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Inbound Shovel
United States
Приєднався 21 кві 2017
I'm an indie game dev. I love making videos where I show off projects and share things that happened while working on those projects.
I also make videos about anything else that comes to mind, really.
I also make videos about anything else that comes to mind, really.
The 2.5 Year Quest to Save One Enemy in my Indie Game!
Create your games for FREE with Rider - jb.gg/Check-Rider #sponsored #rider #jetbrains #webstorm
It's a great IDE, and I highly recommend it!
Follow Isadora's Edge on Kickstarter: www.kickstarter.com/projects/inboundshovel/isadoras-edge
Wishlist Isadora's Edge on Steam: store.steampowered.com/app/3125320/Isadoras_Edge/
The reddit!
The subreddit: www.reddit.com/r/InboundShovel/
What's up, Gamers?
Here's a breakdown of how one enemy in my indie game went from completely terrible to one of the best enemies in the entire game!
The game that I'm developing as an indie game dev is called Isadora's Edge! A 2D Pixel Art platformer game, that I'm developing in the Godot Game Engine! If you're new to Godot or have any questions about Godot or game dev in general, feel free to ask me!
=== THE LOVELY AND TALENTED INSANDIO ===
UA-cam: www.youtube.com/@UCCOww29hjKWp7Oz9oCPxSxA
=== HASHTAGS ===
#GameDev #IndieGame #Godot #GodotEngine #IndieGameDev #Vimjam #8BitsToInfinity #Vimlark #VimJam2 #VimJam2021 #Vimjam2021 #Devlog #GameDevlog #GameJam #GameJamDevlog #Jam #GMTK #GMTKJam2021 #GMTKJAM2022 #Indie #Game #Dev #IndieDev
It's a great IDE, and I highly recommend it!
Follow Isadora's Edge on Kickstarter: www.kickstarter.com/projects/inboundshovel/isadoras-edge
Wishlist Isadora's Edge on Steam: store.steampowered.com/app/3125320/Isadoras_Edge/
The reddit!
The subreddit: www.reddit.com/r/InboundShovel/
What's up, Gamers?
Here's a breakdown of how one enemy in my indie game went from completely terrible to one of the best enemies in the entire game!
The game that I'm developing as an indie game dev is called Isadora's Edge! A 2D Pixel Art platformer game, that I'm developing in the Godot Game Engine! If you're new to Godot or have any questions about Godot or game dev in general, feel free to ask me!
=== THE LOVELY AND TALENTED INSANDIO ===
UA-cam: www.youtube.com/@UCCOww29hjKWp7Oz9oCPxSxA
=== HASHTAGS ===
#GameDev #IndieGame #Godot #GodotEngine #IndieGameDev #Vimjam #8BitsToInfinity #Vimlark #VimJam2 #VimJam2021 #Vimjam2021 #Devlog #GameDevlog #GameJam #GameJamDevlog #Jam #GMTK #GMTKJam2021 #GMTKJAM2022 #Indie #Game #Dev #IndieDev
Переглядів: 5 154
Відео
How to make Flying Enemies?
Переглядів 6 тис.14 днів тому
Let Clickup help you get more done than 99% of people. Go to tryclickup.co/inboundshovel to get started for free. And if you use my link, Clickup is going to send you an email with a special discount if you want to upgrade to a paid plan #sponsored Follow Isadora's Edge on Kickstarter: www.kickstarter.com/projects/inboundshovel/isadoras-edge Wishlist Isadora's Edge on Steam: store.steampowered....
The question I get asked the most often as a Game Dev... [Q&A]
Переглядів 12 тис.28 днів тому
Follow Isadora's Edge on Kickstarter: www.kickstarter.com/projects/inboundshovel/isadoras-edge Wishlist Isadora's Edge on Steam: store.steampowered.com/app/3125320/Isadoras_Edge/ The reddit! www.reddit.com/r/InboundShovel/ What's up, Gamers? A couple devlogs ago, I promised I would do a Question and Answer video - so here's me fulfilling that promise! The game that I'm developing as an indie ga...
I made a Fighting Game Frame Data System for my Indie Game!
Переглядів 44 тис.Місяць тому
Follow Isadora's Edge on Kickstarter: www.kickstarter.com/projects/inboundshovel/isadoras-edge Wishlist Isadora's Edge on Steam: store.steampowered.com/app/3125320/Isadoras_Edge/ Check out JD on Twitter: JD_Benefield What's up, Gamers? This video is a breakdown of my slick new Frame Data system for making cool attacks in my indie game! Hope you like it! The game that I'm developing ...
