We need more people to discover your channel. It's honestly one of the best gamedev series if not the best. I know you got this. I hope this game becomes successful. I can't imagine leaving your full-time job to follow your ambition.
1:36: Offsetting them is a good idea, but I would also recommend making them only do the calculation once over if possible. They can figure out "How long will it take me to get to X?", then decide "So I need to leave at Y", and then simply wait until Y to leave instead of checking over and over again. If there's changes in the world that could slow them down in the mean time, maybe have them check once or twice before they need to leave. That'll make it tremendously more efficient, automatically offset when they make their checks (turn by turn after their first check), and should completely resolve the issue no matter how many NPCs you have.
Hey, I just bought crypt of the necrodancer because of you. It was super on sale, and when I saw it I was like, "hey, that's the game that goblin game is based on!" Thanks for that!
Man, the world seems so alive now - despite the dilapidated buildings in the town. It looks very charming and I do enjoy the new textures a lot, except maybe for the water, it does look comparatively flat now (though I guess thus is the swamp vibe). For trees & saplings: if they have multiple stages (similar to Stardew Valley) of seed, small sapling and bigger sapling, then PLEASE add a script that stops them from becoming the size that blocks the path for the player if they are immediately adjacent to a full grown tree or a path blocking sapling. Might sound weird, but it's a big gripe for players who make tree farms and have to put down flooring or frequently get stopped walking through their man-made forests.
Something to consider for the NPCs schedule is pre caching the distance between meeting spots and then just have them start moving at a particular time in advance. If the multiple checks start to become an issue.
I really enjoyed this video! I found your channel maybe a month ago, and I'm so happy to see how quickly you've been growing! You deserve your success, I like your videos and your game looks like a lot of fun (and personally I prefer your art style over Stardew's - yours is cleaner) - I also quit my job to pursue game development so I'm happy to see others finding success. Glad to hear you're "living your best life" as well - that's exactly how it should feel I think, sounds like you're having fun and just cranking out new creative stuff all the time. Props to you. Keep up the awesome work!
Something I thought about for the mushrooms: I feel like there should be variation for the glowing mushrooms, specifically the ones outside so like maybe there’s different colors of mushrooms maybe they’re different sizes. Maybe there’s every so often a group of mushrooms.
Updated art and color scheme is so much better! Well done! Really appreciate the transparency as well with both the dev and art related stuff. Instagram one was told to me before but I didnt really do it, but hearing it reiterated now makes me decide ok its time. PS. A trap I've fallen into a couple of times was spending too much time on tools and behind the scenes stuff and art, and not enough on the actual gameplay loop (especially when I dont have a demo or prototype with that already) so be careful! Gotta make sure the game itself is fun and engaging, cuz it wouldn't matter even if you have a really efficient game with amazing art. Don't mean to be a downer, but just some advice so you dont fall into the same trap as I did. Amazing art overall and great progress! Looking forward to future devlogs
Great new devlog as always! And I really appreciate that you shared about how your posting has helped your wishlisting and following. It's always nice to see transparency from game devs and I think it helps other developers gain a better understanding of what's working or what isn't. Thanks!
