Building Equippable Gear for my Marine Biologist RPG!
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- čas přidán 22. 07. 2024
- Welcome to another devlog for Dauphin! In this episode I end up creating Dauphin's first piece of wearable equipment - but not before making a tough decision regarding the direction of Dauphin's previous and future art style. As always, hope you enjoy, and I look forward to hearing what you think of the equipment system down in the comments!
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Hey folks - good news, the Discord server is up! Come hang out if you'd like to discuss Dauphin, the Godot Engine, or just game dev in general! Hope to see you there.
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hey how does your inventory system work? like how is it set up? Does it use some kind of array or something and how do you handle picking and dropping items inside of the inventory? im kind of new to this specific area so i would like to learn
In case you ever decide to try a new palette again, Aseprite actually has a way to do that automatically. Once you've loaded a new palette, you can just select Sprite > Color Mode > Indexed and it will replace every color in the sprite with the closest one from your palette. There will still be places where you want to go back and fix colors manually, but it should save you a lot of time.
Had no idea. Thanks for the tip!
It also has the great ability to add colors to your palette by creating a gradient from one color to another, so say you find two greens in your palette aren't expressive enough, you can add a specific number of greens between those two (or between any two color values).
you could add a feather to the hat to indicate more that its a hat of speed
you could have a different hat with a torchlight attached that increases your light radius within caves! So many possibilities.
@@bitbraindev yeah!
Love it. I'll definitely remember this once I get past the prototyping stage here and start creating some real items.
Hat of Dapper, hat with a mustache. Makes you look more bri'ish
For your boat, you should model it in blender, and render it at a low resolution without anti aliasing. Then you could render out dozens of angles of the boat so when you turn your boat in game it has a smooth rotation. You should be able to make the boat look very similar to how you've drawn it.
I think Bobby is actually right on this one. The actual sprite looks great but it does feel a little funky when it goes to the diagonal angle. It kind of looks like it shrinks a bit.
Yeah definitely agree here. This was brought up several devlogs ago actually. Hope he sees this time.
I think this is the best approach. Likely takes up even less time too
I have a vague memory of him trying this and it not looking very good? I mighta made that one up though
@@Hi_Brien Nah he made a video where he tried making turning sprites for the boat and it didn't turn out super well, but he didn't use this method. You're just remembering the boat sprites being a matter of discussion in a video.
My day got 100x better when I saw that notification
I still feel like the horror crab should become uncorrupted instead of exploding
yeah that would be cool
I agree! There was a suggestion long ago to make de-corrupted bosses NPC's that you can interact with. I'll get there eventually!
@@DevDuckhey i think the boss is a little weak 😅 try increasing the HP...or make the weapon a bit weaker idk 🤷🏽♂️
Eh, I like the idea that the bosses aren’t real animals, but colonies of corruption that form into a “creature”
Hence why crabs pop out when you kill the Horror Crab
I like the idea of having it explode into several of the normal size uncorrupted crabs
"Hey everyone, thanks for joining me for another devlog for Dauphin"
Always puts a smile on my face
whats a smil lol
Same here :D
@@joshybomb5964 smile :D
me to it me brithday and so happy uploaded these today
@@txe1nd Happy Birthday
It's inspiring how much you include your community in decisions and for feedback, I think it really shows you care about the people who will be ultimately playing your game. Love watching these!!!
about this separation into different sprites in godot, i just kept the first sprite as a base (in some part of the character) and created other sprites for it. inside the physical process I leave running a function (every frame) that matches the frame of each part to the original sprite.
as long as you export all sprite-sheets with the same amount of frames (albeit some empty) that alone keeps the animations of different parts, without having to create key-frames in each animation.
Its kinda weird stabbing animals with swords to get corruption off them, but this game looks awesome.
what if hes actually just delicately scraping off corruption
@@Mythicalwaters The protagonist studied the blade
I have noticed that when you drag an item it is dragged from the top left direction you can fix that by offsetting the dragged sprite by a certain amount specific to its scale
Suggestions for collectables:
1. Corrupted sell armour. You can make this out of the drops from enemies.
2. A disguise hat: Big mustache, fake huge nose, and glasses
3. Maybe some really rare collectable which allows you to change the player's skin to the original version from the first few devlogs, as a little easter egg.
I love the idea of the disguise hat, especially if it changed the dialogue of certain npc's, nothing big, just a small addition like "....you do realize that disguise isn't working very well, right?" or "Why are you wearing a halloween costume in the middle of June?" at the end of their dialogue sequence, might be a bit of work to implement all of those conditional phrases, but it's things like that that just give games a little bit of extra character, when npc's don't react to anything it just makes them seem robotic.
