Random Level Generation (walker) with a Player and an Exit - Godot tutorial
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- Опубліковано 6 жов 2024
- Thanks for watching my video!
If you are interested in taking a deeper dive into the Godot game engine you can buy my 1-bit Godot Course at this link: www.heartgamed...
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Thank you all so much for your support!
HeartBeast: "My name is Ben-"
My brain: "jamin"
Exactly! Benjamin sound much better.
Hahaha I use them interchangeably
I’d love to see this series continue but it does provide a good foundation for getting started if it doesn’t .
Agreed. And his brief explanation on how to add enemies near the end of this can also apply to treasure etc.
Isaac-style room transitions could be an interesting technical topic
I'd love to see a tutorial about adding premade rooms & enemy spawners (to any procgen method, really). Your tutorial style is definitely the one I learn the best from.
Hi Ben! Thanks for the great video - I would love to see some enemies/challenges added to this room generator. It makes a great foundation for an exploration game
Got the 1-bit tutorial, @HeartBeast. Very informative and I truly enjoy what you have done here too. Keep it up!
Thanks for the support :)
This series gave me so much inspiration I couldn’t sleep last night!
You should try making an online game I havent seen many tutorials on that.
Unfortunately that's not an area of Godot I have enough experience with to make tutorials on right now. Maybe someday, though.
Okay thank you for at least responding normally alot of youtubers don't even respond to their fans.
Would LOVE to see more videos on random / proc generation in Godot!!
Your second video didn't even show up in my feed. I feel cheated.
Love the series, you do excellent work.
Oh my God...I was just wondering if you would ever continue with this new series. Thanks a lot Ben!!
In your change_direction() function, you reset the steps_since_turn to zero, then you choose a new direction. I realized this leaves a chance that it will choose the same direction it was going, and seeing as how the steps_since_turn has been reset, you could still end up with long halls. Only a 25% chance of course.
Here is a tip:
Everywhere, where you add a position to the step_history array, surround that line with an "if !step_history.has(that_named_step_there)"
that prevents from having the same position multiple times in the step-history.
I noticed this, as i used the tilemap-layout, created by this system to generate a dungeon out of 3d-blocks.
For this i made it directly draw the layout out of tiles instead of "carving" it out of a huge rectangle.
I created a 47 blocks-system, that resembles an autotile-/terrain-connect-compatible tileset.
Than i added a way to generate clickable doors, where 1 cell width hallways connect to whider rooms.
I noticed, that there are 16 dungeon-blocks, that indicate exactly theese positions.
So i used theese blocks to tell for placing doors.
i noticed that duplicated positions behavior through these doors, that multiple of them where stacked in the same position.
now with the check before actually adding a step, the doors are no longer stacked and work as expected.
hey, do you have code that makes map instead of craving it out? I cant seem to figure it out yet...
please continue, this is amazing!
Great tutorial, I would like to see more continuation in this series
you should do another episode with enemies in this series
I love this series so i'd be happy if this would continue
Please continue! I have watched many videos on this style of level generation and none even come close to the quality of your videos.
This series is amazing, seeing as its been a year and you haven't added any new vids, Im assuming you decided not to continue with it, but from what is here, it is an amazing resource and teaches a lot about level generation. Thanks!
Please don't stop this series! It is amazing and so helpful
I love this series, can you make one more tutorial about enemies
This video may not have performed as well as others but it was invaluable to me, I would love it if you made a series on different level generation methods!
fun to code along side you. Thanks for taking the time to make these videos.
Thanks for this! Your videos are really informative and helpful! I wish this one was continuing but I'm sure i could figure out thespawn thing. Thanks again for taking the time to make all your videos!
really nice! I am really enjoying the lack of bloated oop shit. you keep things simple and I love it.
Thanks, could you please do another part and show us how to make enemies etc? I'd love that.
Amazing! Thanks for the amazing tutorial series!
I improoved the winning situation in my 3d-version:
Instead of an exit-door i place a dreasure chest.
And i make it detect win, if the player reaces a naighbor-cell of the chest, facing to the chest.
My player-character moves in cell-grid-style (in cell-sice fices axis alligned steps)
If win is detected, i make it pop up a lable with a winning-message and load a new dungeon a few secconds later.
I thought that you will upload a demonlock devlog.
but this is a good tutorial too (:
No devlog this week. Had some setbacks. Hopefully I'll have one next week :)
I realy like all your videos. I've been trought alot of them since i found your chanel !!
Hey Ben,
going on from this tutorial i have made a few bottomless pits within my world, if you are going to continue this series, could you possibly provide some information on environmental things that will restart the level alongside enemies and items to collect.
thanks
this was really informative! I hope you explore more algorithms.
Thnx for the series man, really appreciate
Saddly cant find more videos about this topic on Your channel. Looks like this serie wasnt good. My mind is different. Thank you for this 3rd part an waiting for next one. Maybe?