Upgrading 75,000+ lines to Godot's new version
Переглядів 25 тис.Місяць тому
Follow Isadora's Edge on Kickstarter: www.kickstarter.com/projects/inboundshovel/isadoras-edge Wishlist Isadora's Edge on Steam: store.steampowered.com/app/3125320/Isadoras_Edge/ What's up, Gamers? I spent a lot of time upgrading from Godot 3.2 to Godot 4.3, and here's a quick breakdown of what I had to tackle! The game that I'm developing as an indie game dev is called Isadora's Edge! A 2D Pix...
Making a game about size and scale (GMTK 2024 Devlog)
Переглядів 14 тис.2 місяці тому
Follow Isadora's Edge on Kickstarter: www.kickstarter.com/projects/inboundshovel/isadoras-edge Wishlist Isadora's Edge on Steam: store.steampowered.com/app/3125320/Isadoras_Edge/ Link to the game I talked about that inspired me, 13F: store.steampowered.com/app/3031590/13F/ Go play the game, if you want to experience it yourself! inboundshovel.itch.io/another-day-at-the-game-dev-factory What's u...
The Dangers of Taking Shortcuts (as a Game Dev)
Переглядів 29 тис.2 місяці тому
Follow Isadora's Edge on Kickstarter: www.kickstarter.com/projects/inboundshovel/isadoras-edge Wishlist Isadora's Edge on Steam: store.steampowered.com/app/3125320/Isadoras_Edge/ What's up, Gamers? I finally got around to making a projectile system that's actually, like, good and useful - and I go in depth on what I set up, hopefully it's helpful to anyone watching! The game that I'm developing...
Why Slopes are Shockingly Difficult for Indie Game Devs
Переглядів 163 тис.3 місяці тому
Why Slopes are Shockingly Difficult for Indie Game Devs
Lighting VFX Completely Changed my Game!
Переглядів 20 тис.3 місяці тому
Lighting VFX Completely Changed my Game!
I made a BIG mistake with my indie game
Переглядів 30 тис.3 місяці тому
I made a BIG mistake with my indie game
Creating a Game-Changing Badge System for my Indie Game! | Devlog
Переглядів 10 тис.4 місяці тому
Creating a Game-Changing Badge System for my Indie Game! | Devlog
Making a BIG BOSS FROG for my indie game! | Devlog
Переглядів 12 тис.5 місяців тому
Making a BIG BOSS FROG for my indie game! | Devlog
I made the PERFECT camera for my Indie Game! | Devlog
Переглядів 9 тис.5 місяців тому
I made the PERFECT camera for my Indie Game! | Devlog
Creating SMART Enemies for my Indie Game! | Devlog
Переглядів 7 тис.6 місяців тому
Creating SMART Enemies for my Indie Game! | Devlog
Man, making a video game is hard | Devlog
Переглядів 4,6 тис.6 місяців тому
Man, making a video game is hard | Devlog
Adding Special Attacks to my Indie Game! | Devlog
Переглядів 3,5 тис.7 місяців тому
Adding Special Attacks to my Indie Game! | Devlog
A first try at making some Environment Art! | Devlog
Переглядів 3,3 тис.7 місяців тому
A first try at making some Environment Art! | Devlog
Making Combat JUICY in my Indie Game! | Devlog
Переглядів 4,5 тис.8 місяців тому
Making Combat JUICY in my Indie Game! | Devlog
Perfecting MOVEMENT for my Indie Game | Devlog
Переглядів 9 тис.8 місяців тому
Perfecting MOVEMENT for my Indie Game | Devlog
Redesigning the Main Character of my Indie Game! | Devlog
Переглядів 7 тис.9 місяців тому
Redesigning the Main Character of my Indie Game! | Devlog
Making a Dice Based Horror game in 48 Hours - GMTK Game Jam 2022 Devlog
Переглядів 9 тис.2 роки тому
Making a Dice Based Horror game in 48 Hours - GMTK Game Jam 2022 Devlog
How I Brought My Indie Game Back to Life!
Переглядів 4,9 тис.2 роки тому
How I Brought My Indie Game Back to Life!
Starting Development of my Dream Game!
Переглядів 7 тис.2 роки тому
Starting Development of my Dream Game!
I made a Game to Save the Ocean! #TeamSeas
Переглядів 5052 роки тому
I made a Game to Save the Ocean! #TeamSeas
A Game Jam Inside of an Oven: Ben Bonk Game Jam Devlog
Переглядів 2,1 тис.3 роки тому
A Game Jam Inside of an Oven: Ben Bonk Game Jam Devlog
It would be cool if you could hit Tetri's projectiles back at it from a distance, giving the player another option about how to fight the enemy.
