Saving my game by completely deleting it and starting over.
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- čas přidán 15. 04. 2024
- I'm probably gonna start trying to figure out a new style since I got like
WAYY less hours.
As for the development of my game, this was mainly a catch-up, have been sent to the é̶̡̯̜̻͎͎͓̩͊̑͑̽̇̾̀͛̒̀̕͜d̷̨̨̲͚̙̪̞̖̻̞͓͙̈́̏̅̅̂́̈́̐̃̃̽͜͜͜u̵͖̬͐̏̍͗̍̉̿̚͜͝͝͠c̸̙̩͓̱̻̹̽́̂͌͗̃̆̋͑́̾̀͂͠a̷̭̞͉̟͈̒̓̍̆͐̃̒͂͠ţ̶̖̞̬̔́̾̌i̴͍͔̹̦̤̹̺͎̗̙̘͔̟̊͋̅̇̍̓̈́̇̀̕͝ͅö̶̻͇̭̣͈͚̖̪͙̪͇́̽̒̑́͊̏̆̕n̷̢̢͖͍̟̮̫͈̓̍́̆̒̃͆ ̸̡̡̺̺̜̻̰̦̙̮̬͎̳͌͂̔͐͆̋͜͠c̶̨̛̞̰̩͖̮̥̱̣͈̱̙̾͌̈̌͐̄̏̾͊̏͐͐̕͠a̶̧̯͉͎̋̂̎͘m̵̩͓͔̲̀̒p̴̢̢̨͚̺̭̩͓͇̬̥̄̉̓̿̑̕͝ͅ again.
Now that I caught up with the basics, I can actually start shoving in so much more gamedev aww yeahh
what uhhh do you guys are you guys curious about anything i haven't covered yet btw, apart from me MEOWING IN THE MIC (i am NOT covering that ANYTIME soon). is there anything i did NOT cover that you specifically are CURIOUS about
Obligatory please join (you do not have an option) : discord.gg/XvHMsjC4fa
please revive the one cell cutie
Whimper into the mic funky guy
You can remove the map, use an invisible plane for the player to stand on then pretend the player is falling in an infinite hole with some effects like lines going up around the peripheral vision. You can add more enemies this way
4-4 type technique 😭
Ngl might shove this down, it's an interesting idea
There’s no wasted time in GameDev, only knowledge gained! Good luck!
Idk why this was recommended to me, but I wish you luck on your project good sir
What kind of VIDEOS do you usually get recommended...
Also you too homie
@@hanoder Vtuber clips or whatever is relevant to my subscriptions like science stuff, video essays on media, and game development talks. I don't get recommended indie devlogs as much as I should.
Meow in the first 3 seconds next time because I lost interest 😑
the video has been out for FOUR SECONDS how did you even REACT that quickly
@@hanoder watched the whole thing. Still no meow. I'm frustrated
@@Mosaiiic you honor, i am in very low budget and time, such an action requires hours of in depth polish, testing and iterating, please try to understa
@@hanoder Everyone has a limit Hanoder, or should I say, hano-loser bring me my meow at once 🥱
@@Mosaiiic My limit is uhhhh Uhhhh I am NOT meowing right now!!! >//
Man, your fucking music choice is so good🔥🔥🔥
Music choice = Random stuff I find in recommended 🔥🔥
Ya reminded me I forgot to actually credit the music thanks for the heads up lul
@@hanoder Random stuff in recommended is always the best stuff
The style of your videos is so awesome, great editing. Keep at it!
I'M TRYING PLEASE
saw neko arc in the weird youtube preview video thing and immediately clicked
subbed cause you make silly content. good luck with your game silly man
my brain turned off...
I'm sorry...
Peak gameplay
Peak comment
I'm not entirely sure what's up with this project, but I'm all about it.
Truth be told apart from the 50 lbs of lore (zzZZzzZ) I literally have zero clue what I'm doing except adding features that seem cool
Risk of rain 2 did rogue like elements by using pre-made terrain and randomly putting interactables on it each time, still works fine in terms of gameplay, and (coming from someone trying to make a 3d roguelike too) this method is much easier to do, and is much more optimized. Also, dunno how much this would apply to your game, but for placing random stuff on the terrain, try to use the GridMap node. I've been trying to make a sort-of minecraft-ish mineable blocks for my game and placing blocks in a 10x10x10 grid was 1) taking long af 2) tanking the frames. Once I tried moving to a GridMap, I've never came back, it cut the waiting time about 10 times and improved the framerate by about as much. And as for terrain, as long as you are not making the player walk on the underside of the island, why not use a heighmap terrain? Godot has a few addons for that that are piss easy to use
Forgot to do a call back on ror2 nice catch 😭
Yeah pretty sure gridmaps are useful AF but I'm gonna guess it's because they use multimeshing and batching, if it's easier to deal with though yeah ik definitely gonna go for it
Saw da terrain one, not really into plugins I'll be heavily reliant on since I like to use steam and it might break 🔥🔥
CZcams is being a pain about my comment but Honestly this is a good mindset to have, sometimes you DO have to just throw out a project, sometimes you do have to start over. The perfect is the enemy of the good and perfectionism is an extreme in it's own right. But it's possible to go too far in the other direction and that seldom gets mentioned. Too many people are basically married to their first draft and refusing to acknowledge the cracks in the foundation of a project until they and the project ultimately crumble under the weight when they keep building on it.
