Continuing The Project After 4 Terrible Months - Village Builder Devlog #2
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- čas přidán 31. 05. 2024
- The next devlog about the village building game I'm working on! I'm slowly returning to the project after several months of dealing with real-life stuff.
My 7DRL game: lisyarus.itch.io/mars-2112
My blog: lisyarus.github.io/blog
Music in the video:
Darren Curtis - A Robust Crew
RandomMind - Exploration
Benjamin Tissot - The Elevator Bossa Nova (www.bensound.com)
License code: OPM629JZNQO9P4NS - Hry
Progress is progress, no matter how long it takes - remember to take proper breaks for your mental!
Awesome video! The game is looking really good. Really like your path finding idea. Never thought about doing a path finder on a none square grid. That looked very interesting to me. Also the AI behaviour is looking really good as well. The shader for the flame is spot on and it looks really good. Making a town simulation game is a challenge of itself and takes lot of dedication and kudos to you for doing it in a good way. Looking forward to your next devlog. Keep it up! :)
i think you could build great Castles in this game, with a few more peaces. Great projekt!
yay, another video about this cute awesome game!!
I can't get myself to release more update at my own job... on slack... informally.
There is a lot of work in these video, its awesome regardless of release rates!
love the point about doing "fun" stuff from time to time. i got stuck for ages trying to make ladders in my game work that i decided i needed to step away and work on some fun, unnecessary art and when i came back to ladders refreshed, i managed to figure it out (:
Happy to see you're back. That trick for rendering the fire is really interesting! I'll have to give that a shot myself, as I haven't settled on a final style for my own fire VFX
It looks promising 👍
AMAZING
nice
Yes more, looks great!
Great video!
Regarding the AI could you please elaborate a bit more on the BT vs GOAP? I personally only have hands on experience with BTs, so I wondered why you don't like them anymore and how GOAP shines in comparison
i love this project, im making a game with a similar idea but i only know python so its not very performant lol, its funny thought that ive had the idea for so long then start working on it and manor lords comes out
Manor Lords has a very different perspective, and tbh overall it looks too me like yet another medieval strategy game, like many others. The power of us indies is to create something more unique :)
Good luck with your project!
You may have already tried it, but for the lights if you're still experimenting with the look, could you do some kind of dithered effect? Might strike the balance between looking like lights whilst retaining the stylised look. Either way, awesome updates as per usual!
I'm afraid dithering will push the style towards pixel art, which is not really what I'm trying to achieve. I'll keep it in mind as an option, though, thank you!
@@lisyarus Good point, I didn't think about that! I'm rubbish at shaders maybe there's a way to have round circles/blobs instead of square pixels. Either way, what you have now already looks good
Are you going to add enemies or is it just a relaxed game?
We'll see! My first priority is definitely economy & trading & peaceful playthrough, but there are a lot of game design problems that are better solved by combat, so... we'll see :)
Nice. Add some game and wild animals now
That's definitely on the list!
How are you applying lessons from your previous projects to the Village Builder? E.g. I think you mentioned before that audio is something that you want to work on from the start, rather than add it at the end.
It mostly boils down to planning, and figuring out how to best spend my resources (e.g. use a simplistic art style, etc).
I'll definitely add audio early, just not _that_ early :)
You don't really need an implementation of behavior tree, you can have the pattern down with switch and if, that mean less point of failure like tool maintenance.
There is a reason why goap isn't much used in gaming and that behavior tree took off. Like Alex j champadard, ai programmer on Killzone, noticed in the defunct ai game dev website, behavior tree are a consolidation of script, reactive planner and state machine. IE it does what planner do by ticking the tree, they are close cousin of HTN planner. Which makes goap redundant and inefficient.
Mars 2112 seemed very nice, but I wasn't able to finish lab due to bugged enviroment blocking the way. Can you tell how it ends?
Thanks a lot for playing! Ahh, yes, I've seen this bug but never managed to fix it :(
It ends with a boss battle with the AI that was guiding you, and you learn that this AI was responsible for the destruction of the base.
yo this looks fucking good
Is it just me, or does your engine need a little bit of anti aliasing? The edges of the objects seems to look a bit noisy, I don't have a better word for it ;)
non-smoothed edges are called "jaggies"
@@andrybak thanks 😁
You are right, I haven't worked on antialising yet! Trying not to dive too deep into graphics as much as I can :)