It’s a special link! www.privateinternetaccess.com/Randy get 2 years + 3 extra months free for just $2.59 for a MONTH! \ o / ahhhh help me I'm stuck | / \ Hope you enjoyed the vid, I got a biiiiiig task coming up for this next one. You can follow the progress live on Discord in the updates channel discord.com/invite/JSbWruE
How did you manage to da a honest VPN sponsor segment? I really appreciate that. Everyone else tells me I am about to get hacked and need a VPN because it saves me from all these hackers and cures cyber cancer and whatnot. But https does that already, which makes these sponsor segments generally very unpleasant to watch. Good job 👍
@@lurkenvoncurken518 We'll spend too much time stuck trying to optimize a stupid resolution that does the job, simply because it's frustrating to don't know *why it's working*
>barges in >remakes his whole game from scratch >insults and laughs at his viewers for expecting an outro >refuses to elaborate further >leaves for a month
Seeing Randy's slow but steady progress makes me feel a bit better about taking so long on my own game. Then I remember he's building his own engine and I'm just fiddling around in Godot.
Balance is important. Use tools that save time, but don't rely on a complete game-dev engine that does the thinking for you. In the middle somewhere you both save time from coding difficult yet readily available and free functions, while also possessing a good measure of coding wisdom, giving you the power to alter the rules. Don't go one way or the other - merge the best of two worlds: acquire just what you need from the decades of wisdom shared by experienced oldschoolers, while making use of the readily-available libs and tools that come part of packages designed and sold mostly for the modern, naive game-devs of today. :)
@@bobobobodoboli4905 Where are you going? What is your goal? Programming and game-dev is a wide wide world. You can do anything from build your own engine using straight C and Raylib (a wonderful graphics library), or Freebasic and OpenGL as I did. These methods are for the wild and free devs, full of passion for engineering. Of course, there's a lot of free help, libs, and code these days. Or you can go full Unity. On that end, you can either learn minimal C# or whatever and throw together a game that, to be honest, I have no idea how good it could be. Maybe enough creativity, art, excellent story, could overrule the lack of coding experience and wisdom. Or perhaps it turns out to be another shallow cliche platformer thrown together using a meager understanding of the Unity UI. (Try to avoid that one.) There are no short-cuts, just wise decisions, helping you avoid unnecessary work while giving you the tools and power to build the game you have in mind. It's hard to tell you what to do, but if you have patience and a moderate amount of time on a regular basis, you can make something good. If you want to use Unity, understand how it works, everything from the language to the interface; don't rush. Same with anything else. If you have more specific questions I'll do my best to answer. :)
@@Selrisitai Heya, I'm trying to catch what happened, but I can't... probably too late at night, or what I wrote in the first place was too vague. It was a vague question, to be fair. I should have left my reply to Bobo with just my first two questions. :) My goal is to draw the contrast between two mindsets of programming, especially games, the benefits of both, and the potential path down the middle you can carve. Probably understand and plan your game as much as possible, then get to know the wide spectrum of ways of development - then you're ready to blaze a trail that best caters to your personal needs. Still, hopefully finding a welcoming community or at least a few friendly and experienced devs, because you will have questions! And you should feel comfortable to ask anything, with respect and clarity - otherwise you have little support. Ok, goodnite! :)
GTA 6 probably would have been long released before the beta of karlson comes out and even then this guy would still be working on a 4 dimensional, ai assisted, map editor.
@@IPlayKindred both GTA6 and Karlon will have been out for years and Randy will be creating his own programming language specifically for this game or something.
20/80 Principle, do 20% of the work and get 80% of the performance. Premature optimization could actually hurt the overall performance. There are many things that your compiler will do way better than you to make your code faster, I.e I was so crazy about avoiding all possible if conditions in the GE loops, in the end I had barely readable code and I compared it to the assembly with the if conditions. Turns out the compiler did the same things I did with all the if conditions.
9:50 Leaves from the vine... falling so slow.... like fragile tiny shells, drifting in the pond. Little solider boy.. come marching home.. brave soldier boy, comes marching home.
A whole tasty 20 Megabytes, that be BIG. Somehow I feel like I know your pain, over engineering, nah, it's just future proofing! Still though, all things aside, congratulations on finding the pathway you want to take. It's always bloody hard to find it and stay on track.
Thank ya so much for a video like this again, love seeing these OG dev vids alongside the sprinkled in meme vids. Really excited to keep watchin the game develop!