really sucks how my subscription isn't really doing much to notify me of the vids, i pretty much have to search up isle goblin every time to see the updates lol
I really enjoyed the video and the progress of the game so far. However, I noticed a few things that I just want to share Game related: -I have the feeling that giving each NPC its own frame for its pathfinding might create a hard cap for how many NPCs you can have. If the game runs at 60fps, you can only have 60 NPCs in total or the game one again needs to do mulitple at once. Also what happens if the game runs on a potato so the average FPS are something like lets say 24. -Speaking of pathfinding: you made system where the player can build its own houses, that the NPCs will then actually use. But: What if the house was build so far away that the NPC cant make it there in the timeframe it was given? (lets say it has 1 hour to change from location A to location B (player-build), but location B is like 1:30 hours away) However I also want to say Im not an expert and have way less experience than you so maybe its no problem at all. Just wanted to share my thoughts because maybe it helps. Patreon related: Your first goal states that you would now only need to make 105$ a day to cover your expenses (for 3 years?), but the third goal, where you would recieve 1000$ instead of 100% suddenly requiere 120$ a day in commissions. This doesnt really add up :D
You’re right! And since each movement is less than a second, it’s even less frames to work with.. I’ll definitely have to: 1) improve the algorithm a bit to be slightly quicker 2) maaaybe not run it every movement for every NPC and only re run pathfinding if we hit a wall they didn’t expect. .. it would add a fair amount of complexity, but we might have to 🤷♀️ we’ll have to see how it does on a potato! That is a possibility.. the player only has a certain area they can build buildings in (that little goblin town zone) so I’ll have to make sure even when the buildings are at the extreme corners of the map, that there’s still enough time. Realistically I think if every meeting is >30 mins there shouldn’t be an issue. Ahh I see the confusion - that first number (105 per day) will make my savings stretch 3 years. Basically I’d be burning through money. The other tiers mention higher numbers because with those I’ll be completely independent… I’ll tweak the descriptions to make it clearer 😊
This game is looking really great so far, I hope more people discover your channel. Have you ever thought about potentially releasing this game to consoles if that is/ever becomes a possibility?
Amazing video! Your channel gives me a lot of inspiration to do things on my own. I have a question though, do you have a tile system for your trees and you save their data in some sort of manager script or do you have a ton of tree objects in your scene?
I understand that you have to build things for other people like tavern etc. But Isn't odd that he the goblin whose house is fine is helping other altruistically. Maybe he is a nice goblin but i think having a skin in the game himself as a goblin and that his house is destroyed would give him a drive to rebuild.
Aha so you're the one that posts those smash characters in r/Pixelart!! awesome!! If you don't want to rework your NPC algorithms it's probably pretty straightforward to move them to a different thread if you need.. though, if this is GDscript I don't know what kind of synchronization control you actually have.
Friend, i know you dont want to do it, but those walls will have to get faded out at some point. That can be super confusing, having the player's sprite hidden even partially.
I think you should increase the saturation a bit, the old grass looked much better. The water looks like a pool of industrial waste from a gold mining operation now, you should make it more blue.
Could you do the pathfinding function in a Coroutine to reduce lag? I do something similar where I have a while(true){ [code]...; yield return new WaitForSeconds(0.3f) } in a coroutine to perform a non-costly (but essential) check a few times per second. Or StopAllCoroutines() and then just start the coroutine fresh everytime the player moves -- that should drastically reduce lag.
One of my main issues with this game is that the combat style makes multiplayer pretty much impossible :/ since the enemies move right when you do, either: 1)both players have to move at the same time 2) everyone will have to take turns moving 3) the enemies move whenever ANY player moves, which would be very strange I just don’t think it would work well :/ But since this is my first game, I think keeping the scope smaller is probably smart, so I’m not too worried about it
We need more people to discover your channel. It's honestly one of the best gamedev series if not the best. I know you got this. I hope this game becomes successful. I can't imagine leaving your full-time job to follow your ambition.
1:36: Offsetting them is a good idea, but I would also recommend making them only do the calculation once over if possible. They can figure out "How long will it take me to get to X?", then decide "So I need to leave at Y", and then simply wait until Y to leave instead of checking over and over again. If there's changes in the world that could slow them down in the mean time, maybe have them check once or twice before they need to leave.
That'll make it tremendously more efficient, automatically offset when they make their checks (turn by turn after their first check), and should completely resolve the issue no matter how many NPCs you have.
Hey, I just bought crypt of the necrodancer because of you. It was super on sale, and when I saw it I was like, "hey, that's the game that goblin game is based on!" Thanks for that!
Man, the world seems so alive now - despite the dilapidated buildings in the town. It looks very charming and I do enjoy the new textures a lot, except maybe for the water, it does look comparatively flat now (though I guess thus is the swamp vibe).
For trees & saplings: if they have multiple stages (similar to Stardew Valley) of seed, small sapling and bigger sapling, then PLEASE add a script that stops them from becoming the size that blocks the path for the player if they are immediately adjacent to a full grown tree or a path blocking sapling. Might sound weird, but it's a big gripe for players who make tree farms and have to put down flooring or frequently get stopped walking through their man-made forests.
