@@GameEndeavorI know this video is 3 years old and probably you won't remember, but... How did you manage the fact that enemies over the bridge could collide with the player down the bridge or viceversa?
You're doing a great job! Thank you very much for sharing so many details about how you handle Z sorting. It's one of the really tricky aspects of top-down 2D games that requires creative problem solving. You can be sure I'll buy the game, in early access even if you go that route! Keep it up. 🙂
That's very kind of you! I didn't know you watched the devlogs! :D Yeah, this one was interesting. I still haven't figured it all out, but I'm nearly there. I'm not sure about early access since this is a roleplaying game. I imagine there are people that want the whole story up front, but we'll see once I get there. :)
@@GameEndeavor I bought some role playing games in early access and what developers do is just deliver part of the story and new arcs in content updates. CrossCode did very well with that model, bringing one of its huge dungeons and new quests with major updates - it took years for them to deliver the end game as they made something massive but the reception's been good.
This is my favorite devlog series. It's both inspiring and scary. I love to see what can be done with Godot (especially since I have dreams for a similar game), but a little bit overwhelming to see how much I don't know yet. Keep up the great work, and thank you for sharing it with us!
Thank you. :D This one is an intimidating topic for many people, myself included. :) And I still haven't solved all the issues. Godot is great though because it has the potential to do so many things, and yet it's easy enough that nearly anyone can pick it up.
@@GameEndeavor You should do a video all about tilesets in Godot because they have been one of the most frustrating things to pick up for me, I would really enjoy seeing a more in-depth walkthrough
Those solutions are amazing! I never think about how complex a bridge, cliffs and so can be. I wonder how some old games dealt with that. Especially all of those bridge problems you had. This was a really cool devlog, with some pretty epic detail
I am genuinely curious as well. I tried doing a bit of research on this topic before starting and didn't find anything. I'd still like to find out for the issue I mentioned where you transition the layer. Though I think a lot of old games didn't let you walk under bridges. Link to the Past for example, all of their bridges are either over void or you enter a new scene under it. If you don't have to worry about that, then you can just y_sort as you normally would. No need to adjust your rendering layers.
@@GameEndeavor Yeah, I guess clever level design can help avoid those kind of problems, but still, I think Minish Cap has some bridges like that in it. Or maybe I just don't remember and they didn't bother because they didn't need to. I think that you should also find a purpose to have bridges that work like yours , maybe you don't actually need to, and you can keep it simple
Exploration will be one of the core things about the game, and I think these bridges will help with that. I think I could make some interesting set pieces with them. But I am considering that too. :)
@@GameEndeavor Their are disassemblies of the GBA pokemon games on github and in those games, there are bridges you can go under and over. Not sure if it's helpful to you but I figured I'd let you know.
@@HumanGamer Oh I appreciate that greatly. I would love to go digging through that because I've always wondered how they did it. Thank you very much. :)
I'm pretty new to your channel, but I'm enjoying the content you're making! great videos, and I really hope your game gets the traction it deserves. Godspeed. Greetings from South Africa 🇿🇦
Hi! I've been watching since the first devlog and the game looks amazing! It's very interesting to see a deep dive into the mechanics and logic of the game.You've inspired me to make a game; specifically a minigame collection.
Oh, nice. Mini-game collections are fun, and I bet even more fun to make. :) Glad you like my approach to devlogs. I figure it's mostly developers that watch devlogs, and they might appreciate an overview of how I'm doing things, and the ideally the style is still appealing to a more general audience. :)
I love that the interiors are part of the same scene and not something that you load into. Its so much more immersive than the common Tardis houses in most top down 2d games with interiors that are WAY larger than the exterior. Plus it has a way smoother gameplay flow.
I love your dev logs man, they help me not feel like I'm wasting my time developing my own game. I tend to get overwhelmed easily and lose hope, but part of me still feels strongly that it wants to bring my crazy ideas to fruition. If I can just complete it I know I'll feel like it was all worth it. You're videos are very inspiring, I look forward to you completing this one!
@@GameEndeavor It's a turn based rpg that encourages you to outsmart your enemy with tactics rather than mashing attack commands. It does this by only having boss fights, with each enemy having a specific personality and abilities with various exploits you can discover. The powers revolve around psychic abilities, which gives you creative ways to defeat you opponents as most don't deal damage. For example, you can use telekinesis to read their thoughts or manipulate their mind (if they're mentally susceptible) to trick them into using something that makes them vulnerable, or simply talk to and taunt a hot headed enemy and get them to attack you physically when they are a physically weak character, and get up close and personal with you, allowing you to go in for bonus damage. There's also a story which involves the mysterious coming winter looking like the next ice age, mysterious animals wrecking havoc with psychic powers such as an angry ferret and a floating fast talking turtle with attention issues, and the locations are based off a real life place as the enemies and lore is based off the five great lakes in the USA midwest. Aim is to feel like a movie, so maybe around a 2-3 hour story as I've always loved those immersive indie RPG games you could beat in an afternoon. Sorry if this is a big wall of text, thanks for asking about my game though. This is the first time I've ever described it to someone on the internet haha.