@@jarbarsi That's exactly what I was going for. Or maybe you come across a really young kid twice, and if you have a disguise the second time, it fools the kid.
There should be an Easter egg that gives you a rubber duck hat
Hey Devduck- For the issue of animating the player's equipment, you might want to try simply overlaying the clothing/armor sprites on top of the player. There will be no need to slice the body up into different layers this way. Maybe make something that manages the armor that sits directly on top of the player at all times, so when you add a new piece of equipment it would simply enable the body part overtop of the player and make sure it has the right sprites/animations. You will still need to copy the animations for every movement on every piece of clothing, but it should at least make it less cluttered in terms of player animation trees. Hope this helps!
The issue was a layering issue. Take for instance the sword it need to be behind the hand but in front of the body. Thats not possible with just overlays. The setup looks messy but gives the most functionality and most modularity.
@@vivdlyvague6627 Tools would be treated differently. I imagine godot lets you dynamically change layers through code, so tools on the back would always be on the bottom layer when the player is facing forward (ie under the clothes and armor) and the layer would increase when you turn etc.
One thing I find a little weird is in the field notes, that the items in the low cells have a diferent pixel ratio: it mix strange with the rest, and same applies when items shows in the speech bubble (before you pick up the item). It would give a more cohesive look if all art have the same size, in my opinion. Rarely you get good results with different pixel ratio.
Completely agree
But what about the fishing line in Stardew Valley!? jk I always thought that looked out of place too.
100% agree
I’m glad that you ended up sticking with your original color palette now because honestly going through and recoloring everything is a massive undertaking on its own. For me it immediately halted progress as I didn’t want to confuse myself by adding new assets before I recolored the old ones.
Agreed, I pointed the same thing to him on Twitter I'm glad he stuck with the original palette too :)
You don't necessarily need to manually change all the colors sprite by sprite. What you could do is to apply a shader that replaces colors or even stick to your old palette but shift their saturation programmatically.
Liked the video before even watching it! It's gonna be awesome as usual!
I'd appreciate if you could add a black transparent background to the item log as its contrast with the background - especially the beach - is so low that it's pretty hard to read :)
Yay! It's me at 2:59
Mabye you get a slight speed decrease when using equipment (to varying degrees) to encourage trying out all sorts of junk, not just ones that are objectively better. This will make an interesting dynamic we’re heavy things (ex a scuba suit) aren’t always used just cuz: yay! I can swim with the fishies!!!
Love the sunglasses with the equipping of a hat idea that viewer came up with. Keep it!
I am always so excited whenever you post an update! Keep up the great work!
Awesome work, always curious what you add/refined in each devlog. Keep it up!
I love your videos so much! every time I'm waiting for a new one! and also, I LOVE your music in the background, it's amazing!
I've been following from the beginning and I am really excited to play this game. Thanks for doing dev logs to hype us up.
I'm jealous of your work set up and also your commitment to your work. An inspiration, thank you :)
The animations seem a bit overcomplicated to me.
I would just use 1 AnimationPlayer/Tree for everything.
Then when you equip a hat I'd just swap the head texture to the one with the hat.
Or use a separate sprite for hats that is also animated by the AnimationPlayer (when you want to change the hat and head independently).
The only downside I see would be the number of tracks for animations but that should still be manageable.
Your videos are very relaxing to watch. It's a perfect last video to watch before you go to sleep.
Looks awesome, gj as always. Thanks for being an inspiration
I don't know why, but your videos are so relaxing. I love them.
I don’t normally play games like this but I respect the process so much that I’m pumped to play and support you. Keep it up bro, it’s inspiring!
Hey man, you have come so far from the start. I have made my own game while following your devlogs. I have made so much money from the skills that I learned, I have been free lancing to help others. I really look up to you man!
I just binge watched this entire series this weekend instead if working on my game for a game jam 😅
Great series
you're my comfort food
Looks really good! I really like the more saturated palette, but totally get where you’re coming from
watching a video of yours is the best way to start a day :D
This was another really well made devlog!
I think it’s awesome that you stuck with your guns on the art you have already made! Knowing the vision for you game, and the direction you want to take it is invaluable!
- Foster
Yeyy new devlog!!
Love the progress of the game
Your videos are Great keep up the good work
Love the glasses whether they stay in the finished version or not, it’s a fun touch. Great job on the refactor I would have definitely broken some things along the way and had to fix them.
this’ll defintely add a lot
thank you for amazing content
Awesome delog as always!
Great work, quicker way to convert to the new palette would be to go to tab *Sprite > Color mode > Indexed* It changes the colors in the sprite to similar colors in the palette. (Dont change the selected palette when you are on the indexed color mode.)