I m creating an action platform, I want understand if is better do DMG to the player even if just collide an enemies, or is better do dmg to the player just if enemies use attack ( sorry for my English) do me a tip please
Eww, that is the opposite of what you should do. When you move, you want to see what's ahead of you farther in the direction of motion, not feel like you can see only 2 inches in front of you. I despise this camera movement.
does anyone know how to implement this with animatedsprite2d? im having issues
That's actually very helpful. Thanks! :)
yeah not gonna do that a more snappy game seems better
The louder pitch also gives the illusion of you hitting alot harder
Slooow dooown.,
00:38 good
Cool stuff! I would recommend changing the thumbnail, though, to make it stabd out more. The thumbnail doesn't have enough contrast in the literal way (you can't really see the enemy because of the background well enough. Highlight the enemy a little more), and the before and after isn't really enough. The video itself? Really really cool! Very professional and well explained! I really had fun listening to how you changed Tetri!
I'd love to pick your brain about how you set up your playtesting environment in godot. I can tell you put a lot of work into getting something up and running and being able to test ideas early.
What game engine do you use
I think godot actually handle that very well by giving you the ability to get the program make the code for you using delta timing
Bro can rap faster than m&m!!
One of the most satisfying things in gaming to me. My two favorite used of it are Killer Instinct(2013) and Ultrakill
I hope mango gets better!
just make sure to balance it, because if the delay is too big, it'll feel like lag. (also maybe a multiplier for it could be adjusted as a setting?)
ive never actually had to do this, but i also haven't actually used a game engine before for anything serious (anything serious has been in a custom engine). i guess the overhead for creating new instances of things in a game engine must be so much greater?
Not sure about your progression system in the game, bot potentially you could have a charge attack on your player character that ignores shields. So there is something to do once the player has progressed really far and feel good about steam rolling these annoying enemies when they reencounter them later in your game?
smart!
I do love adding more components to randomly break when I edit a completely unrelated script
You should try to make the shield spikes out a counter attack... I think it will feel natural
you know the x and y of the player and the x and y of the enemy just look if there is something in the way if not move to the player in it's movement patern adjusting it when an obstacle apears. since it is a ranged enemy stop it when it is z amount of pixels away from the player and start the searching again when it is q amount of pixels away. only check if it is a certain amount of pixels away when the player moves and you'll have a really optimised pathfinding algortithm i think.. then again i don't know all there is to know about game design and i could be wrong.
my demon also tells me to become sexier isadora dont worry =)
we're mango stans
Naw man, you were confused. Stupid dickhead is my nickname!
Honestly what I first thought of when you explained the tetree is hollow knight’s big sword bugs you can find in the city of tears just unable to move and with a projectile
An enemy being fun to play against is only a partial reason for wanting to kill it. As a player I need more than "fun gameplay" to motivate me to want to play the game. That's where story telling comes in. An example of a game that really excelled at motivating you to defeat the enemies is Ico: You were protecting a fragile little girl. If you failed to defeat the shadow monsters, they would eventually drag her into a pool of darkness that appeared on the ground. Another game that really hit you right in the feels right from the beginning is Ori and the Blind Forrest. That game had such a wonderful story that I kept playing the Ginzo Tree level over and over, even though it was super frustrating and borderline too difficult for me. Had I not fallen in love with the little Ori, I might have put the game down right there. One that failed miserably is Grime. You know the one where the protagonist had a black hole for a head. I felt absolutely nothing for him, and when I got to the very first boss, I caught myself thinking "Why am I even trying to kill this sad wretched being? He didn't do anything to me, other than being in my way". Was it a fun boss fight? I don't really know. It was certainly frustrating, but whether it was fun or not was overshadowed by the fact that I had not been given ANY reason for why I should even care about progressing, so I got a refund on the game and never had any regrets or felling of missing out on some amazing experience. What I'm trying to say, is that the gameplay being fun might be a decent motivation for sticking with the game to the end, but why settle for a decent reason if you can provide a GREAT reason by telling a compelling story that really touches the player emotionally? If you fail to connect with the player right away, you might lose them before the game even gets going, like was the case with Grime. If you DO connect, players might even forgive you for some weak parts of the game, like the Ginzo Tree level I mentioned. In the case of your game, you may have a very good story lined up already that you rightfully don't want to spoil, but I would say that it is important to justify why the heroine is resorting to violence. It must be clear why the struggle is really necessary.
why not just use lerp() ?