@@ThePhoenixProduction Hahaha, that sounds amazing, good luck! Love the psychic stuff and the turtle. :) Sounds like you're very passionate about it, that's great to see. :D
@@GameEndeavor Thanks! I did make the game once before as a college project, however it the combat was more basic. I feel like I owe it to myself to revamp it with these ideas now that I'm a professional lol. Good luck with your game as well! Very exciting and I love your combat implementation with the strafing enemies! I remember when I first played the original Zelda and never liked how vulnerable using the sword up close felt, I thing your combat is the perfect solution with knockback and constantly free moving enemies, along with those sick dodge maneuvers haha.
Thank you for the support! I'm trying to find a middle ground between entertaining and general audience appeal. :) I like to help out other developers when I can.
Nope. The community brought it up at some point during a stream. I asked what it was and it was described as a necromancer that never dies due to it extending its lifespan.
Thanks for being one of the shockingly few devs that gives all the info about the code. Bigger channels just skim over their code to keep non-dev audiences interested. Loved the vid, this kinda hackiness is what I love in gamedev!
Wow, this is quite an inventive solution to a specialized problem. No need to abstract the solution, doing it manually can never come back to bite you.
I'm going to steal so many quality-of-life improvements from these devlogs. Great job, as always! :D Making the shadow for that bridge is going be a terrifying challenge! :')
lol, help yourself. These devlogs are meant to be useful to others. :) I didn't think about a shadow for the bridge. I don't think it'd be that bad though. Should just be like everything else but further down to show where it is above the ground.
@@GameEndeavor Thanks man :D I think a shadow can help with showing depth! I thought it would be difficult because depending on where the bridge is positioned, the desired z-index of the shadow could vary. But also I've yet to fully understand all these tilemap shenanigans! :')
@@ludosgd Good point. :) Though if I assume that it'll only ever be 1 level from the floor, which is very likely, then I can just give the shadow a relative z_index of -11 and it should be fine. :) It'll render underneat everything below it.
Actually no, you don't want that because you'd want the shadow to render over top of the characters, so it should be able to just render directly under the bridge itself. No z_index tricks involved.
This is looking super clean! I'm a huge fan of the levels of environmental depth. Perhaps the house fade could be a brown instead of black to match the interior atmosphere? An underground house or cave could use a bluer colour. I'm hyped for further progress
Not sure if I will buy the game yet (if that will be a thing) but I hope to suport you this way because I find your devlogs so interesting! It makes me appreciate the craft so much more and im excited to see how it will come along because your really doing amazing 👏
No worries. Community has been my goal ever since starting this channel, has even said so in the channel description since day one. So thank you for watching!
This is great!! Also I want to learn how to add weather systems such as rains and thunderstorms. Hope you can make a tutorial of it or just an idea how to start. Thanks.
if you start making caves (you may have already, I've only just started watching) the round reveal you used for the roofs would be good for entering caves.
I have an idea, maybe, if the character go inside a house, the space outside of the house will then go black and the noise become more quiet, we can be more forcus on the inner space of the house. Maybe you could also add a "Stare" interaction whenever character stay near the window, and this time we can see only that side of the view from that window, but the inside of the house now will went black because of the forcus. We can do the same from outside of the hosue, but If we been seen doing it, people will then get nervous. The "forcus" thing can also add into action stuff, like when an archer about to do a power charged shot, his view sign got limitted on the target....sounds crazy I know...
Those solutions are so neat. I wonder if you thought about not colliding the player with some parts of the cliff, when in the top layer. I remember playing "The Legend of Zelda, A link to the past" and there were areas you could drop from cliffs. It's quite cool when you want to have some challenge to get to the top, but a shortcut for the way back.
Well my comment is a bit late, but you could also do a darken effect on the outside when trasitioning inside. This would help the player to focus on the contentes on the inside. Keep up the good work!
Thanks, I will probably do this, I seen it in the Garden story demo and thought it looked really nice. It really helps you focus on on the interior and it feels a bit more immersive.
I’m loving this, but just some feedback. As devs, we see all of the technical things in our game. Since DevLogs are usually pandering to GAMERS , we want to make sure we don’t show them a lot of code and engine stuff, or talk too much about tilesets (which are pretty interesting to me anyways). Love the content, keep it up!
Thank you. :) Devlogs aren't actually for gamers. In my experience and from watching other communities, it's mostly other developers that watch them. Ideally you probably want to target gamers, but I don't think most of them really care about devlogs. It's other developers trying to get motivation to work on their own games or learn cool tricks. That said I don't generally try to show too much code because it's not interesting, but there's only so many times I can run under and over a bridge. And I'm happy with the tileset footage and commentary I added to the video. When you're making weekly videos, you talk about what you did that week. I can't show off cool gameplay mechanics every week. I'd never get any proper work done. But more importantly, these devlogs are mostly for me. They hold me accountable, keep a record of my progress that I can look back on after release, and give me stuff to post about on SSS. The marketing is just a bonus. Thanks for watching. :)
@@GameEndeavor I LOVE that last part about them being for you. I truly respect that man. I'm just slightly concerned because I want well for you, so I'm just trying to get you to get some gamers looking your way, a know?
A note on the alternate roof reveal: maybe if you played with a gradient alpha tween on the roof as it slides out of view, it would give a better fading out effect.
