favorite DS games, Dragon Quest Heroes: Rocket Slime. In that game, you could lift things up by ramming into them and catching them on your head, then throw them to load them into things or attack enemies.
A lot of the game involved tank-vs.-tank battles where you could load strange ammunition into your cannons and fire it at the enemies' tank to damage it. You could even sneak into the enemy's tank and wreak havoc if you wanted!
There were all sorts of things you could equip that made up your ammo slots, like an invisibility cloak, a three-part super-spell, and even an item that was ostensibly for self-defense, but actually helped a lot with getting items up onto your back quickly. They were distributed randomly, of course, and eventually would time out if you piled up too much.
It kind of makes me think, if you do have several different kinds of item, do you think a way to swap which one you're holding would be prudent? Rocket Slime addressed this by having a shuffle button on R.
I absolutely love this, I can imagine how you’d get the buff items you mentioned is rare chances for enemies to spawn with them, also imagine plop in one of these on the sentry itself, like the Bunny hood idea, faster sentry you can move with you type stuff, could add to the chaos
This video is AWESOME! Thanks. Something like this really helps me to muster up the strength to start working on stuff like this of my own
I loved the shared pool idea, its almost like how most smart enemies in zelda botw and totk can use any of your weapons. There are so many possible iterations of combat
Skill tree, and different loot from enemies, like sometimes a mat boost or just a blooprint or som. Love you continue what you are doing
Great video, and I love seeing the organic development process and especially you pointing put how a solid coding foundation can not only help accelerate development down the line, but also foster innovation - similar to how Ascend in Zelda:TotK was originally a dev tool easy to impliment because of how wall/ceiling collision already worked in BotW!
That said (and I wish it was still available to read), your inventory system and the natural twists it's gone through gives me heavy Homestuck energy. All the inventory systems in that webcomic were unhinged.
This channel is rly well put together and im very glad i found it
Thanks for being fetured in the video ❤
I've loved all your videos from the start. Keep up the great work
Before I get into thoughts and suggestions on the mechanics, I've got say in a separate post that I love your style man, it's cozy and fun as heck and generally ripples off good vibes (to risk invoking a buzzword circa 2024). The closing music for the video is really good too, somewhere between Banjo-Kazooie and Wallace and Gromit in mood 🥰
I love the idea of the character juggling items to re-order the stack.
this game really feels sort of like a modern day version of dungeon defenders. moving around the map placing defenses against waves of foes whilst still being on the map yourself and being in the gameplay loop
This reminds me of how in Golden Light you can find items that you can either throw at enemies or eat and they have different random effects until you use each type at least once to figure out what they do in this run.
So you'll pick up a bat head, unsure of what it does, you eat it and it sets you on fire. But now you know what it does the next time you use it.
this may be rudimentary, but i'm learning python, and defining general functions (as opposed to constantly making new if/while loops...) has been a life-saving "smart code." plus, getting your code to work right is weirdly motivating, and strangely good at sparking creativity???
also really enjoyed the animation style!!! cool stuff :)
I simply LOVE the flow and style of your videos. Keep up the great work!