How about no, let him get the game to the point where he is comfortable with it. Right now he's under no pressure, he doesn't feel like he disappoints anyone if takes breaks and does other stuff. If he already starts begging for attention on steam, he will feel pressure to work at the game and will eventually either burn out or release an unfinished product like so many others. Why do you want him to repeat the same mistakes that all other indie devs make?
@@sbonel3224The entire point of making a steam page is to attract other people's attention and make the game successful on launch. Many steam games have a page but haven't had a release or even an ETA for years.
@@alan.45874 Yeah but you gotta time it right with your game expected to be released in the next year or two. I saw a devlog where someone mentioned that they went on Steam too early, got a bunch of wishlists but due to how long it took to actually release the game, they had far less conversion than on average.
Quick suggestion (and not all that important): when is raining you could put some splash effects in the water to make the environment feel more alive. It is a small detail but that was the first thing I noticed, that the weather and the ocean had "no connection". Great devlog, truly inspirational!
2 things 1: you should you a cubic decay curve for the island luminance mask. It will make it look more natural 2: you should make the map wrap around itself, so the ocean feels infinite (you don't always have to go bottom right from the start island)
I dig both of these ideas! Especially the wrapping ocean, I had not even considered that. Was going to do boring invisible boundaries. Thanks for the suggestion!
Quick suggestion for your chunk loading system. You should have boundary buffers so that if you keep crossing into/out of a chunk, it doesn't have constant load/unload while on the outer edges. Example: Find the edge of a chunk. Sail down in a zigzag (or just tap left and right while on the border, youll see what I mean) If you had a buffer (eg: 10-25% of the edge distance), you'd have to sail a little before updating the chunks. Then once you cross the buffer, you'd have a bigger distance to go before it reloads (basically setup like an AI seek attack target behavior, target in range attack, target further than chase distance, go back to idle).
You might also be able to achieve the same effect with a Visibility Notifier on each chunk, and if is returns not on screen then you would also know to update the chunk on the opposite side
Another simple solution for this is when you move past a point where a chunk should no longer be loaded, you can just set a bool on the chunk to tell it to unload, and then the chunk can simply wait a couple of seconds before unloading. Then, if the player moves back into range of the chunk while it's set to unload, it just sets unload to false and nothing happens. That way, the chunk kind of just chills there for a moment as if to say "are you really sure you want to unload me? or are you coming back over here in a second?" It's what I'm doing for my own chunk loading system and it works great.
It was definitely a “whoa” moment when I finally got that working and was able to see how it looked for the “sailing” view for the first time. Glad you dig it!
Truly inspirational how far the game as come. I was just watching some of your older videos again and I'm blown away by both your games progress, but also the quality of your videos. As always, thank you for sharing your journey with us all. Cheers!
Kind of a silly thing to point out, and I apologize if you have already explained your decision before, but sailboats typically anchor from the bow! That way they rotate to be streamlined facing into the current/wind. Sweet looking game you're creating!
I think the cabin entrance should be on the left side of the cabin view. You enter the cabin from the left side on the boat, but when you transition to inside the cabin, you are on the right side of the room.
Well thank you again for your great work on the shader - I found it really simple to tweak for a more “zoomed out” view for sailing, and as always it turned out awesome!
Your making fantastic progress man i really like where all this is going, especially the overall marine and water theme i find is extremely attractive. I'v been following what your doing for years now but never commented, so there you go. From one dev enthusiast to another, you are 100% on the right path with this game.
yo i am so excited for this game and also thank u for the information. I was going to ask how u did the luminous stuff but u told us, so thank you see u next vlog.
Love the look of the boat! Just an idea to make it feel more realisitc/immersive. Have the sail be animated separately from the main boat. Look up some sailing diagrams and have the sail rotate based on a chosen wind direction.
Wow, I can’t believe it’s been 4 years since first I found your videos! I was studying back then, now I am a full time game developer. Thanks for motivating me through the rough times! Also, I’m glad you’re still working on your game. Keep up the good work!