Possibly though the reveal thing is trickier with roofs than I imagined. I did that with a sprite as a mock-up but I'm using TileMaps for the roof. And due to the quadrants I assume, it doesn't play right with the shader. So I'd have to fix that first.
I know I’m late and this might be brought up later or maybe in this but I missed it but , due to us already having housing control maybe give the player the freedom to play with the terrain even if only in small areas around town would be nice , I can personally see someone building their home in a deep cavern that walks out to a cliff side that idk has a lake at the bottom that they fish for (because fantasy is fun )
I would like to, in fact long ago I was working on a game similar to this that allowed exactly that, but I don't know that I will for this game. At least not officially. Such a mechanic is a hassle and comes with a lot of design decisions. However I'm building this game to be moddable, so I can definately see that being a mod feature. :)
Using two Area2Ds is genius haha. I've just been using massive or polygon modeled collision shapes that map out the entire area that I want an effect to work. Now I can make my life easier and my game more efficient. I am going to make the area above only signal when exited and the one below on signal when entered.
Programming 3D-like mechanics in a top-down perspective is tricky. For collision, you could have a Z-axis based system, but is rendered in 2D (the Z-axis offsets the sprite Y position), kinda like the Zelda Oracle series (unlike 2D zelda games before this had issues where if a sprite jumps up in the air, they actually move northwards on the Y axis and not on the Z-axis, causing Link on the ground to get hit by sprites in midair). So the physics is actually 3D, but the graphics are 2D. This makes it possible for things like the “jumping system” (Like Link's Awakening's Roc's feather)
Indeed. :) I already have that implemented in an enemy that I haven't shown yet (because I haven't animated it). It spits out these seed caltrops that bounce around. Lots of fun knocking them around on their own. It'll be fun to show once I get to that point. The collision doesn't change though. The sprite just acts like the 3rd axis, but the collision is still considered to be on the ground.
Game Endeavor so basically, you’ll interact with it if you’re directly underneath it, not north of it. Another tricky puzzle is this: standing north from a pillar, and jumping upwards, and making sure when you are in midair not to be rendered in front of the pillar. Therefore both the Y and Z axis affects the depth axis. You could think it as rhe depth line that travels the Y and Z axis as a slope.
Oof, I tried something like the bridge thing in Unity for a game I was trying to make but it was too much work because I also wanted the player and enemies to be able to shoot projectiles upwards and downwards, and it was too crazy for me I couldn't do it haha
i have a suggestions sorry for soo much suggestionson your vids : a upgrade skil tree orshomthing like when you upgrade you can chosse between triple shot or burning shot upgrade and you can continue with other cool upgrades and maybe npc relations like a npc can hate you or like you idk if you can do it but this is just a suggestion
Indeed, nor would it be an easy thing to add as this bridge can be placed up at varied heights and it would have to cast a shadow on the cliff as well as the ground.
I am very lost I need to go back to my 2d unity tutorial where I'm still on number wizard a program that uses variables and inputs and outputs to guess your number in your mind (I'm pretty sure I'm very new)
what exactly are the "layer 1, layer 2, layer 3" nodes for? sometimes you seem to place your cliffs outside of those nodes, on it's own "cliff" node, then you put them inside those layer noder. btw everytime I watch your devlogs I get motivated to work on my on project, and the tiles offset trick helped me sooo much when I first watched this video. keep up the good work man
Been a while since I've messed with the depth code. It's on the back burner for now with other things taking priority, but iirc I was placing the depth nodes in those layers. ie the bridge would go into Layer1 which would offset its z_index at run time so that it showed up higher than Layer0.
@@GameEndeavor I thought you might have haha, the graphics look so professional the experience definitely shows. Definitely will keep following the project!
Oooh, the offset tilemap thing is really handy, thanks :) One thing I wanted to ask: Your project seems to render motion with low pixel graphics really well, it looks perfectly smooth. Every time I try this there are jitter and stutter effects and the rendering of individual sprites changes (eg, one pixel of the sprite is drawn with 5 real pixels and another with 4 only, but only in some positions) (all those problems with and without vsynch, all sprites loaded without filter, pixel snap on, tested with various framerates+physics_process_updaterates and on multiple systems + monitors). How did you fix those problems (did they ever occur to you?), maybe you could even do a video about rendering low res 2d stuff properly?
Pixel rendering is tricky. I don't remember all of the tricks I did. I haven't even implemented all of them either atm. The main thing I'm doing is keeping my resolution the same so the pixel ratio doesn't mess with it. This won't work for people with different resolutions though, but I have an idea for how to fix that possibly.
How did you get the roof to clip away with a rounded shape (your first concept) when the player entered the house? I'm working on a dungeon crawler where I'd like to keep my player character visible at all times. I'd like to not draw wall tiles in front of the player, keeping clear a sort of circle shape around them. Ideally I'd like to dither or diffuse the edges in some way but a nice neat clipped circle would be a great start.
I used a shader to achieve that. :) However due to how TileMaps are quad based and the way I did it, idk if you could do it the same way. The roof in that clip was actually a sprite. When I tried it on a TileMap I had an issue. If you can figure that out then you can probably apply dithering to the shader. :) Something I've never done, but I know it's a thing.
If I can, but I honestly don't see a way of it happening with the layering that I'm using. Unless I get rid of that, which I think adds a lot of potential for world building. Removing it is not off of the table, because it does seem like it's going to be a hassle. But I'd really like to have it in.