Lmao it's cool, I actually have the opposite problem of throwing away objects and restarting
a lot
I like to refer to it as the cookie clicker prestige system where you completely restart but have a bonus for starting again letting you quickly catch up and surpass your previous number
@@hanoder if you meow into the mic you get a 25% speed bonus
@@realElo.2 never...,,, i already have rgb lights..
@@hanoder what if i give you 2 US dollars
1:58 "geuinely"
Definitely firing the new editor for this
Hey, really like your content. Do you have in mind implenting some sort of power ups, and if yes what kind of?
Also, in another comment you said that you "unfortunately" used godot, is there something you don't like about it or is it just a lack of features thing. Well, in any case good luck with your future development.
Items are probably gonna be a MAJORITY of the work, but I'm trying to get some signals and systems to work for it
As for g*dot there is NOTHING wrong with it (I think) it's a perfectly viable engine
That no one would probably hire you for it's expertise yeah I'm stuck being a solo dev lmao
Yeah understandable... I mean the smae thing is what happens with video creation. Of course at the beggining you are bad. And than you get better and better. Which will help you in the long game. So I wish you luck. Keep it up. I mean the enemies are looking trippy but that can be an appeal of a game too. Nena looks COOL A F.
40% iof this game was made under the influence
🔥
tbf yeah though, needed to test some things out and see why they;re bad
thanks on mana* i have no idea how to model but i eventually hope i get to maker her someday
@@hanoder keep it up for real. And it does not matter if it is or isn't made under influence. You are doing great for a first timer. Not that I know a thing about programing a game 🤣
I just canceled my game 2 days before release this week and started a completely new one.
Literally me..
So based..
@@hanoder but you dont have 4 steam pages like me xd
ultrakill but no robot camera
Ultrakill but cute girls kissing...
@@hanoder bruh should I add that to my basically ultrakill ripoff
@@FunfettyYT nah this is 100% different trust me it has like 90% stolen ideas and 1% random gimmick so it's not a complete rip off
@@hanoder LOL
@@hanoder you code in godot or unity orrrrr?
You can take some inspiration from berserk 1997 like the monsters,the music and the art theme.then make your game as a Cosmic horror shooter game.
ahh that's the term cosmic horror,
good call on berk i might take inspiration for casca whoa..
meow into your microphone
Are rendering everything all the time instead of just what the player sees?
Yeah I've got that part covered, G*dot also has it automatically, along with LOD's and such, only thing left to fully optimize is batching with multi meshes (I genuinely have zero clue how it works)
wait how many times did you completely delete the game
ONCE, I just never covered why and what was happening lul
@@hanoder oh bruhh i thought this was like the 4th time for some reason 😭
@@yaastik lmaoo did I say sum in the vid that makes it seem that way
@@hanoder nah probably not my brain likes hallucinations
Don't do performance measurement in fps, use milliseconds per frame. Measuring fps is useful for a perceptual difference, but being "1000 divided by ms" it makes statements like "x takes 200 fps" meaningless for frame budgeting as it's wholly relative to the current fps. Going from 800 to 600 fps is only a 0.4ms difference in render time, almost negligible. Going from 210 to 10 fps is a massive 95ms difference. Just ignore fps when measuring performance.
I have done everything in my power to not understand how MS work, I'm guessing even though you lose a lot of fps on one, it isn't as bad as things taking up more Ms?
@@hanoder Yeah, fps doesn't tell you much in terms of how much time things take. In general you'll want to target a certain milliseconds per frame, like if you want to stay above 60fps, each frame can only take at most 16.6ms to render. If you want to stay above 120fps, each frame can take at most 8.3ms. Above 240fps and it's 4.1ms, and so on. You see how the difference in frames gets bigger but the difference in milliseconds (actual time spent) gets smaller?
When measuring the actual time you can reliably measure how much individual changes affect the performance since it's a consistent time difference and not dependent on overall framerate.
You should like, restart your game from scratch.
You make a very convincing argument nokasuu... I might take you up on that..
this will never be even playable will it? the project resets every 3 weeks
Calamity Acres will be playable trust me, all I needed was four restarts to get here, I am NOT scamming anyone