How tf did I not notice you uploaded this yesterday... I NEVER FIND VIDEOS WHYYYYY ._. BTW, I also like Hammer Hoes XD
awesome to see this process! the amount of thought that's being put into everything has given me so much excitement to play this game ^^
y’all don’t watch or glaze shovel like I do 🙏
Not to throw too much at an already neatly refined enemy design, but consider this: What if Tetrii could spawn thorny vines in his general vicinity? They could target the player, forcing them to move, and perform some area denial by spawning multiples. This would make waiting it out and dodging the projectiles increasingly risky. Then hitting Tetrii could make him retract one thorny vine at a time. This could go well with his rooted theme and would incentivize the player to engage with him.
Oh, that's a really cool idea - I'll try out some version of this and see how it feels!
editor senpai
I feel like a sword with that kind of flourish would make a much heavier swoosh
Oh my god, no. Just spawn them one at a time but make it look like they all spawned at the same time. It makes no difference to the player. Don't waste memory for no reason.
I'm sure this game will be great, can't wait for a demo.
I love your final thought: Play Testing and iteration. I was feeling embarrassed because the game I’m working on has taking me longer and I’ve re-written many mechanics, making me believe I’m overthinking. Now I realize my guts is telling me the gameplay didn’t feel fun. How do you prevent overthinking and falling into perfectionism?
That's a great question - one of my biggest weaknesses is definitely that sort of overthinking. My number one technique is to have some trusted people I can share my thoughts with - when I had my wife watch me playtest the original versions of Tetrii, I said "I think they're kind of bad, right?" and she said "Yeah, but you'll figure it out" - but with the new version she said she thought it looked great. Aside from that, timeboxing stuff and saying "I'm not gonna spend more than 8 hours reworking this" and seeing how it feels at then end of those 8 hours, haha!
@@InboundShovel i don't have an "Overthinking" problem, but that may be inherent to how i desing things. If you may, i will go over the way that i would desing the enemy featured in the video, Tetrii: First it would come out of the idea phase, and i would playtest it, and find that the shield takes too long to lower, and when it the attack is too easy to dodge, i would go like "humph, this ain't fun. I remember there was an enemy in Megaman X2 that had a shield as well, and you could knock off the shield with a charged shot", so, then i would change it so, if you did a full three hit combo, the third hit would knock down the shield leaving an opening, where you could attack further, id playtest it and be like: "man, this dudes defenceless. maybe i add a counter attack", and with it, i would playtest that, find it good enough, and then procced to never touch the guys code again, unless i find a bug, or have a new idea. The thing is that, i would dedicate an entire day of development JUST to desing the enemy, and making just the process of fighting it, in and of itself, fun. And also, when i am indesisive about something, i ask other people, before even commiting, and even then there might be times that i need to refactor, however, i only do that if i see an actual problem. Sorry for essay, LOL
Ori and Rayman always impressed me - slopes are part of the design and it's handled so well
That looks super fun. As soon as the video started i tought "why not counter attack _without deshielding?_" looks super fun, i tought on a different guy on hollow knight, is a knight that puths a shiend in front and also on his head if you try to pogo, motherf*cker is very good counterattacking
A couple of weeks back, i added an enemy to my game with an attack pattern very similar to Tetrii. Difference is, his attack IS the projectile. My enemy is actually just this: "what if, you added a shield to a super mario hammer bro?" If you have played any mario game, espeacially the 2D platformers, you will know the desing im talking about. He also counter attacks, though, he only does it if you manage to hit through his shield in the first place. Anyway, i was dying to tell you one thing though, that being that my game also has a badge system similar to yours. And i had an idea for a badge that i thought was cool. That being a badge that actually gives you extra badge points when equipped, but that makes you take double damage from enemies. Now i dont know how you'd go about implementing this, i just know that my game is going to feature a badge like that, as well as one that makes you consume double mana when casting spells.
Oh no. He's adding Hollow Knight enemies instinctively. Primal Aspid's confirmed.
😱
Tetrii is so much more aggressive now I miss the chill tree boi!!
Could you make a video about your AI system?
I would love this!
Sometimes the solution is a lot closer and a lot easier than you think. The solution: Study Hollow Knight
Awesome.
Thank you!
Thats cool though
As you were describing the enemy at the beginning, I instantly thought of the Devout Stalker from Hollow Knight *(is that what it's called? The guys you brought up at the end of the video)*
Haha, you pieced it together from the start! Kudos! :D
Tetri is peek evolution.
100%
Justice for tetri 😀