Join game jams. I used to be the same way and then I did several game jams. I'm still not great with ideas but I'm getting there. We're currently hosting a casual one on our Discord server if you want to join it. Jam communities will often have a place where everyone brainstorms ideas.
Thank you! I don't keep track but I'd say around 6 hours a day. 4 days a week for development, 2 days for the devlogs. I'm wanting to dedicate more time for development by doing some time management. atm it's a little chaotic.
@@weegee3785 Nah, UA-cam doesn't earn a lot of money on its own, not at my level at least. :) I'm currently unemployed, going off of savings. I'll be looking at some montetization options along the way and probably trying to crowd-fund the game early next year.
These are some really interesting videos. I'd totally ring the notification bell but for some odd reason it tells me I can't for "content made for kids".
I really want this game to gain more traction. I feel like this and Dauphin will really give Godot the attention it deserves
That's very kind of you. :) I hope it gains more traction as well. This video is performing really well compared to my others, so perhaps.
Yes. Dauphin looks great too.
@@GameEndeavorI know this video is 3 years old and probably you won't remember, but...
How did you manage the fact that enemies over the bridge could collide with the player down the bridge or viceversa?
You're doing a great job! Thank you very much for sharing so many details about how you handle Z sorting. It's one of the really tricky aspects of top-down 2D games that requires creative problem solving.
You can be sure I'll buy the game, in early access even if you go that route! Keep it up. 🙂
That's very kind of you! I didn't know you watched the devlogs! :D Yeah, this one was interesting. I still haven't figured it all out, but I'm nearly there. I'm not sure about early access since this is a roleplaying game. I imagine there are people that want the whole story up front, but we'll see once I get there. :)
@@GameEndeavor I bought some role playing games in early access and what developers do is just deliver part of the story and new arcs in content updates. CrossCode did very well with that model, bringing one of its huge dungeons and new quests with major updates - it took years for them to deliver the end game as they made something massive but the reception's been good.
@@Gdquest ooo, something for me to study. Much obliged, I'll have to take a look at this approach, it wasn't something I really thought possible.
i realize it's kinda randomly asking but does anyone know of a good site to watch new series online?
This is my favorite devlog series. It's both inspiring and scary. I love to see what can be done with Godot (especially since I have dreams for a similar game), but a little bit overwhelming to see how much I don't know yet. Keep up the great work, and thank you for sharing it with us!
Thank you. :D This one is an intimidating topic for many people, myself included. :) And I still haven't solved all the issues. Godot is great though because it has the potential to do so many things, and yet it's easy enough that nearly anyone can pick it up.
This makes me comfortable with all the hacks I've had to implement in my own game :)
lol, watching someone elses hack seems to have that effect. :D
That tile offset trick is amazing! Lovely content as always!!
Indeed! My mind was blown when I realized its potential. Thanks for watching! :D
@@GameEndeavor You should do a video all about tilesets in Godot because they have been one of the most frustrating things to pick up for me, I would really enjoy seeing a more in-depth walkthrough
I've learned more in 30 seconds of this vid than 30 minutes of other so-called dev logs where folks just complain about how frustrated they are.
Those solutions are amazing! I never think about how complex a bridge, cliffs and so can be. I wonder how some old games dealt with that. Especially all of those bridge problems you had. This was a really cool devlog, with some pretty epic detail
I am genuinely curious as well. I tried doing a bit of research on this topic before starting and didn't find anything. I'd still like to find out for the issue I mentioned where you transition the layer. Though I think a lot of old games didn't let you walk under bridges. Link to the Past for example, all of their bridges are either over void or you enter a new scene under it. If you don't have to worry about that, then you can just y_sort as you normally would. No need to adjust your rendering layers.
@@GameEndeavor Yeah, I guess clever level design can help avoid those kind of problems, but still, I think Minish Cap has some bridges like that in it. Or maybe I just don't remember and they didn't bother because they didn't need to.
I think that you should also find a purpose to have bridges that work like yours , maybe you don't actually need to, and you can keep it simple
Exploration will be one of the core things about the game, and I think these bridges will help with that. I think I could make some interesting set pieces with them. But I am considering that too. :)
@@GameEndeavor Their are disassemblies of the GBA pokemon games on github and in those games, there are bridges you can go under and over. Not sure if it's helpful to you but I figured I'd let you know.
@@HumanGamer Oh I appreciate that greatly. I would love to go digging through that because I've always wondered how they did it. Thank you very much. :)
I'm pretty new to your channel, but I'm enjoying the content you're making! great videos, and I really hope your game gets the traction it deserves. Godspeed. Greetings from South Africa 🇿🇦
Thank you! Glad you found the channel and are enjoying it. :)
Very nice tutorial! It was a very helpful explanation of layering and collisions.
Thank you. :) I wouldn't call it a tutorial, just an informative devlog. But I'm glad it was able to help. :D
Hi! I've been watching since the first devlog and the game looks amazing! It's very interesting to see a deep dive into the mechanics and logic of the game.You've inspired me to make a game; specifically a minigame collection.