Just discovered your channel on this video. Everything looks amazing so far. I am SO EXCITED! A few feature suggestions if you haven’t thought of them already: -pirate cosmetics -the ability to customize your ship and/or sail (I would LOVE to sail around in a pirate ship!!) -pets! maybe the ability to find stray/tame animals (dogs, cats, birds) and have them follow you around!
great video! its been a while since catching your upload & i love to see the production quality differences (= this video is flowing & i love the sailing artwork !
2:15 something I think might be interesting is to try mimicing the absorption spectrum of water with water, it's not linear for all wavlengths of light blue light gets absorbed very little, followed by green, then red being absorbed the most it's normally a relatively subtle effect, but makes a noticeable difference at deep depths
The ocean and boat improvements look amazing! I love how you added a bobbing to the boat. As a small suggestion, I found myself really wishing I could see the submerged part of the boat too, to make the boat and the bobbing feel more grounded in the sceen.
Lovely video as always, really liked the new music too, it sounded new anyways! I think your chunk spawning is how Insomniac's Spiderman did it, they have a GDC talk on how they load Manhattan, I'd recommend it if you haven't already!
Regarding the lag, you have multiple options: Loading and unloading assets should not be done on the same loop like your game's update or draw loop. Load assets upfront, put them into a pool of resources and assign them to your game objects as needed. When not needed any longer, don't release the resources, just unassign them or exclude them from the update / draw logic. You would only load and unload resources on the fly when you hit Ram limitations, which should not be the case with your awesome project. And just so you know: I am clicking on every vid you upload. It motivates me to continue my own stuff.
It would be easy enough to implement a more realistic color falloff as you dive deeper. Different parts of the spectra get darker faster as you go deeper underwater and it really changes the feel of diving. IDK just a random suggestion.
This is deja vu for me. I was developing a game very similar in visual style and scheme to this earlier last year. I since transitioned it to a 2D flying vessel game, instead. I used animated Line2Ds for my shoreline, and for a lot of other things, like depth transitions and such. I hadn't solved the placement of decorations yet, which you seem to have done here in your game (Which, I'm going to steal some of that idea for some of the design elements of the new game I'm making.) I have some old assets and shaders and stuff that you might be interested in, and I'd be happy to see them get used in something. I even built a 3D boat that I capture a texture image of and use it as a viewport texture for my sailing ship so I could have smooth turning and easy sail animations. Dunno if you want to deal with that aspect for your aesthetic, though.
I'm working on a game in "floating islands" setting with more-less same sailing in mind. You can use sprite stacking to make a neat pixel art boat that can also freely spin 360 as if it's a 3D object. Video for reference: "Stacked Sprites in Godot" by Jon Topielski. Personally, I just drew it layer by layer manually, took like 20-25 minutes to implement.
Looks a lot better than your original implementation, I noticed 2 things. 1) the boat looks good, but it’s still kinda wonky with the turning. It feels like it could look good doing a 12 directional system, but right now it looks like it favors left and right and then just snaps to forward or backward. 2) I haven’t watched the dev logs for awhile so wow the water looks a lot better, but in the sailing mode the underwater elements just don’t match up with the smooth zoomed out island. It kinda breaks the immersion, and I’d definitely rework the underwater tilemap so it also looks zoomed out. Other than that great job! Game is looking much nicer now
That's a cosy dev room at 1:18! Also a new subscribe here, thanks to this video that YT recommended! :) Hey what is that table you are sitting at? Asking for a friend
Small Godot 4 thing btw; 12:21 line 22 could be "research_vessel_entered.emit(ocean_coordinate)", more error-safe as it protects against typoing the signal name in a string. Similarly, "entities.call_deferred("add_child", chunk)" can be "entities.add_child.call_deferred(chunk)"
One idea to make it easier to get the perspective right on the sprites is to make a simple 3D model and take make some renders in the angles you need and use that as reference, maybe drawing on top.
The ship animation and sprite looks much better now! But I think it can look better, for example I want to see you try the method that Brandon James Geer do motorcycle top down sprite animation on his new game
Oh! Finally a chance to make a comment with some constructive criticism! I usually don't comment because I have nothing useful to day, but I'd like to weight in on the darkening of the sea as you go deeper and deeper. While this is true to real life, it's also worth noting that as you go deeper and deeper into the water, the only surviving color of light that makes it through is blue. Not sure why, but it does happen. Reds become black, greens become almost like a neon yellow for brighter tones and blue for darker ones. Other colors have different reactions too, but it might work to just add a blue filter as it gets deeper? A good way to see this is to just look up "Underwater Color loss" and some of the first images are comparisons of what it looks like above/ under the sea. Edit: this mostly applies to really deep water, not the surface stuff you see near the shore
Would love to be able to wishlist this on steam and get this to play on my steam deck! Also what Ipad stand is that? I can't see it in the description and for the life of me can't find a similar one online!