You should set it up so that the player (and possible allies) can walk past the walls but enemies cant, similar to how it works in Kingdom: Classic. I feel like having to climb over the walls would be kind of inconvenient, it would definitely ruin the flow of running back and forth across the map. Either that or add some sort off door onto the walls, that way you can use the excuse that the monsters are too large or dumb to open/get through the door themselves.
With these walls around the base, the game reminds me of Kingdom. And it kinda surprises me that I didn't think about that game earlier because even the art style is similar. _Randy now looking at Kingdom and implementing a water shader for the next two months_
I do agree that simple is always best, but the problem with too many entities is not really about memory (although being able to fit all of it in cache would be great). Rather, it's about processing power. I hope you take everything into consideration and try benchmarking your engine to make sure it will suit your needs with the simpler implementation, or you may run into a bad lag problem pretty soon.
Either way doing a simple implementation first with an idea of how to scale it is better than over-engineering from the start. I just hope he can figure out how to scale it later, lol
I just recently discovered this channel, and as someone that has given some thought of becoming a game developer, I find it absolutely hilarious. Top tier content right here Rando, keep it up. Easies sub of my life.
I follow this channel for quite a while and with every episode I think I am watching someone descending into the madness. And I enjoy every second of it :D
nice work! you should add a (blurred) foreground (like plants and bushes or something) that would look sick and you would have something to cover up the lower part of the ground.
As much as I loved the memey style of the previous devlogs, I honestly think this is one of your best videos. Just a touch of memes, but a lot of serious effort shown. Been watching for a few years now and I love seeing progress, no matter how small.
This is starting to feel like the Kingdom games with the base building. I like it. Maybe take a look at Kingdom Two Crowns or Regions of Ruin and see if you can figure out the "I can walk past wall but enemies can't" thing.
Cool seeing you again :). Your 20 MB problem reminded me of a video youtube threw at me this week when programmer past his 50s is saying that for speed programmers don't stop to think long enough :0. Well, now I can go back and rework my system for the 5th freaking time again, egh... I swear one day I'll stop.. and think.
You should make it so some of important things that you can access later in the game (some castle for example) appear in the background of some other level making the world feel more connected.
As I watch Randy's videos, I'm beginning to understand more and more about how projects like these are like. They're ultimately passion projects: Randy said after this game he's not making another game. He already has years of C++ experience, hours of dev logs, a website, etc etc. He essentially is using this channel to get paid to learn stuff: like a scholar who publishes shitpost videos about his research. I truly wonder how the final product would be like when it comes out Randy
I feel your pain my guy. I'm no where near as experienced with code as you are but, I have felt that burn of spending a month or two on something that I chuck right after I need to add something else.
It’s a special link! www.privateinternetaccess.com/Randy get 2 years + 3 extra months free for just $2.59 for a MONTH!
\ o / ahhhh help me I'm stuck
|
/ \
Hope you enjoyed the vid, I got a biiiiiig task coming up for this next one. You can follow the progress live on Discord in the updates channel discord.com/invite/JSbWruE
HAHA STICK MAN IS STUCK WHAT A *LOSER*
second
How did you manage to da a honest VPN sponsor segment? I really appreciate that. Everyone else tells me I am about to get hacked and need a VPN because it saves me from all these hackers and cures cyber cancer and whatnot. But https does that already, which makes these sponsor segments generally very unpleasant to watch. Good job 👍
can you make it into Indonesian version too please?
Hah. Idiot. Being stuck.
Might have to get your step bro to help.
Overengineering, the act of leaving engineering students alone with their thoughts
Why is this too accurate?
@Caleb Balay As if that'd ever happen
@@lurkenvoncurken518 We'll spend too much time stuck trying to optimize a stupid resolution that does the job, simply because it's frustrating to don't know *why it's working*
Hahaha!
I plan to link to that timestamp on the next overengineered Pull Request that I have to review :D
>barges in
>remakes his whole game from scratch
>insults and laughs at his viewers for expecting an outro
>refuses to elaborate further
>leaves for a month
Propper Randy
Wtf, I just realised that the action of leaving and the plural form of leaf have the same spelling.
*spreads hands* thats... why I'm here.
@@Cenentury0941 Same with live (let them live) and live (Saturday Night Live)
... dad?