Oh, nice. Mini-game collections are fun, and I bet even more fun to make. :) Glad you like my approach to devlogs. I figure it's mostly developers that watch devlogs, and they might appreciate an overview of how I'm doing things, and the ideally the style is still appealing to a more general audience. :)
@@GameEndeavor I'm making it in Unity, not Godot, but there are certain principles which can be applied to any engine
Great video! That black rooftop fade looks pretty good. Looking forward to the next devlog. :)
Thank you! I think it adds a lot to the effect. :)
Brilliant work with the bridge and the cliffs! I really enjoyed your explanation behind your work on them.
Thank you. :) I figured it might be of use or interest to others.
I love that the interiors are part of the same scene and not something that you load into.
Its so much more immersive than the common Tardis houses in most top down 2d games with interiors that are WAY larger than the exterior. Plus it has a way smoother gameplay flow.
Dude, you are flying. Love your devlogs, please keep em up!
Will do. :) No sign of slowing down for me. Each devlog motivates me to do more!
Your videos are great. Will definitely get the game when it comes out. Just started my own metroidvania rpg. These videos have been very helpful.
these devlogs are so good!
Thank you! They're a lot of fun to make, and really lend themselves well to my personality. :)
That game jam sounded really interesting, I hope you do another one in the future!
I love your dev logs man, they help me not feel like I'm wasting my time developing my own game. I tend to get overwhelmed easily and lose hope, but part of me still feels strongly that it wants to bring my crazy ideas to fruition. If I can just complete it I know I'll feel like it was all worth it. You're videos are very inspiring, I look forward to you completing this one!
Thanks, bud! You've got this! Might I ask what your game is about?
@@GameEndeavor It's a turn based rpg that encourages you to outsmart your enemy with tactics rather than mashing attack commands. It does this by only having boss fights, with each enemy having a specific personality and abilities with various exploits you can discover.
The powers revolve around psychic abilities, which gives you creative ways to defeat you opponents as most don't deal damage. For example, you can use telekinesis to read their thoughts or manipulate their mind (if they're mentally susceptible) to trick them into using something that makes them vulnerable, or simply talk to and taunt a hot headed enemy and get them to attack you physically when they are a physically weak character, and get up close and personal with you, allowing you to go in for bonus damage.
There's also a story which involves the mysterious coming winter looking like the next ice age, mysterious animals wrecking havoc with psychic powers such as an angry ferret and a floating fast talking turtle with attention issues, and the locations are based off a real life place as the enemies and lore is based off the five great lakes in the USA midwest.
Aim is to feel like a movie, so maybe around a 2-3 hour story as I've always loved those immersive indie RPG games you could beat in an afternoon.
Sorry if this is a big wall of text, thanks for asking about my game though. This is the first time I've ever described it to someone on the internet haha.
@@ThePhoenixProduction Hahaha, that sounds amazing, good luck! Love the psychic stuff and the turtle. :) Sounds like you're very passionate about it, that's great to see. :D
@@GameEndeavor Thanks! I did make the game once before as a college project, however it the combat was more basic. I feel like I owe it to myself to revamp it with these ideas now that I'm a professional lol.
Good luck with your game as well! Very exciting and I love your combat implementation with the strafing enemies! I remember when I first played the original Zelda and never liked how vulnerable using the sword up close felt, I thing your combat is the perfect solution with knockback and constantly free moving enemies, along with those sick dodge maneuvers haha.
That's the whole point with my combat, lol. Most top down combat feels too vulnerable when attacking.
Just the comment to support both video and channel. I like how helpful your devlogs are and look forward to playing this game on release
Thank you for the support! I'm trying to find a middle ground between entertaining and general audience appeal. :) I like to help out other developers when I can.
"I found the necromancer skeleton to be an amusing one because I don't think I've ever seen one in a game before." Have you ever seen a Lich before?
Nope. The community brought it up at some point during a stream. I asked what it was and it was described as a necromancer that never dies due to it extending its lifespan.
Really useful devlog! I've been wondering how to do bridges in Unity but you've given me a really good idea on how to achieve it! Thanks.
Thanks for being one of the shockingly few devs that gives all the info about the code. Bigger channels just skim over their code to keep non-dev audiences interested. Loved the vid, this kinda hackiness is what I love in gamedev!
A necromancer is a living person raising the undead a lich is an undead person raising the undead
Yeah, was mentioned to me a few times. That's pretty cool. Guess I'm making a lich. xD
Wow, this is quite an inventive solution to a specialized problem.
No need to abstract the solution, doing it manually can never come back to bite you.
Yaaay.
Wow man! A lot of great info in this video 👍 keep up all the good work
Glad you found it useful. :)
I have no idea what you said during this devlog, but I can still understand your struggles to make the layering work nonetheless.
These information really really useful. Thank you very much. 🤩
Glad you enjoyed it. :) Thank you for watching!
Ima def. Play this when it's finished!
Damn, all of this is very cool, can't wait for the next devlog!
Thank you! Once I take my day off today, I'll decide on what the next one will be and find out if I can wait for it or not. XD
I'm going to steal so many quality-of-life improvements from these devlogs. Great job, as always! :D
Making the shadow for that bridge is going be a terrifying challenge! :')
lol, help yourself. These devlogs are meant to be useful to others. :) I didn't think about a shadow for the bridge. I don't think it'd be that bad though. Should just be like everything else but further down to show where it is above the ground.