Great video! Not sure if you realize or not but your newest Patreon post gist is public, because it's one of the first things in your Patreon post I guess, anybody even without a membership can access it.
For the tiles, perhaps gave them load one at a time instead of rendering them all on same tick. This is what a lot of maps do to reduce stutter ( google maps, leaflet ect)
Hey Duck... Suggestion on how to speed up loading of map as you travel. I suspect you're using Tiles? You only need to load Tiles on the edges facing your direction of travel. Faster to shift Tile data in your array, and then load the two edges of Tiles in travel direction. Or, use nine arrays. Center is player's world view. They travel across it and as they near the edge of the array, the game engine pulls needed data from the other arrays to complete the player's view.
My guess is your stutter is from set_cell_terrain_connect. In 4.3 tilemaps have been eschewed in favor of tilemap layers. Perhaps some overhead is reduced as a result and you could benefit merely by using layers instead of the more bloated tilemap node. Another thought is to just regularly set ocean tiles with some alternate tiles for variance instead of making it a terrain.
I highly recommend you make the steam page asap and start getting wishlists now!
How about no, let him get the game to the point where he is comfortable with it. Right now he's under no pressure, he doesn't feel like he disappoints anyone if takes breaks and does other stuff. If he already starts begging for attention on steam, he will feel pressure to work at the game and will eventually either burn out or release an unfinished product like so many others. Why do you want him to repeat the same mistakes that all other indie devs make?
@@sbonel3224The entire point of making a steam page is to attract other people's attention and make the game successful on launch. Many steam games have a page but haven't had a release or even an ETA for years.
@sbonel3224 Because the first mistake indie devs do is not doing marketing, games are made to be played, if you've no players, it's a failure
@@sbonel3224 There's no pressure to make a steam page, it just shows more players your game.
@@alan.45874 Yeah but you gotta time it right with your game expected to be released in the next year or two. I saw a devlog where someone mentioned that they went on Steam too early, got a bunch of wishlists but due to how long it took to actually release the game, they had far less conversion than on average.
Quick suggestion (and not all that important): when is raining you could put some splash effects in the water to make the environment feel more alive. It is a small detail but that was the first thing I noticed, that the weather and the ocean had "no connection". Great devlog, truly inspirational!
These videos are alway so relaxing, and it's crazy how polished the game is starting to look. Keep it up man!
A wild BRANDON!
Thanks Brandon!
wow brandon I love your videos and I love duck's videos what a crossover, you're both soo chill to watch. luv
2 things
1: you should you a cubic decay curve for the island luminance mask. It will make it look more natural
2: you should make the map wrap around itself, so the ocean feels infinite (you don't always have to go bottom right from the start island)
I dig both of these ideas! Especially the wrapping ocean, I had not even considered that. Was going to do boring invisible boundaries. Thanks for the suggestion!
Also worth pointing out that the islands don't have to be static. Can be spawned in and out of the scene.
Quick suggestion for your chunk loading system.
You should have boundary buffers so that if you keep crossing into/out of a chunk, it doesn't have constant load/unload while on the outer edges.
Example:
Find the edge of a chunk.
Sail down in a zigzag (or just tap left and right while on the border, youll see what I mean)
If you had a buffer (eg: 10-25% of the edge distance), you'd have to sail a little before updating the chunks. Then once you cross the buffer, you'd have a bigger distance to go before it reloads (basically setup like an AI seek attack target behavior, target in range attack, target further than chase distance, go back to idle).
You might also be able to achieve the same effect with a Visibility Notifier on each chunk, and if is returns not on screen then you would also know to update the chunk on the opposite side
Another simple solution for this is when you move past a point where a chunk should no longer be loaded, you can just set a bool on the chunk to tell it to unload, and then the chunk can simply wait a couple of seconds before unloading. Then, if the player moves back into range of the chunk while it's set to unload, it just sets unload to false and nothing happens. That way, the chunk kind of just chills there for a moment as if to say "are you really sure you want to unload me? or are you coming back over here in a second?"