The volumetric mushroom lights outside are beautiful then having them appear indoors is such a well executed concept.
but that looks like a very cute bug :((
Don’t worry, cute thumbnail bug is a paid actor - no insects were harmed
Hey I watch you
YOOOOOOOOOOOOOOO
hey guys look it's valiskibum
Something to consider for the NPCs schedule is pre caching the distance between meeting spots and then just have them start moving at a particular time in advance. If the multiple checks start to become an issue.
I really enjoyed this video!
I found your channel maybe a month ago, and I'm so happy to see how quickly you've been growing! You deserve your success, I like your videos and your game looks like a lot of fun (and personally I prefer your art style over Stardew's - yours is cleaner) - I also quit my job to pursue game development so I'm happy to see others finding success.
Glad to hear you're "living your best life" as well - that's exactly how it should feel I think, sounds like you're having fun and just cranking out new creative stuff all the time. Props to you.
Keep up the awesome work!
Something I thought about for the mushrooms: I feel like there should be variation for the glowing mushrooms, specifically the ones outside so like maybe there’s different colors of mushrooms maybe they’re different sizes. Maybe there’s every so often a group of mushrooms.
Oh! And perhaps some can be brighter than others ( if they arent already)
Updated art and color scheme is so much better! Well done! Really appreciate the transparency as well with both the dev and art related stuff. Instagram one was told to me before but I didnt really do it, but hearing it reiterated now makes me decide ok its time.
PS. A trap I've fallen into a couple of times was spending too much time on tools and behind the scenes stuff and art, and not enough on the actual gameplay loop (especially when I dont have a demo or prototype with that already) so be careful! Gotta make sure the game itself is fun and engaging, cuz it wouldn't matter even if you have a really efficient game with amazing art.
Don't mean to be a downer, but just some advice so you dont fall into the same trap as I did.
Amazing art overall and great progress! Looking forward to future devlogs
Great new devlog as always! And I really appreciate that you shared about how your posting has helped your wishlisting and following. It's always nice to see transparency from game devs and I think it helps other developers gain a better understanding of what's working or what isn't. Thanks!
My wife and I are both excited for this game!
I Love That Adventure Time Pixel Art!!!
I really like the new look! I definitely think it suits the vibe better
Best game dev series!
i love stepping on bugs
Dope stuff as always. Thanks for putting in the work to make stuff 👍
Really cool new area design! Keep it up!
Fantastic progress this month!
That's genius some sort of lost and found shop where you can buy back your items
The rocks look so much better! Nice addition ❤ Great tips at the end there, really appreciate the transparency 🙂
I was so excited to see this in my notifications
Always love these devlogs!
really sucks how my subscription isn't really doing much to notify me of the vids, i pretty much have to search up isle goblin every time to see the updates lol
I’m new to your game it’s looking extremely good! Looking forward to future updates.
Keep it up bud this is very inspiring 👍
Nice progress!
Love your vids!
I really enjoyed the video and the progress of the game so far. However, I noticed a few things that I just want to share
Game related:
-I have the feeling that giving each NPC its own frame for its pathfinding might create a hard cap for how many NPCs you can have. If the game runs at 60fps, you can only have 60 NPCs in total or the game one again needs to do mulitple at once. Also what happens if the game runs on a potato so the average FPS are something like lets say 24.
-Speaking of pathfinding: you made system where the player can build its own houses, that the NPCs will then actually use. But: What if the house was build so far away that the NPC cant make it there in the timeframe it was given? (lets say it has 1 hour to change from location A to location B (player-build), but location B is like 1:30 hours away)
However I also want to say Im not an expert and have way less experience than you so maybe its no problem at all. Just wanted to share my thoughts because maybe it helps.
