Rooms in a Walker Level Generator - Godot Tutorial
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- Опубліковано 8 лип 2024
- Thanks for watching my video! I hope you enjoyed learning about random level generation.
Github page: github.com/uheartbeast/walker...
If you are interested in taking a deeper dive into the Godot game engine you can buy my 1-bit Godot Course at this link: www.heartgamedev.com/1-bit-go...
Check out my Patreon: / uheartbeast
Follow me on Twitch for GameDev livestreams: / uheartbeast
Twitter: / uheartbeast
Facebook: / heartgamedev
Thank you all so much for your support! - Навчання та стиль
Here is the github project (MIT License): github.com/uheartbeast/walker-level-gen
If you haven't seen part one you can find it here: ua-cam.com/video/2nk6bJBTtlA/v-deo.html
YAY! The sound is better in this one. I hope you enjoy the video and your weekend.
- Ben
i know Im randomly asking but does someone know of a tool to log back into an Instagram account..?
I was dumb lost the password. I would appreciate any tricks you can offer me
@Terrance Jeffrey instablaster :)
@Devon Imran Thanks so much for your reply. I found the site thru google and im in the hacking process atm.
Seems to take quite some time so I will reply here later with my results.
@Devon Imran It did the trick and I finally got access to my account again. I'm so happy:D
Thank you so much you really help me out !
@Terrance Jeffrey No problem :D
I absolutely love random generation. If you're going to continue on with this particular method of random level generation, could you also please add in some more fleshed out Tilemaps with art and show how to randomly populate the areas where a player can walk around with stuff to make it seem more alive?
Absolutely LOVE this channel, keep up the awesome work!
Agreed, you should definitely keep this series going would love to see a more game-ish implementation of random generating levels.
Keep up the good work
I love that you show always in the beginning what is the video is about and you actually show it at the beginning how it will look like! That's awesome. Love your videos!
Great tutorial, every time I think I know Godot you show me new content hahaha
I remember finding your tutorials way back when I was first trying to get into games-dev. Before getting into Uni and such now I'm going into my third year and applying to these game-dev jobs doesn't seem like such a pipe-dream. Very glad to see you're going strong - perfect timing too, planning on dipping my toes into Godot for a while. Unity's animation system driving me crazy.
Gamemaker double jump if I remember correctly was what I found you through :)
Wow! That video is pretty old so you've been following for a while haha :)
I dont know why I've had such a hard time finding a decent level generator tutorial but this one is so straightforward and EASY to use. You explain everything perfectly. (so those hashtags are getting used quite a bit in my code lol).
I'm really looking forward to implementing this (with my own tilemaps) into a project.
I love all your tutorials, they are simple and straight to the point. On other tutorials I usually play on 1.25x to 1.50x speed because they talk so slow.
Perfect! just what I needed. Would love to see your approach on a walker with pre-made rooms
Idea for this system:
How to generate a "premade rooms" within the rooms that generated.
Like in diablo. For instance... you have a room that is 3x5 blocks, so the algorithm can check what types of rooms are "premade" to fit this size ( like a smithy/ treasure room/ torture chamber/ whatever...)
I hope you cought my drift)))
Please continue this series its great!
Another great tutorial! really love what you are doing!
VERY nice! I have been exploring Rogue-like level generation on my own, coding it from scratch rather than Godot (though I do have and like Godot). I never thought of this walker style system, as I am rather new to Rogue-likes. It's an elegant solution that seems VERY flexible! in my own implementation I was generating the rooms at random locations first, none overlapping then connecting them with halls. I like this much better. I may try and code this myself again (in C) (just to do it) then maybe boot up Godot and see what I can come up with.
Loving the fact that this also works with a 3D gridmap.
Thank you! Lookin forward for the next video
So good, thanks a lot for the tutorials!
Exactly what I was looking for! (know the Hearthstone reference). Good video, thank you!!!
I reached here so fast, your series are kind of adicting
You're a good person, Benjamin.
i love you, ben. you are a good guy
Awesome ben!
generating enemies and treasure rooms would be amazing
Thanks!
Opa muito bom , me ajudou muito. Obrigado :D
If you want to try a variation on that, a hex grid based system would be interesting for caves or hex crawls.
Fun Fact: You can use a simple 2D grid and convert it into a hex grid easily.
Can you set different tile to represent door on connection of doors?
