Thanks very much! As you might have seen in the video, I have plenty of ideas on how to extend it - I think that depth and purpose are the two missing things that need adding, but like you say, the base is there!
This was such an insightful video. I tried Godot but learning code was a little to hard for me and Gdevelop 5, No-Code Engine - which is updated constantly. I’ve been trying to improve my knowledege and the logic of events, also learning some pixel art. I have more respect solo indie developers working on their first game(s) and mine is called Starborne Whispers. Great video!
@@stingly Indeed, you're so right! I think it's ezze to get caught up in the 'how' when, in the end, it's all about the experience the player has. Tools like GDevelop have really allowed me to focus on the creative side of things while still learning and improving along the way. It's been a fun even somewhat challenging 😫journey working on Starborne Whispers... I hope players will enjoy it as much as I’ve enjoyed making it. Thanks for the encouragement - it means a lot coming from someone like you❣
It's actually Pop!_OS - I ran Manjaro for about a year before this, but have been on Pop!_OS now for many years. Obsidian is a great tool - I use it to organise notes and ideas for games and videos mainly, and then during development of the games I use the Kanban plugin to manage my tasks.
Technically yeah, you did cheat, if you worked on the game outside of the window given for the game jam. As you identified, the headspace and level of commitment is different when you have to manage your time in such a short period rather than a longer time with similar working hours but time for proper breaks, reflection, etc. I don't think it's that important as this was a cosy jam with no ratings and you were honest about it, and you actually came up with a game in the end under vaguely comparable restraints anyway. I wonder what you actually could do if restrained to just 6 hours though? I used to do a lot more game jams like this when I was younger and had different demands on my time, but maybe the solution would be to adjust scope and see what could be done in a really short period? I recall doing jams that were as short as 100 minutes long, and it's a real sprint to build anything at all in that time frame.
Thanks, I appreciate your thoughts! As I said at the start of the video, I've done a few 2 day jams before, all of which ended up being just a few hours of actual work time due to family commitments - like this one which I did in 8 hours ua-cam.com/video/CmAWQn4TBX4/v-deo.html - and yeah, the time pressure is real! 100 minutes is mental though! 😂
UA-cam did its thing and recommended me this on my fyp Also a software developer thats now going into hobbiest game dev - subbing to watch your journey and would love to work on something with you one day 😁
Welcome to the Game Dev Community! I recommend working through some tutorials (like the Heartbeast RPG I mentioned - links in the description) to get a good understanding of the tool and how it works, then try some game jams before working on a "proper" game. As I said in this video, 2-day jams are tough for me due to family commitments, but there are plenty of week-long and 10-day jams out there. Good luck!
Great video and love the vibe (of the game and video haha) Could you possibly do a deeper dive into how you made the animations and animation tree? I've been struggling with that myself for a little while now trying to transition from 2D to 3D
The animations came as part of the assets from Kenney (you should check out his site - links in the description). I can't remember where I first learned about the blend trees though... maybe I'll put together a tutorial for them in the future 🤔
Hey man this is a really nice video but i got some feed back the music is a lil loud it overshadows your voice. Keep going your channel is very underrated ik you will one day find success
Thanks for the feedback! I spend quite a lot of time trying to get the audio levels right when editing, but sometimes I miss bits! 😂 I'm certainly not the best editor yet!
I don't want it to sound harsh, just trying to suggest ways to improve. The cohesion of art direction is non existent. Extremely simple and sharp-looking trees to rounded cartoony character and buildings to realistic terrain and ground texture. In my opinion the look would turn out much better if you had used those hex tiles for terrain, and that's just the one example of approaching it. Generally if you use asset packs try extracting as much from one pack so style doesn't change between assets. Hope that helps
Totally agree - the decision around the terrain was based solely on time. Using a plugin like Terrain3D or Heightmap allows for rapid prototyping, whereas using tiles takes a lot of time. I think that both could work, and in hindsight I maybe shouldn't have textured the ground... 🤷♂️
Love the game, it looks really interesting and its got a good base for becoming something even better!
Thanks very much! As you might have seen in the video, I have plenty of ideas on how to extend it - I think that depth and purpose are the two missing things that need adding, but like you say, the base is there!
This was such an insightful video. I tried Godot but learning code was a little to hard for me and Gdevelop 5, No-Code Engine - which is updated constantly. I’ve been trying to improve my knowledege and the logic of events, also learning some pixel art.
I have more respect solo indie developers working on their first game(s) and mine is called Starborne Whispers.
Great video!
You choose the tools that work best for you! At the end of the day, nobody playing your game is going to care how it was created.