His dome is so shiny you can see the ceiling fan spinning
i was looking for this comment lmao
Bruhh
Lol
Rtx on
@@CaptainAlien132 me too haha
"That was literally two lines of code - well guess that's me done for today" What an accurate description of my programming ethics.
@@thomaswilliams1129 *Your
Even after learning ethics has a different writing for plurial,i will still use the first because i don't care and it's ugly thanks
To this point i dont even care if the game is going to be finished. I just want to watch a man become wiser and grow as professional.
So damn wholesome
It wont be lmao
@@April_a26 relax, cringe lord
To this point i dont even care if the game is going to be finished. I just want to watch a man descend deeper and deeper into insanity
@@elliottwood5423 I looked at his first video. he was so.... normal
“The hill doesn’t currently have a sloped version”
*rotates sprite*
Seeing Randy's slow but steady progress makes me feel a bit better about taking so long on my own game.
Then I remember he's building his own engine and I'm just fiddling around in Godot.
Balance is important. Use tools that save time, but don't rely on a complete game-dev engine that does the thinking for you. In the middle somewhere you both save time from coding difficult yet readily available and free functions, while also possessing a good measure of coding wisdom, giving you the power to alter the rules. Don't go one way or the other - merge the best of two worlds: acquire just what you need from the decades of wisdom shared by experienced oldschoolers, while making use of the readily-available libs and tools that come part of packages designed and sold mostly for the modern, naive game-devs of today. :)
@@dwcapture alright, i did unity coding tutorial. Where do I continue?
@@bobobobodoboli4905 Where are you going?
What is your goal?
Programming and game-dev is a wide wide world. You can do anything from build your own engine using straight C and Raylib (a wonderful graphics library), or Freebasic and OpenGL as I did. These methods are for the wild and free devs, full of passion for engineering. Of course, there's a lot of free help, libs, and code these days.
Or you can go full Unity. On that end, you can either learn minimal C# or whatever and throw together a game that, to be honest, I have no idea how good it could be. Maybe enough creativity, art, excellent story, could overrule the lack of coding experience and wisdom. Or perhaps it turns out to be another shallow cliche platformer thrown together using a meager understanding of the Unity UI. (Try to avoid that one.)
There are no short-cuts, just wise decisions, helping you avoid unnecessary work while giving you the tools and power to build the game you have in mind. It's hard to tell you what to do, but if you have patience and a moderate amount of time on a regular basis, you can make something good. If you want to use Unity, understand how it works, everything from the language to the interface; don't rush. Same with anything else.
If you have more specific questions I'll do my best to answer. :)
@@dwcapture That's redundant. Libs are tools.
(I'm kidding! I couldn't pass up a line that straight!)
@@Selrisitai Heya, I'm trying to catch what happened, but I can't... probably too late at night, or what I wrote in the first place was too vague. It was a vague question, to be fair. I should have left my reply to Bobo with just my first two questions. :) My goal is to draw the contrast between two mindsets of programming, especially games, the benefits of both, and the potential path down the middle you can carve. Probably understand and plan your game as much as possible, then get to know the wide spectrum of ways of development - then you're ready to blaze a trail that best caters to your personal needs. Still, hopefully finding a welcoming community or at least a few friendly and experienced devs, because you will have questions! And you should feel comfortable to ask anything, with respect and clarity - otherwise you have little support. Ok, goodnite! :)
Randy: Accidentally optimizes his game for the year 1998.
Will the game be playable on Nintendo Gameboy
nah man game & watch only
yes
@@randyprime in 10 years?
@@randyprime Gonna need to reegnineer it, you can't afford 20MB of RAM
I like how this is the only comment Randy has commented on so far
I wonder which will be released first
Arcana
GTA 6
Karlson
Battlefield 6
GTA 6 probably would have been long released before the beta of karlson comes out and even then this guy would still be working on a 4 dimensional, ai assisted, map editor.
i want to play all three
@@IPlayKindred both GTA6 and Karlon will have been out for years and Randy will be creating his own programming language specifically for this game or something.
Elden ring if I had to guess
20/80 Principle, do 20% of the work and get 80% of the performance. Premature optimization could actually hurt the overall performance. There are many things that your compiler will do way better than you to make your code faster, I.e I was so crazy about avoiding all possible if conditions in the GE loops, in the end I had barely readable code and I compared it to the assembly with the if conditions. Turns out the compiler did the same things I did with all the if conditions.
9:50 Leaves from the vine... falling so slow.... like fragile tiny shells, drifting in the pond. Little solider boy.. come marching home.. brave soldier boy, comes marching home.