What about the Hybrid Approach?
For my game, I need to spawn Hand-made Scenes a specific distance apart (Spelunky style)
as suppose to just generating the level automatically (Minecraft style).
That hybrid approach is like giving the Level Designer a lot of pre-made Rooms in the form of actual TSCN files,
and ze can also not physically place certain rooms next to other certain rooms,
and that Level Designer is a computer algorithm.
How would I go about reversing this as instead of deleting tiles, it places the tiles?
HeartBeast, thanks for another awesome tutorial. Would you be willing to work in to the process of this a way to 'see' the walker doing its thing? I'm assuming a yield would be placed somewhere, and I've tried a couple of things but haven't been able to make it work just yet.
nice video
Please follow this series!
Thanks for another great tutorial! Would you be likely to ever do one on branching dialog in Godot? It's surprisingly hard to find any good tutorials on that.
I'd love to cover that at some point :)
Great tutorial!!
Any clue where/if I can find part 3??
Hey can you make a tutorial on how to place items in these dungeons like enemies or weapons?
How do we make the levels look detailed tho, with flashy wall sprites and cliffs, etc.
Hey, I wanted to ask you this on steam but its kinda down right now, But in your first devlog for Monster Pack you mentioned you will launch it on Itch.io any chance you will also launch it on steam? If cost of uploading is a problem im sure lots of people watching would love to chip in to make it a thing there. (personally I only buy games that are on steam)
Please make video on " How to make a 2D game in Godot where the player
can pick things from one scene and place them in other scenes (either by
manually or by creating an inventory) . Also , how to make such game
for mobile . We take and place things in inventory and then move to
other scene and then place that thing at a "specific" point by dragging
it from our inventory to that "specific" point . Also , how to show that
we have placed the right thing from our inventory to that "specific"
place ?
Thank you
The new walker generator reminds me of five nights at freddys.
I've used Godot for 2 years but still kind of root for GMS2. Hopefully 2.3+ makes it even better, and a linux IDE would be nice, too. That was the main thing that made me switch to Godot. (which doesn't have console export like I want)
hmm, thinking of how I'd be able to convert this generator into an isometric format
say how to make it add a another type of tile instead or removing it?
I'm trying to do this in godot 4.2.1 with an isometric tileset and terrain, and it's placing the tiles in reverse - it's placing upper walls where the lower walls should be and it's not making rooms. Anyone who can help?
Hi, im trying to buy your Godot Course, but i just cant (it does not let me). Is there some kind of limitation to buy it by country or something like that? Or region?
Hey! Sorry you are experiencing issues. There shouldn't be a limitation of any kind. Send me an email (heartbeast.studios@gmail.com). I'll do my best to figure out what is going wrong.
@@uheartbeast Okay, i just bought it =)
can you expose the variables so you don't have to recompile, and tweak things in real-time?
Yup! This page is a great reference for all the different export types in Godot. I use it a lot: docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_exports.html
I need a tutorial for C A L E N D A R S
How is he changing rooms after he runs the program? Looks like it might just be a slide show of rooms he has previously done but I am not sure.
What do you use to record your screen?
OBS
Make tutorial about joystick pls!
do u have a on screen control tutorial for mobiles? i love your content men.
is it possible to do this in 3d?
I think so, as there is also a tilemap feature in 3D called gridmaps
Please make a procedural dungeon crawler or roguelike.
Make a video on cellular automata for Godot in gdscript
HOW TO BREAK IT: Trying making it bigger = breaking with no return. It won't ever function again, rewrote it btw but guess changing size literally broke like everything. Undo is useless, reloading a save before the changes just doesn't work and clearly rewriting it is not changing anything.
I have a 100% copy of this and it just doesn't work anymore.
Here is my only and single error: generate_level()
Does anyone know what language he's using?
gdscript :)
Pleas make magic piano tutorial, or a fruit ninja tutorial
As a programmer when watching your coding part I start going crazy.' x % y' is modulus which is basically return remainder after divide x by y. So the returned value will always be between 0 -- (y-1) when adding a number you are just adding to both those variables
Same
So you're saying he should be doing randf() and multiply instead of randi() with modulus? Is that the issue?
@@KlausWulfenbach No. He is doing it fine. The explanation was not that great. randf() might give issues. I felt he did not explain it well. I tried to make a comment that would help people understand how the code worked a bit better.