It's what I'm doing for my own chunk loading system and it works great.
Very good thought! An edge case I’d not considered, I’ll make a note of this. Thanks!
@@KonitamaI was about to come in here and offer the same exact idea. Ocean loading looking good!
If you increase the number of chunks from a 3x3 grid to a 4x4 grid, you get the buffer for free.
That water effect close to the coastline is gorgeous!
It was definitely a “whoa” moment when I finally got that working and was able to see how it looked for the “sailing” view for the first time. Glad you dig it!
Truly inspirational how far the game as come. I was just watching some of your older videos again and I'm blown away by both your games progress, but also the quality of your videos. As always, thank you for sharing your journey with us all. Cheers!
Thanks for coming along on the journey!
Kind of a silly thing to point out, and I apologize if you have already explained your decision before, but sailboats typically anchor from the bow! That way they rotate to be streamlined facing into the current/wind. Sweet looking game you're creating!
I think the cabin entrance should be on the left side of the cabin view. You enter the cabin from the left side on the boat, but when you transition to inside the cabin, you are on the right side of the room.
Was about to comment the exact same thing! It's confusing right now.
Thanks for always inspiring me whenever these videos come out. Encourages me to continue my personal projects
SAME!
Really interesting to hear how you tackled the chunk loading! Awesome devlog as usual :D
Well thank you again for your great work on the shader - I found it really simple to tweak for a more “zoomed out” view for sailing, and as always it turned out awesome!
Your making fantastic progress man i really like where all this is going, especially the overall marine and water theme i find is extremely attractive. I'v been following what your doing for years now but never commented, so there you go. From one dev enthusiast to another, you are 100% on the right path with this game.
Appreciate the support Jonathan!
as a beginner who started learning godot you're a huge motivation for me. thanks DevDuck
yo i am so excited for this game and also thank u for the information. I was going to ask how u did the luminous stuff but u told us, so thank you see u next vlog.
Huge progress! Just binged a bunch of your vids after not checking in for about a year. So glad to see you and the project are doing well mate
Oh hey, was looking for this video yesterday. Glad your back DevDuck!
I love how your videos are relaxing and motivational at the same time, thank you!
Love the look of the boat! Just an idea to make it feel more realisitc/immersive. Have the sail be animated separately from the main boat. Look up some sailing diagrams and have the sail rotate based on a chosen wind direction.
I was literally playing Sea of Stars a few months ago and thought of Dauphin once I got the boat. Glad to see that inspo here!
The slice of life chunks of the vid makes it very connecting and immersive to watch!
I'm just coming back to your video in a year after being a casual viewer for a long time, I'm happy to see come a long way 🔥
looks really gorgeous man great work !
Can't get over how nice that water is
Holy moly I haven’t had one of your dev logs pop up in so so long, all this progress is awesome
Really cool! Developing an original game from scratch with all the code/logic, artwork and story takes a ton of effort!
New devduck upload! Best birthday gift :)
Happy birthday!
the game is looking great man. can't wait to play it one day!
Wow, I can’t believe it’s been 4 years since first I found your videos! I was studying back then, now I am a full time game developer. Thanks for motivating me through the rough times!
Also, I’m glad you’re still working on your game. Keep up the good work!
I love your beautifully decorated work environment, and I can't wait to play this game!
Wow! This looks like a brilliant upgrade to the sailing system. I really like the new boat and it's awesome seeing the chunks loading so smooth.
Another great devlog from DevDuck! You're an inspiration to new dev loggers like me. Love your work man!
Your content inspires me every time 🤝
This is so fantastic. There's something about your videos specifically that make want to work on my own game. Keep up the great work!
Always really great to get an upload from you, and this was fascinating. Dauphin looks better and better every time I see it!
great work! the visual update looks incredible :)
Just discovered your channel on this video. Everything looks amazing so far. I am SO EXCITED! A few feature suggestions if you haven’t thought of them already:
-pirate cosmetics
-the ability to customize your ship and/or sail (I would LOVE to sail around in a pirate ship!!)