Allways happy to see how much this game progresses and develops
Good choice on the palette
I'm a freelance pixel artist and started a year ago, trust me your pixel art is improving very quickly :D
Keep up the good work and the devlogs, your content is really good 🔥❤️
To show which equipment can be put in each slot, you could use a color matching system. Maybe the hat has a slight blue aura behind it in the inventory and the slot it can be placed into has the same color background. That could be a pretty intuitive way to tell someone where to put it
love these devlogs
Maybe you can come across sunken ships while roaming the seas, which you can loot for, well loot.
The big boss crab should explode into a bunch of normal size crabs
Under 1k views, been a while :D
Love this series, it is inspiring to me as a 16 yr old hobbyist programmer/game dev.
I think it would be really neat if you threw in that first hat you made as an easter egg lootable item later on in development, as a sort of “this is where I came from.”
I think you should be able to put a single AnimationPlayer on the Player Body node and then animate all its child body parts, which would save you having to have so many separate AnimationPlayers you have to edit each time you want to add an animation. This could also help out with making sure the keyframe timings animating each body part line up with each other.
Depends how many animations you want the player to have eventually, if you decide to change it then having to move around all the keyframes again would be painful lol
This game is a really cool idea i love godot and i love creative ideas like this :)
You could always use filters or allow players to adjust the level of pixelation so the experience can be customized. A Short Hike had a fantastic approach to this and allowed for both crisp and retro levels of pixelation. Another thing to keep in mind is how you could implement a colourblind mode.
Big choices on the colors. Probably smart to just add to the existing pallet.
very awesome video!
Great update! I’m also currently working on a simple equipping system and was hoping you had found a simple way to accomplish it. I’m sure there’s a less time consuming way, but your solution looks fairly robust
amateur artist here! the washed out / pop debate definitely has to do with the color temperature of the palette. the zughy32 palette definitely feels more "chill" as it is a cooler color temperature compared to the endesga64 where it's overall warm. my art tutor will always remind me "cool colors sinks in, warm colors pop out."
i suggest lessening the details on the floor on that cabin, or introduce a bit of shape variety (maybe diagonally instead?). something about it always confuse my eyes.
another suggestion is to draw the weapon and tools diagonally since it'll give you more space to work with. having them vertical make sense on paper, but it makes them hard to differentiate at a glance (i also notice the shovel doesnt have an outline like the shells or fishing pole, but eh one at a time).
Nice The Moth Tshirt :)
10:30 you can combine variables of "kinematic_body_path" and "body" and so on with one line statement:
export(NodePath) onready var body = get_node(body) as KinematicBody2D
export(NodePath) onready var player_body = get_node(player_body) as PlayerBody
...
and so one, for everything.
IRT separate animation players for each part of the player, since they all have exactly the same number of keyframes, how I did it in my game, was I wrote a script that makes it so that the sprite's animation is at the exact same frame as another sprite, and then just controlled one sprite's animation, and all the other sprites followed suit.
This was the same case for clothes and armour too, linked the animations up to the player sprite, so that when it rendered, everything maintained the same animation, without having to have tons of animation players and animation trees.
Just a thought on how to deal with that situation.
That said, eventually I actually made it so that the clothes and the player all render into a single image and applied to a single sprite, so it's even easier to manage.
If you'd like to see how that was built/implemented, let me know, and I'll share my repository with you :) Just DM me on twitter (@MarisaCodes)
A NEW DEVLOG YES
i love these
What will be the ultimate goal of the game? I feel like right now you are only adding random features. Will you go from island to island, with a preset order of bosses until destroying the ultimate corrupted thingy? Or will it all be random? Just want to make sure you keep your vision clear. And Im also interested when you plan to start adding all this still needed content into the game? How long do you think that it will take you to implement all of the core systems needed?
He said in the past he wants it to be an open world rpg, and the feature's he is adding make sense towards that. Also, it's a good idea in game dev to implement all of the needed features first, before adding loads of content, because if you decide to add a feature after adding 15 islands, it's much, much harder to refactor everything to support that new feature. For example, say you had 50 different NPCs, and decided you wanted to add something to the dialogue system, you would have to update the dialogue for 50 different NPCs, which would take a lot of time, so it's a good idea to get the dialogue system finalized before adding all of the NPCs. Also it's much easier to add content when you know everything that your game can do. So he will most definitely add content once all of the game's systems are fully in place and all functionality and interactions have been implemented. Also adding content tends to be the most fun part, which is another reason to save it until the end lol.
Edit: I write novels and never fully proofread them until after I post them 🤦♂️
@@jarbarsi Thank you for this! I like reading people's comments on game dev as it helps me manage mine. Your explanation was very good!
@@jarbarsi I also write novels! How do you go about your own writing? What's your process? Fan-fiction or originals?