Always consume worrying amounts of cheese. 🧀🧀🧀🧀
wow, this was really beneficial. thanks for the advice
A whole tasty 20 Megabytes, that be BIG.
Somehow I feel like I know your pain, over engineering, nah, it's just future proofing!
Still though, all things aside, congratulations on finding the pathway you want to take. It's always bloody hard to find it and stay on track.
The stuff you've added really looks fantastic, I'm looking forward to seeing where it develops from here!
bruh, he'll never make any progress
Only thing Randall’s going to develop is a need for speed 😎
All of this will be scrapped by next video
Oh how the gods have blessed me
You can call him Randy
I think nobody of us really want the game to be finished, I just love the devlogs lmao
Watching Randy's editing change every few videos is like taking acid while riding a fucking emu.
If it wasn't for funny UA-cam Aussies, I don't think I would be alive still.
the backgrounds still look really good, excited to see them patched together down slopes and up hills when the map gets more fleshed out
Hears Leaves from the vine *procedes to break down in tears*
Thank ya so much for a video like this again, love seeing these OG dev vids alongside the sprinkled in meme vids. Really excited to keep watchin the game develop!
I was just wondering yesterday:
"Where the hell is Randy?"
I was answered
Oh yeah this is the dopamine hit my reptile gamer brain needed right now
in 15 years we will finally be playing this game and remembering all the P A I N mister Randy went through...
20MB?! That fits on L3 cache.
Cool, so this game will be running silky smooooth you say huh? No RAM, no drive, just pure CPU gaming
quick tipp: If u dont want the fiber bush to look like a spicky rock, make it move with an animation like its windy.
np.
professional programmer btw
I love this more chill but still chaotic style. Keep up the great work!
Wow, he’s made so much progress in the last few years! Restarting like 10 times was totally worth it
I showed your channel to my game design teacher and he said we will now use your videos in class as a "Show and tell"
You should set it up so that the player (and possible allies) can walk past the walls but enemies cant, similar to how it works in Kingdom: Classic. I feel like having to climb over the walls would be kind of inconvenient, it would definitely ruin the flow of running back and forth across the map. Either that or add some sort off door onto the walls, that way you can use the excuse that the monsters are too large or dumb to open/get through the door themselves.
I'm not first, but one of the first to witness randall's big PHAT JUICY MAP.
Spruce roots are also used to twine ropes and bindings :D Primitive technology might be cool watch for survival base building irl
And that was one of my favorite video of yours Randy, thanks!
Paralax fun times: Put big monsters in back (possibly to foreshadow future enemies) for that Fantasy Spook
Specially at night
overengineering: what my engineer friends were after their first semester of uni
I love the infected mushroom psytrance! Hell yeah!
This man got me back into game dev. I had pretty much given up. then in comes randy and reminds me why we do what we do. thanks mate.
9:50 Little Soldier Boy just hits different
With these walls around the base, the game reminds me of Kingdom. And it kinda surprises me that I didn't think about that game earlier because even the art style is similar.
_Randy now looking at Kingdom and implementing a water shader for the next two months_
AKA: Randy’s descent into crippling depression
I do agree that simple is always best, but the problem with too many entities is not really about memory (although being able to fit all of it in cache would be great). Rather, it's about processing power. I hope you take everything into consideration and try benchmarking your engine to make sure it will suit your needs with the simpler implementation, or you may run into a bad lag problem pretty soon.
Either way doing a simple implementation first with an idea of how to scale it is better than over-engineering from the start.
I just hope he can figure out how to scale it later, lol
"But there's plenty of others like lo-fi hip-hop beats too..."
*starts playing leaves from the Vine leaving all atla fans in tears*
That song always sends me into a deep sadness
bro i heard it
I just recently discovered this channel, and as someone that has given some thought of becoming a game developer, I find it absolutely hilarious. Top tier content right here Rando, keep it up. Easies sub of my life.
The game already looks so aesthetically pleasing, can't wait to play it!
Games visuals look awesome, you should add a foreground layer too. Would bring it all together imo
That "aAah" at 1:34 is an absolute mood
I follow this channel for quite a while and with every episode I think I am watching someone descending into the madness. And I enjoy every second of it :D
Welp that trance playlist just got me into listening to trance. Thanks for that lmao
Its been so long! So happy there's a new update!!!
nice work! you should add a (blurred) foreground (like plants and bushes or something) that would look sick and you would have something to cover up the lower part of the ground.