Patreon related:
Your first goal states that you would now only need to make 105$ a day to cover your expenses (for 3 years?), but the third goal, where you would recieve 1000$ instead of 100% suddenly requiere 120$ a day in commissions. This doesnt really add up :D
You’re right! And since each movement is less than a second, it’s even less frames to work with.. I’ll definitely have to:
1) improve the algorithm a bit to be slightly quicker
2) maaaybe not run it every movement for every NPC and only re run pathfinding if we hit a wall they didn’t expect. .. it would add a fair amount of complexity, but we might have to 🤷♀️ we’ll have to see how it does on a potato!
That is a possibility.. the player only has a certain area they can build buildings in (that little goblin town zone) so I’ll have to make sure even when the buildings are at the extreme corners of the map, that there’s still enough time. Realistically I think if every meeting is >30 mins there shouldn’t be an issue.
Ahh I see the confusion - that first number (105 per day) will make my savings stretch 3 years. Basically I’d be burning through money. The other tiers mention higher numbers because with those I’ll be completely independent… I’ll tweak the descriptions to make it clearer 😊
This game is looking really great so far, I hope more people discover your channel. Have you ever thought about potentially releasing this game to consoles if that is/ever becomes a possibility?
Amazing video! Your channel gives me a lot of inspiration to do things on my own. I have a question though, do you have a tile system for your trees and you save their data in some sort of manager script or do you have a ton of tree objects in your scene?
i realy like your videos =) congrats!!!!
Commenting for the algorithm
Me to
I understand that you have to build things for other people like tavern etc. But Isn't odd that he the goblin whose house is fine is helping other altruistically. Maybe he is a nice goblin but i think having a skin in the game himself as a goblin and that his house is destroyed would give him a drive to rebuild.
Aha so you're the one that posts those smash characters in r/Pixelart!! awesome!!
If you don't want to rework your NPC algorithms it's probably pretty straightforward to move them to a different thread if you need.. though, if this is GDscript I don't know what kind of synchronization control you actually have.
If you ever want an original score for the game, I could make one.
gahhhh let me play already
Friend, i know you dont want to do it, but those walls will have to get faded out at some point. That can be super confusing, having the player's sprite hidden even partially.
I think you should increase the saturation a bit, the old grass looked much better. The water looks like a pool of industrial waste from a gold mining operation now, you should make it more blue.
The grass sure. But the water is literally the point of the game
Could you do the pathfinding function in a Coroutine to reduce lag? I do something similar where I have a while(true){ [code]...; yield return new WaitForSeconds(0.3f) } in a coroutine to perform a non-costly (but essential) check a few times per second.
Or StopAllCoroutines() and then just start the coroutine fresh everytime the player moves -- that should drastically reduce lag.
Great devlog and progress on the game!
Hey, what is the art style of your channel banner or the „game map“ on your homepage called? Love the design
Great job, quick note just watching the movement kind of made me a little sick. Don't know why since I don't get sick but I thought I would mention it
Nice!
How did you Make The Pathfinder calculate only once per frame? I've been looking for a solution to do something similar.
how long does it take you to do your pixel art????
I got aseprite a few months ago, and have become stuck in colour theory ever since XD
Whats that software? 0:20
Trello 😊
Do you think there will ever be a multiplayer version of the game? I’d love to play it with my friends!
One of my main issues with this game is that the combat style makes multiplayer pretty much impossible :/ since the enemies move right when you do, either:
1)both players have to move at the same time
2) everyone will have to take turns moving
3) the enemies move whenever ANY player moves, which would be very strange
I just don’t think it would work well :/
But since this is my first game, I think keeping the scope smaller is probably smart, so I’m not too worried about it
@@WattDesigns oh, I didn’t even thing about that! Would still be a fun solo game
Okay, I don't follow your devlogs, just started watching, but why are you not using multithreading to your pathfinding? It would reduce lags to 0
Can't yuo make this to 3d pixel or you can do that
Gonk :]
Hey Matt! I was wondering If you could give me a game idea.
Cant wait to see Goblin Slayer......
You know you’ve been programming too long when you say Wishlists == 10k instead of = lol
Comment for algorithm
Vh
please less plain white fullscreen. my eyes can only take so much. dark mode would be lovely ty
Nice!