@@jarbarsi In what world are new features coming in before you start actually making and adding content to the game. This idea of building the perfect system before adding content just ends up in neverending feature creep and constant changes to existing code. It's terrible advice.
There's obviously a small overhead at the start of development but generally endeavour to make things small and decoupled enough that you can simply build them when you need to add them to the game.
@@Selrisitai Yea I had nothing better to do for a bit so I gave a long answer, sue me.
pro dev
Idea: after your done with the core mechanics, if you want you should make a certain area with strong enemies and maybe its so corrupt you need a gas mask to go in
👏Dauphin Review👏
I'am waiting for this game
NOOOOOOO!!!! The new palet is so amazing please keep it :(
I missed the yt post, but I like the old pallet better, the darker walls imo have more contrast than what idezka had
You can stick with the zugy palette, but you can modify it to make it a bit more saturated. Great devlog, btw. KEEP UP THE GOOD WORK!!! (:
You could implement diving, it would be awesome to explore underground caves and shipwrecks inside the ocean 😄 - maybe some creatures too 🐋
I cant wait to play this gsme
there should be a shipwreck on one of the islands where you can sell things like the crab shells to a old pirate or something. Just a thought :)
ADD CUSTOM SHADER SUPPORT :) That could let people make a shader that recreates the more toned down style or some cool things like bloom
Nice work. I think the bubble when going over loot is quite distracting especially in combat or if you dont want to loot it. A lot better solution is the standard highlight of an item which could be done just by taking the item sprite, duplicating it with a different color and putting it behind in the z buffer.
What you really should do is create several points on your player (head, left hand, right hand, left foot, right foot) that are empty. One animation tree! Animate those points (rotating them, bobbing them, etc) so that they move fluidly, then when you equip something (a hat for instance), attach it to the correct node (head) and it should just follow the parent's position and rotation.
You can be more complicated than that by creating, for example, walk animations for feet that can be synced to the current walk animation - but you don't need a tree for that.
Regarding the colour pallete, have you considered keeping the pallete you were using up to this point, but "extending" it by replicating all of the colours and shifting some parameters, like saturation, hue or value, for these additional colours, to supplement what you already have? Basically, whenever you would use a colour from your original pallete, you would have an additional option or two from the modified range.
nice ;D
👍
Great work on this one! I can definitely see how moving to a new colour palette would be useful but it does lose some of the original feel.
just a suggestion but maybe add a backpack to have a bigger inventory that you can upgrade as you progress in the game
You will be able to upgrade your inventory!
@@DevDuck ok cool thanks
I think a possible way to get around quadrupling the amount of animations you would have to do for every single piece of equipment is to just have 1 walk/run cycle for every direction. Like how Paper Mario moves.
You could also have the player face the mouse and have the sword rotate to face the sword and then make an animation of the sword swining.
That's just super lazy and doesn't fit the game at all
could be cool to add a bounce to hats on the run animation
You should make the crab into a peaceful NPC when you defeat it
Краба жалко :(
Nice work! Splitting up the player will be more work but gives you, like you said more freedom as well! So looking forward to seeing more equipment, and also looking forward to future streams!
Also, I gotta know, your shirt you wore first, what does it mean?? "I moth stories"?
It's a shirt for The Moth, a storytelling podcast! Appreciate the kind words Saul.
@@DevDuck Thank you X) I had no idea, was going mad trying to make it make sense!
I noticed there are separate animations for running right and running left as well as attacking right and left.
I wonder if directional animations like these can be mirrored to get the second direction without much hassle.
It should cut down on the sprite and animation work. Obviously up and down directions won't work, but there's no reason we have to draw the left direction if we can just mirror right.
Just started following your channel. I just love that you're making a biology-rpg! :D Btw what's the name of that troll-looking notes app you using to keep track of progress? Looks nice! I'm always looking for desktop alternatives to networking tools. Cheers!
Would you consider to change shadow sprites alog with time change? Great video by the way .
You could add a diving outfit wich alowes the player to go underwater and explore underwater ruins and stuff.
I don't know if this is possible in Godot, but in Unity you can create a shader that uses secondary textures to display the different body parts and still use a single animation source. Changing the textures on the fly (assuming that the correct animation frames are always in the same place for all sprite sheets/textures) will allow you to author animations once and reuse them across an infinite number of sprite assets.
You should update the player with wearables in the fieldnotes too
The de-corrupted bosses should end up as an island protector / deity animal. When he's saved, the island will (after some time?) become uncorrupted. Would be could to be able to interact with them
That’s a great idea! I’ve always been In favour of the old corrupted bosses explode into uncorrupted enemies idea but this changed my mind.
do a game jam! i think you would really like it
Hey you could use one sprite node for the feet for example and just change the .sprite property of that node for a sprite with boots