I like the fact that this channel is much more about the journey than the actual destination
I was literally thinking throughout the vid: "I'd love a playlist with Randy's bangers".
great to finally see some more actually visible progress! Keep doing your thing, it's great!
As much as I loved the memey style of the previous devlogs, I honestly think this is one of your best videos. Just a touch of memes, but a lot of serious effort shown. Been watching for a few years now and I love seeing progress, no matter how small.
Am I dreaming?? A Randy upload? No way
Love ur sense of humor, we need more of it on YT!!
I feel like a desert or a snow area would be intresting, like a line that you can put down that will mark where a new biome will begin
This is starting to feel like the Kingdom games with the base building. I like it. Maybe take a look at Kingdom Two Crowns or Regions of Ruin and see if you can figure out the "I can walk past wall but enemies can't" thing.
Wow Randy, props on the satisfying, cohesive ending to this video. Keep it up.
Cool seeing you again :).
Your 20 MB problem reminded me of a video youtube threw at me this week when programmer past his 50s is saying that for speed programmers don't stop to think long enough :0.
Well, now I can go back and rework my system for the 5th freaking time again, egh... I swear one day I'll stop.. and think.
Literally Nocturne in Paris is a song powered day raw nostalgia, good choice haha
watching this guy make a game is more fun than playing one
You should make it so some of important things that you can access later in the game (some castle for example) appear in the background of some other level making the world feel more connected.
he puts more effort into his videos than into his game, but I love every second of it
Oh my god! Randy remade the game for 82763rd time and actually advanced for once!
Congrats!
Hey man, thanks for sharing your music always appreciate new tunes to develop with!
Suffering for the greater good. That's my kind of video. Good job Randolph
8:19 geralt looking fiiine
It's a good day when Randy uploads
As I watch Randy's videos, I'm beginning to understand more and more about how projects like these are like. They're ultimately passion projects: Randy said after this game he's not making another game.
He already has years of C++ experience, hours of dev logs, a website, etc etc. He essentially is using this channel to get paid to learn stuff: like a scholar who publishes shitpost videos about his research.
I truly wonder how the final product would be like when it comes out Randy
Just wanna say, I like the look of the axe, good job on that Randillian.
This guy is the only channel where i won't skip the sponsor segment because it's just so funny
When "Leaves from the vine" started to play I had a moment of ptsd
i've just watched a VPN Ad and it was really enjoyable to watch, for the first time
I just watched a VPN Ad using a different VPN lol
Over engineering is so easy to fall into as a software dev, also the infected mushroom at the start earned you a sub.
thank you for making SOME of the game itself... it makes me happy
very happy
plz i wanna play this game before i die
plzzzzz
9:50 Uncle. I’m not crying, you’re crying!
this man....he does something to me...im not quite sure what...but its something
I'm glad you added raytracing to your head, really adds to the experience.
My god the visuals of the mountain is so fucking good
Can't wait to still be watching Randy with my kids in 20 years time as he re-writes the entire game for the 69th time. Great content
just found this guy in my recommended and I already love him
0:05 I have Pneumonia and do not plan on sleeping tonight, but thank you for asking, strange massive Aussie head
I feel your pain my guy. I'm no where near as experienced with code as you are but, I have felt that burn of spending a month or two on something that I chuck right after I need to add something else.
That is the best in-video advert. Ever.
I actualy really love this type of content... keep it up man
Now I know why it's looks familiar. It's partly like Kingdom Classic :D
im glad to see how far you and arcana have come randy, keep it up
this kind of videos is more fun to watch by far!
3 YEARS LATER -spongebob voice
Finishing the map for my game
5 YEARS LATER -spongebob voice
Yeeting map of the game and starting on a new one.
I sat down at the bar a few days ago to solve some casual algebra. I had the same reaction to the first problem that you did.
I come to you from the year 2034. Randy has just remade the entire game for the 73rd time, someone please stop him now before it's too late.
there's like 5 "i'll figure that out later" 's in this video, can't wait for loop to cause million of years of future randal content
This man's sense of humor is awesome lmaoo
This reminds me of kenshis development, 8 long years, this is gettin close to that
Oh damn, this is beginning to look really nice
this is the best dev log in existance
Might wanna check out Kingdom: Classic and the rest of the series. Has roughly the same aesthetic as your lil projecto.