@@GameEndeavor Thanks man :D
I think a shadow can help with showing depth! I thought it would be difficult because depending on where the bridge is positioned, the desired z-index of the shadow could vary. But also I've yet to fully understand all these tilemap shenanigans! :')
@@ludosgd Good point. :) Though if I assume that it'll only ever be 1 level from the floor, which is very likely, then I can just give the shadow a relative z_index of -11 and it should be fine. :) It'll render underneat everything below it.
Actually no, you don't want that because you'd want the shadow to render over top of the characters, so it should be able to just render directly under the bridge itself. No z_index tricks involved.
@@GameEndeavor Oh, yeah, you're right. You just need to put it directly under the bridge. Well, that was easy!
This is an excellent series and I am extremely excited to see where it goes
Glad you think so. :) I think I have plenty of exciting things planned yet. :D
ooo i thought my lighting was boring but making ur lights bigger N smaller with time is so smart
Can't wait for the jam! :D
Me too! I love how someone casually mentioned that we do a jam, and now it's this thing that everyone seems excited for.
This is looking super clean! I'm a huge fan of the levels of environmental depth.
Perhaps the house fade could be a brown instead of black to match the interior atmosphere? An underground house or cave could use a bluer colour.
I'm hyped for further progress
Coloring the transition is a great idea. I'll try it out soon, thank you!
Not sure if I will buy the game yet (if that will be a thing) but I hope to suport you this way because I find your devlogs so interesting! It makes me appreciate the craft so much more and im excited to see how it will come along because your really doing amazing 👏
No worries. Community has been my goal ever since starting this channel, has even said so in the channel description since day one. So thank you for watching!
Man all that sorting and art logic is interesting.
It's something else. Was pretty frustrating at times, and there was even a moment where I lost hope in getting it to work.
You deserve more subs
UA-cam is throwing them at me, lol. I've gained like 15k in the past 2-3 weeks.
@@GameEndeavor nice
This is great!! Also I want to learn how to add weather systems such as rains and thunderstorms. Hope you can make a tutorial of it or just an idea how to start. Thanks.
Those are on my list. :) However they're considered polish and not essential, so it'll be a while before I can get to it. :)
This is really looking pretty good!
Thank you! I'm very happy with it so far.
if you start making caves (you may have already, I've only just started watching) the round reveal you used for the roofs would be good for entering caves.
Thats why I'm making my game in 3D hahaha, otherwise, Your game looks awesome man
Hahaha. I thought about how much easier this would be in 3D, but I love 2D games too much. Thank you kindly! :D
@@GameEndeavor 3d is easier?
I have an idea, maybe, if the character go inside a house, the space outside of the house will then go black and the noise become more quiet, we can be more forcus on the inner space of the house. Maybe you could also add a "Stare" interaction whenever character stay near the window, and this time we can see only that side of the view from that window, but the inside of the house now will went black because of the forcus. We can do the same from outside of the hosue, but If we been seen doing it, people will then get nervous.
The "forcus" thing can also add into action stuff, like when an archer about to do a power charged shot, his view sign got limitted on the target....sounds crazy I know...
i learned a lot from this!! Great vid GE!!
Eyy, glad to hear it! :)
Skeleton necromancer needs 3 heads like minecraft
Not really into 2d but this artstyle is an exception. Really like it!
That's very kind of you, thank you!
i was thinking of doing this in my game.. so this was helpful
Good luck with it. :)
Those solutions are so neat. I wonder if you thought about not colliding the player with some parts of the cliff, when in the top layer. I remember playing "The Legend of Zelda, A link to the past" and there were areas you could drop from cliffs. It's quite cool when you want to have some challenge to get to the top, but a shortcut for the way back.
I've considered that and would like to but it would complicate level design. So for now it's not a planned feature. :)
Well my comment is a bit late, but you could also do a darken effect on the outside when trasitioning inside. This would help the player to focus on the contentes on the inside. Keep up the good work!
Thanks, I will probably do this, I seen it in the Garden story demo and thought it looked really nice. It really helps you focus on on the interior and it feels a bit more immersive.
This game looks so fun
I'm glad you think so! :)
I’m loving this, but just some feedback. As devs, we see all of the technical things in our game. Since DevLogs are usually pandering to GAMERS , we want to make sure we don’t show them a lot of code and engine stuff, or talk too much about tilesets (which are pretty interesting to me anyways). Love the content, keep it up!
Thank you. :) Devlogs aren't actually for gamers. In my experience and from watching other communities, it's mostly other developers that watch them. Ideally you probably want to target gamers, but I don't think most of them really care about devlogs. It's other developers trying to get motivation to work on their own games or learn cool tricks.
That said I don't generally try to show too much code because it's not interesting, but there's only so many times I can run under and over a bridge. And I'm happy with the tileset footage and commentary I added to the video. When you're making weekly videos, you talk about what you did that week. I can't show off cool gameplay mechanics every week. I'd never get any proper work done.
But more importantly, these devlogs are mostly for me. They hold me accountable, keep a record of my progress that I can look back on after release, and give me stuff to post about on SSS. The marketing is just a bonus.
Thanks for watching. :)
@@GameEndeavor I LOVE that last part about them being for you. I truly respect that man. I'm just slightly concerned because I want well for you, so I'm just trying to get you to get some gamers looking your way, a know?