I love your videos. If you ever continue this playlist, could you make a video how we could fill the room we created with a different tillset?
Thank you for the tutorial, i hope you can continue.
By the way, you know Mystery Dungeon Games? Players and enemies moving in a grid in a turn based movement and actions, games like pokemon mystery dungeon and Shiren the Wanderer does this, i'll love if you can make and teach us how to do such a thing, like fighting monsters in a grid-turn based, looting items from ground.
Well good luck!
Maybe a Global variable,
the player can use the even numbers and the enemy can use the inpar
Can you make a tutorial with random enemies spawning and doors locking please
Please do a #4. Thank you so much for this!
I would love to see a cellular automata / noise Top-Down 2d Map generation with islands and things like that!
How do I put enemies in each room? I am a beginner to Godot. Great tutorial!
I think im late for the party but can u make a part 4? Enemies and other stuff. Like decor. Thanks.
many thanks for that Ben !
How to prevent room overlapping
Hey! how can I increase the size of the dungeon and the corridors?
Would love to see how to apply a tilemap to this
Awesome!
Thanks a lot for this tutorial !
I justhave a question, I'm currently using this tutorial to generate a sort of tunnel going from left to right.
The thing is I would like to make it so that it is infinite, I tried for 2 days but could not find any solution :/
yeah that infinite thingy is troublesome "^-^
Can you make a video teaching how to create a random generation with enviroment?
Ps: i love you and your channel
I have a question that relates to your Action RPG in Godot 3.2 Tutorials. So I know how to change scenes by using an area2d with a script on collisionshape2d to change scene(levels), but I am unable to find
how to set a spawn point for the player when they are changing scenes. I basically need to set coordinates for the player to spawn at when changing scenes, but not sure how to do this. Currently using duplicate versions of world scenes to do this, but this would prevent other players from being in the same room without doing a large loop because of this. Could you provide how this is done either in this comment or as a video? Here is my script for changing scenes below.
extends CollisionShape2D
export (String, FILE, "*.tscn") var world_exit
func _on_Area2D_body_entered(body):
get_tree().change_scene(world_exit)
Can you take a video explaining google play services for gms2? For example, advertising, in-app purchases, registering player information in google play account
Almost 20,000 views now.
Interesting.
Rlly noice tut series 😢
Roguelike please.
hi ben im from Indonesia god luck for you
Hey! If you could, can you do terrain generation(top down) tutorial? Thanks in advanced
PLEASE make a tutorial of 3d games because i know there is a different type of code between 2d and 3d games, and im focusing in making a 2d game c:
pweese make a procedural map system for that last RPG game tutorial.. I am trying to use this logic rn but.. you know... the forest is not made of rooms "^-^ .. and i am trying to make something that generates map chunks or something like that.. welp Thanks to you i could start my final year project in college @-@ Arigato! (i am not Japanese but i like anime)
are you the brother of awesome tuts guy?
When I run this I find it opens really slow, and take a while to generate a new level, is it just editing or have others have this and if do is there a fix.
I get this method is a little slow by defualt but I just wanted to know if it's just to do with my computer being old
Can you make a tutorial on making a enemy?
I have issues in placing enemies, anybody can help?
plz do one for gms2
Is there a way to add doors in the hallways?
can i do this in 3d too? i mean to make 3d grid based levels
Hey friends
Needed some help
i want to move my character through area2d or any other node
And I want to make my character appear double or more
Like the game SKY by ketchapp
I don't get why your collisions are working. I mean, your colliders are all the tiles, how does the character is able to move when it's colliding with everything?
WOW! ... I think I just understand what's going on. Maybe you explained this in the first video (gonna have to go back and listen), but it wasn't clear that the walker is actually CARVING a path... lol
And I just checked, you mention a "digger" in the opening of the first video. Sir, continue that awesome job of yours!
@@AllovQC I know this comment is a year old, but ill still mention this. Yeah you got it. In one video, i assume the first, he holds ctrl-shift and places down all of the tiles just larger than our game room size and then uses the measuring tool to explain why. this is where everything is collisions.
the generation is carving out a path as you mentioned. I would have to check the code to be sure but we set the tile to -1 if we visit it, which is kinda making it disappear.
Whats the discord link?
for the love of god make another video for generating enemies i will pay HAHAHAHAHAHHAHA but for real pls
Come back to gms2 pls. I miss you ;)
Please try UE4...
I've tried it a few times. Even made a small test game with it. I don't really enjoy it.
Unless you already have a team of dozens of 3D artists, Godot > UE4. By a LOT.
@@uheartbeast (
@@KlausWulfenbach not necessarily. there are benefits to both. however you are right because ue4 is meant for much larger games.
Tryto create a 3D RPG.
e
fist