@@stingly Indeed, you're so right! I think it's ezze to get caught up in the 'how' when, in the end, it's all about the experience the player has. Tools like GDevelop have really allowed me to focus on the creative side of things while still learning and improving along the way. It's been a fun even somewhat challenging 😫journey working on Starborne Whispers...
I hope players will enjoy it as much as I’ve enjoyed making it. Thanks for the encouragement - it means a lot coming from someone like you❣
cool; it is nice to see what people can make with assets and plugins from the community, and a little (16 hours) of work! Lumber Jack;
Absolute godsend! There are some insanely talented creators in the community!
Hi, thanks for the video. Do you mind providing a little bit of information about your laptop specs? Like the name, cpu model, or amount of ram?
Promise you won't laugh? I have an old Samsung Series 7 Ultra, running an Intel i5-3337U with 6 whole GB of RAM! 😂
What OS is that? Fedora? or Mint? I am also curious about how you use Obsidian in your daily-life and integrate it into the workflow.
It's actually Pop!_OS - I ran Manjaro for about a year before this, but have been on Pop!_OS now for many years. Obsidian is a great tool - I use it to organise notes and ideas for games and videos mainly, and then during development of the games I use the Kanban plugin to manage my tasks.
Super nice :)
Slick!
Maybe a silly question... what was that program you used for your todo lists? Is that built into Godot, or something seperate?
Not a silly question at all! It's called Obsidian obsidian.md/ - I use it with the Kanban plugin, all available for free 😊
Technically yeah, you did cheat, if you worked on the game outside of the window given for the game jam. As you identified, the headspace and level of commitment is different when you have to manage your time in such a short period rather than a longer time with similar working hours but time for proper breaks, reflection, etc.
I don't think it's that important as this was a cosy jam with no ratings and you were honest about it, and you actually came up with a game in the end under vaguely comparable restraints anyway. I wonder what you actually could do if restrained to just 6 hours though? I used to do a lot more game jams like this when I was younger and had different demands on my time, but maybe the solution would be to adjust scope and see what could be done in a really short period?
I recall doing jams that were as short as 100 minutes long, and it's a real sprint to build anything at all in that time frame.
Thanks, I appreciate your thoughts! As I said at the start of the video, I've done a few 2 day jams before, all of which ended up being just a few hours of actual work time due to family commitments - like this one which I did in 8 hours ua-cam.com/video/CmAWQn4TBX4/v-deo.html - and yeah, the time pressure is real! 100 minutes is mental though! 😂
UA-cam did its thing and recommended me this on my fyp
Also a software developer thats now going into hobbiest game dev - subbing to watch your journey and would love to work on something with you one day 😁
Welcome to the Game Dev Community! I recommend working through some tutorials (like the Heartbeast RPG I mentioned - links in the description) to get a good understanding of the tool and how it works, then try some game jams before working on a "proper" game. As I said in this video, 2-day jams are tough for me due to family commitments, but there are plenty of week-long and 10-day jams out there. Good luck!
Great video and love the vibe (of the game and video haha)
Could you possibly do a deeper dive into how you made the animations and animation tree? I've been struggling with that myself for a little while now trying to transition from 2D to 3D
The animations came as part of the assets from Kenney (you should check out his site - links in the description). I can't remember where I first learned about the blend trees though... maybe I'll put together a tutorial for them in the future 🤔
Hey man this is a really nice video but i got some feed back the music is a lil loud it overshadows your voice. Keep going your channel is very underrated ik you will one day find success
Thanks for the feedback! I spend quite a lot of time trying to get the audio levels right when editing, but sometimes I miss bits! 😂 I'm certainly not the best editor yet!
@@stingly I think there is a way to make your audio always one level in Obs but I don't remember how
I don't want it to sound harsh, just trying to suggest ways to improve. The cohesion of art direction is non existent. Extremely simple and sharp-looking trees to rounded cartoony character and buildings to realistic terrain and ground texture. In my opinion the look would turn out much better if you had used those hex tiles for terrain, and that's just the one example of approaching it. Generally if you use asset packs try extracting as much from one pack so style doesn't change between assets. Hope that helps
Totally agree - the decision around the terrain was based solely on time. Using a plugin like Terrain3D or Heightmap allows for rapid prototyping, whereas using tiles takes a lot of time. I think that both could work, and in hindsight I maybe shouldn't have textured the ground... 🤷♂️
What is your browser?
I'm using Zen zen-browser.app/ - I really like it's minimalist UI 🙂
@@stingly thank you bro!
hi godot not bad im use godot before create all object aseprite my game I was thinking about my own game, but I'd rather make it smaller
I love Aseprite - such a good program!