A note on the alternate roof reveal: maybe if you played with a gradient alpha tween on the roof as it slides out of view, it would give a better fading out effect.
Possibly though the reveal thing is trickier with roofs than I imagined. I did that with a sprite as a mock-up but I'm using TileMaps for the roof. And due to the quadrants I assume, it doesn't play right with the shader. So I'd have to fix that first.
@@GameEndeavor Good luck! Love your videos, it's really appreciated.
woah Amazing work! \o/
Thank you!
I know I’m late and this might be brought up later or maybe in this but I missed it but , due to us already having housing control maybe give the player the freedom to play with the terrain even if only in small areas around town would be nice , I can personally see someone building their home in a deep cavern that walks out to a cliff side that idk has a lake at the bottom that they fish for (because fantasy is fun )
I would like to, in fact long ago I was working on a game similar to this that allowed exactly that, but I don't know that I will for this game. At least not officially. Such a mechanic is a hassle and comes with a lot of design decisions. However I'm building this game to be moddable, so I can definately see that being a mod feature. :)
@@GameEndeavor ah, well fair enough sir thanks for the rapid response too
Using two Area2Ds is genius haha. I've just been using massive or polygon modeled collision shapes that map out the entire area that I want an effect to work. Now I can make my life easier and my game more efficient. I am going to make the area above only signal when exited and the one below on signal when entered.
Off, that also has to cost you a pretty penny in performance as well. Glad I was able to help.
@@GameEndeavor Ive actually been surprised at how well godot can handle even a ton of stuff and still run at 60fps.
@@youngwood5704 Indeed, but area collisions is one of the bottlenecks I end up hitting first given how haphazardly I use them. :)
TA kingdoms is like that's possible? Then again that was a different time.
God this game looks soooo good
Thank you! :D
clever solution!
Programming 3D-like mechanics in a top-down perspective is tricky.
For collision, you could have a Z-axis based system, but is rendered in 2D (the Z-axis offsets the sprite Y position), kinda like the Zelda Oracle series (unlike 2D zelda games before this had issues where if a sprite jumps up in the air, they actually move northwards on the Y axis and not on the Z-axis, causing Link on the ground to get hit by sprites in midair). So the physics is actually 3D, but the graphics are 2D. This makes it possible for things like the “jumping system” (Like Link's Awakening's Roc's feather)
Indeed. :) I already have that implemented in an enemy that I haven't shown yet (because I haven't animated it). It spits out these seed caltrops that bounce around. Lots of fun knocking them around on their own. It'll be fun to show once I get to that point. The collision doesn't change though. The sprite just acts like the 3rd axis, but the collision is still considered to be on the ground.
Game Endeavor so basically, you’ll interact with it if you’re directly underneath it, not north of it.
Another tricky puzzle is this: standing north from a pillar, and jumping upwards, and making sure when you are in midair not to be rendered in front of the pillar. Therefore both the Y and Z axis affects the depth axis. You could think it as rhe depth line that travels the Y and Z axis as a slope.
A good way to understand is imagining a camera pointing northwards and downwards angle, and the depth axis is a line that the camera is facing
The shading on the roofs could, on the left and right edges, be cut out and put on the ground along the sides of the walls.
Oof, I tried something like the bridge thing in Unity for a game I was trying to make but it was too much work because I also wanted the player and enemies to be able to shoot projectiles upwards and downwards, and it was too crazy for me I couldn't do it haha
lol, yeah it's definately tricky. I still haven't figured out the sorting issue that I mentioned and no idea how I will. ._.
This game is sooooo pretty oh my god
Thank you! I'm very happy with the art style for this one. :)
i have a suggestions sorry for soo much suggestionson your vids : a upgrade skil tree orshomthing like when you upgrade you can chosse between triple shot or burning shot upgrade and you can continue with other cool upgrades
and maybe npc relations like a npc can hate you or like you idk if you can do it but this is just a suggestion
necromancer skeleton enemy is in minecraft dungeons
great video btw cant wait until the game comes out im not a bot btw
how did you get the roof to remove when u walked into the house !
i think it's better to blur the exterior scene when we step into a building.
Going to black it out but didn't have time to implement it that week.
The bridge has no shadow
Indeed, nor would it be an easy thing to add as this bridge can be placed up at varied heights and it would have to cast a shadow on the cliff as well as the ground.
Can you share a link for the comment where offsetting was explained?
Absolutely. :) I've added it to the description as well.
github.com/godotengine/godot-docs/issues/3316#issuecomment-640764330
instant click on vid! love it!
Instant reply to your comment! Thanks for watching!
I don't understand what the offset trick is. How do the tiles magically move together when rendered?
I am very lost I need to go back to my 2d unity tutorial where I'm still on number wizard a program that uses variables and inputs and outputs to guess your number in your mind (I'm pretty sure I'm very new)
what exactly are the "layer 1, layer 2, layer 3" nodes for? sometimes you seem to place your cliffs outside of those nodes, on it's own "cliff" node, then you put them inside those layer noder.
btw everytime I watch your devlogs I get motivated to work on my on project, and the tiles offset trick helped me sooo much when I first watched this video. keep up the good work man
Been a while since I've messed with the depth code. It's on the back burner for now with other things taking priority, but iirc I was placing the depth nodes in those layers. ie the bridge would go into Layer1 which would offset its z_index at run time so that it showed up higher than Layer0.