-pets! maybe the ability to find stray/tame animals (dogs, cats, birds) and have them follow you around!
Can’t wait for it to be released, but only when you feel it’s ready to be. 😊
great video! its been a while since catching your upload & i love to see the production quality differences (=
this video is flowing & i love the sailing artwork !
2:15 something I think might be interesting is to try mimicing the absorption spectrum of water
with water, it's not linear for all wavlengths of light
blue light gets absorbed very little, followed by green, then red being absorbed the most
it's normally a relatively subtle effect, but makes a noticeable difference at deep depths
The ocean and boat improvements look amazing! I love how you added a bobbing to the boat. As a small suggestion, I found myself really wishing I could see the submerged part of the boat too, to make the boat and the bobbing feel more grounded in the sceen.
Wow, this game looks really cool. First time seeing this.
I really love the weather in your games I always get excited whenever it’s raining in blink.
Another great devlog, I love the new boat, it fits the graphics much better than the last one!
Thanks again for another great video; inspired me to go back and do a bit more work on my own game.
That coral and seaweed looks amazing! the ocean in general is looking a lot more like a finished game.
Amazing stuff, man. Keep going!
i’ve been watching this from the start I always love all your content
Lovely video as always, really liked the new music too, it sounded new anyways!
I think your chunk spawning is how Insomniac's Spiderman did it, they have a GDC talk on how they load Manhattan, I'd recommend it if you haven't already!
I love this series so much!
The weighted pull-up goes so hard
Beautiful sailing system and the terrain generation looks great
This looks awesome! For immersion, a sailboat normally has its anchor coming from the bow not the stern.
Im finally caght up with the logs FINALLLLY
Awesome work man keep up the devlogs ❤
Regarding the lag, you have multiple options: Loading and unloading assets should not be done on the same loop like your game's update or draw loop. Load assets upfront, put them into a pool of resources and assign them to your game objects as needed. When not needed any longer, don't release the resources, just unassign them or exclude them from the update / draw logic. You would only load and unload resources on the fly when you hit Ram limitations, which should not be the case with your awesome project. And just so you know: I am clicking on every vid you upload. It motivates me to continue my own stuff.
Keep up the good work , bro ! :D
It would be easy enough to implement a more realistic color falloff as you dive deeper. Different parts of the spectra get darker faster as you go deeper underwater and it really changes the feel of diving.
IDK just a random suggestion.
This kind of makes me want to try doing my own sort of seafaring simulation it looks like a fun project
@0:20 the shadow and light between his legs is a little unfortunate.
Nice! This is basically how Google Maps works.
I would use sprite stacking for the boat myself, especially if it is the only vehicle, but this looks fantastic!
This is deja vu for me. I was developing a game very similar in visual style and scheme to this earlier last year. I since transitioned it to a 2D flying vessel game, instead. I used animated Line2Ds for my shoreline, and for a lot of other things, like depth transitions and such. I hadn't solved the placement of decorations yet, which you seem to have done here in your game (Which, I'm going to steal some of that idea for some of the design elements of the new game I'm making.) I have some old assets and shaders and stuff that you might be interested in, and I'd be happy to see them get used in something. I even built a 3D boat that I capture a texture image of and use it as a viewport texture for my sailing ship so I could have smooth turning and easy sail animations. Dunno if you want to deal with that aspect for your aesthetic, though.
Well done! Keep it up!
This looks amazing man
Beautiful game! It feels so... wet... I can't explain, but I got some nostalgia from Soul Blazer in the water stages! Congratulations for the work!
Thanks, DevDuck!
Very nice chunking method. I was hoping you would find one as I was saying chunk it chunk it! lol
Came from Jack Sather this was such a cool watch!
I'm working on a game in "floating islands" setting with more-less same sailing in mind. You can use sprite stacking to make a neat pixel art boat that can also freely spin 360 as if it's a 3D object. Video for reference: "Stacked Sprites in Godot" by Jon Topielski. Personally, I just drew it layer by layer manually, took like 20-25 minutes to implement.
New sailboat needs to cast a shadow on the water :D
Looks a lot better than your original implementation, I noticed 2 things. 1) the boat looks good, but it’s still kinda wonky with the turning. It feels like it could look good doing a 12 directional system, but right now it looks like it favors left and right and then just snaps to forward or backward.