How did you create the graphics!? The game looks great!
I use Aseprite and a drawing tablet. :) Around a year of pixel art experience.
@@GameEndeavor I thought you might have haha, the graphics look so professional the experience definitely shows. Definitely will keep following the project!
Automation is win.
Especially when doing hacks.
So the person can walk over up a light brown cliff but not a dark brown cliff?
Oooh, the offset tilemap thing is really handy, thanks :)
One thing I wanted to ask:
Your project seems to render motion with low pixel graphics really well, it looks perfectly smooth. Every time I try this there are jitter and stutter effects and the rendering of individual sprites changes (eg, one pixel of the sprite is drawn with 5 real pixels and another with 4 only, but only in some positions) (all those problems with and without vsynch, all sprites loaded without filter, pixel snap on, tested with various framerates+physics_process_updaterates and on multiple systems + monitors).
How did you fix those problems (did they ever occur to you?), maybe you could even do a video about rendering low res 2d stuff properly?
Pixel rendering is tricky. I don't remember all of the tricks I did. I haven't even implemented all of them either atm. The main thing I'm doing is keeping my resolution the same so the pixel ratio doesn't mess with it. This won't work for people with different resolutions though, but I have an idea for how to fix that possibly.
How did you get the roof to clip away with a rounded shape (your first concept) when the player entered the house? I'm working on a dungeon crawler where I'd like to keep my player character visible at all times. I'd like to not draw wall tiles in front of the player, keeping clear a sort of circle shape around them. Ideally I'd like to dither or diffuse the edges in some way but a nice neat clipped circle would be a great start.
I used a shader to achieve that. :) However due to how TileMaps are quad based and the way I did it, idk if you could do it the same way. The roof in that clip was actually a sprite. When I tried it on a TileMap I had an issue. If you can figure that out then you can probably apply dithering to the shader. :) Something I've never done, but I know it's a thing.
You got to let the player walk behind cliffs. It's more important than you think.
If I can, but I honestly don't see a way of it happening with the layering that I'm using. Unless I get rid of that, which I think adds a lot of potential for world building.
Removing it is not off of the table, because it does seem like it's going to be a hassle. But I'd really like to have it in.
Will you add Arakawa under the bridge??
In the Discord we talked about adding a troll or something under the bridge. :)
@@GameEndeavor troll meaning internet troll or a monster troll
@@june_rain_video_game_company Monster troll. :) Or just some kind of creature under the bridge.
I want to make games, but I have no ideas what should I do
Join game jams. I used to be the same way and then I did several game jams. I'm still not great with ideas but I'm getting there. We're currently hosting a casual one on our Discord server if you want to join it. Jam communities will often have a place where everyone brainstorms ideas.
now that u have zindex adding jumping is easy
Great
You really my inspiration
Glad to hear it! Thank you for watching. :D
This is coming along incredibly. How many hours a day do you spend on it? Or what is your rhythm?
Thank you! I don't keep track but I'd say around 6 hours a day. 4 days a week for development, 2 days for the devlogs. I'm wanting to dedicate more time for development by doing some time management. atm it's a little chaotic.
Game Endeavor Wow! Thats a lot of time spent on it! Is youtube your main source of income then? Or do you have another job?
@@weegee3785 Nah, UA-cam doesn't earn a lot of money on its own, not at my level at least. :) I'm currently unemployed, going off of savings. I'll be looking at some montetization options along the way and probably trying to crowd-fund the game early next year.
Game Endeavor hopefully ill be able to help with the game, and in the meantime best of luck on the job search!
@@weegee3785 Thank you. :)
animation for chests?
I plan to add one or two more frames, yeah. :)
Man this was really helpful, altho I use unity.
Might still be of some use. Sometimes I watch Unity tutorials and transfer the knowledge over to Godot. :)
This looks fantastic. What is the name of the game?
Thank you. :) Zoe and the Cursed Dreamer. I'm currently working on a title visual to display after the bumper. xD
These are some really interesting videos. I'd totally ring the notification bell but for some odd reason it tells me I can't for "content made for kids".
That's odd. There are no restrictions on my videos. I'd try either doing a hard refresh (ctrl+F5) or trying from my channel page.
@@GameEndeavor Can't seem to get it to work, but whatever the case, I've been keeping up with these videos anyway
@@itsamejonarbuckle Still very odd though. I tested on my old account and had no issues, but no worries. :) Thanks for watching.
supercool but i need to know that did u made these tilesets and characters all by yourself
I did. So far I've made everything in this game by myself. :)
@@GameEndeavor well that's cool.The mechanics are really amazing, loved it man.
Roses are red, violets are blue. I have no clue, of how your soo cool!
That's the sweetest poem anyone has ever wrote for me. Quite possibly the only poem.
Thanks! (^o^)/
😃😃
Hey, please make tutorials I also want to make games like this it's so Cool!
I wouldn't have time to. :) This game with the devlogs already takes up every bit of my time currently.
new video 00
#004
idea: can you add like girl version of the villagers and criminals ?
You're as beautiful as the day I lost you.