2) I haven’t watched the dev logs for awhile so wow the water looks a lot better, but in the sailing mode the underwater elements just don’t match up with the smooth zoomed out island. It kinda breaks the immersion, and I’d definitely rework the underwater tilemap so it also looks zoomed out.
Other than that great job! Game is looking much nicer now
French Polynesian Atolls would be great looking in this game. Sail through a passage into a ring island with reefs and underwater caves. 😊
That's a cosy dev room at 1:18! Also a new subscribe here, thanks to this video that YT recommended! :) Hey what is that table you are sitting at? Asking for a friend
that remixed pokemon soundtrack is relaxing
Small Godot 4 thing btw; 12:21 line 22 could be "research_vessel_entered.emit(ocean_coordinate)", more error-safe as it protects against typoing the signal name in a string.
Similarly, "entities.call_deferred("add_child", chunk)" can be "entities.add_child.call_deferred(chunk)"
very excited to see your videos, can't wait to play the game. Is there a release date planned yet
One idea to make it easier to get the perspective right on the sprites is to make a simple 3D model and take make some renders in the angles you need and use that as reference, maybe drawing on top.
The ship animation and sprite looks much better now!
But I think it can look better, for example I want to see you try the method that Brandon James Geer do motorcycle top down sprite animation on his new game
Oh! Finally a chance to make a comment with some constructive criticism! I usually don't comment because I have nothing useful to day, but I'd like to weight in on the darkening of the sea as you go deeper and deeper. While this is true to real life, it's also worth noting that as you go deeper and deeper into the water, the only surviving color of light that makes it through is blue. Not sure why, but it does happen. Reds become black, greens become almost like a neon yellow for brighter tones and blue for darker ones. Other colors have different reactions too, but it might work to just add a blue filter as it gets deeper? A good way to see this is to just look up "Underwater Color loss" and some of the first images are comparisons of what it looks like above/ under the sea.
Edit: this mostly applies to really deep water, not the surface stuff you see near the shore
Looking good! 👍
Would love to be able to wishlist this on steam and get this to play on my steam deck! Also what Ipad stand is that? I can't see it in the description and for the life of me can't find a similar one online!
Always scary with engine updates...
I love your dev logs! Keep up the great work! Are you still working full time and doing this on the side? Or has this become you full time job now?
Still working full time! Everything you see on the channel is crammed into free time 🥲
Sprite stacking could look really cool for the boat
this game better be ready for me to play!
Cant wait to play it
I'm ready to wishlist
U should put the anchor at the front of the boat as that’s where we drop them in real life
love the use of Poké themes
Awesome video! :)
Great video! Not sure if you realize or not but your newest Patreon post gist is public, because it's one of the first things in your Patreon post I guess, anybody even without a membership can access it.
I think you should make the seaweed slowly sway across the screen instead of all going at once: 1:50
Why keep the water as a tileset? Can't you just only have the stuff on top and keep the water on a different layer that doesn't generate or load
For the tiles, perhaps gave them load one at a time instead of rendering them all on same tick. This is what a lot of maps do to reduce stutter ( google maps, leaflet ect)
Hey Duck...
Suggestion on how to speed up loading of map as you travel.
I suspect you're using Tiles? You only need to load Tiles on the edges facing your direction of travel. Faster to shift Tile data in your array, and then load the two edges of Tiles in travel direction.
Or, use nine arrays. Center is player's world view. They travel across it and as they near the edge of the array, the game engine pulls needed data from the other arrays to complete the player's view.
Bro, this is the life I want
Enjoyed the video and...not really related but I NEED that table. Did you build it or buy it premade? It's exactly what I've been imagining!
Good job
My guess is your stutter is from set_cell_terrain_connect. In 4.3 tilemaps have been eschewed in favor of tilemap layers. Perhaps some overhead is reduced as a result and you could benefit merely by using layers instead of the more bloated tilemap node. Another thought is to just regularly set ocean tiles with some alternate tiles for variance instead of making it a terrain.
I’ve heard that 4.3 is bringing some changes. Excited to explore those - hope it’s not too much rework haha
this game looks cool