Thanks, I am surprised myself that I got it working smoothly, and slowly itterated on it and did not get stuck. Other than trying to tack some stuff on later.
Glad you enjoyed it! I just love doing it and I based the timeframe around what I think my experince level was at really, and I genuinely care about the projects I work on.
Nice work! Shame you lost a week but for what you did in 3 weeks you should be super proud, you learnt a lot of new things it seems like, which to me is a great success!
This is so awesome, I love seeing your progress and how well you used that art pack to create such a polished game. I'll definitely be watching the next videos you upload!
Ive been struggling with implementation of a mini map for some time now. I love your approach of using a seperate tile map and camera. I think I might try something like that! Thanks for the idea
Your summary of ChatGPT as a direction pointer rather than an auto-scripter is spot on. One example for me is it helped me to mock up some ideas for procedural placement of collectables along smooth arcs in my mobile game (I show this briefly in my Devlog 0). But I reckon LLMs will quickly shift away from just pointing you in a direction once they can fit massive amounts of the codebase in their context window...or even before then with smart prompting. Anyway, good luck with the 1 week project my fellow Aussie gamedev!
Yeah Nah mate. Youve deeply offended me now. I am a Kiwi not an Aussie. Jokes aside, I agree, but also what I actually found interesting was, when I was dealing with some Google Play issues for another project, I couldn't rely on ChatGPT to fix weird issues and bugs or things I missed, I need to read stuff from actual human experices and their workaround/individual problems to see if they match mine.
Haha oh yeah whoops... I'll hand myself over to the authorities now! Sorry! Interesting. I bet it's because for issues like that, where you kind of cobble together the solution from multiple places, there isn't a good set of training data. Forces it to rely on proper reasoning (with data up till end of 2021 mind you). I had some success setting up on the Apple store recently with ChatGPT's help, but that was mostly a happy path. Wish I could say it wasn't a frustrating path also but hey that's Apple dev from a Windows machine! 🥝✌️
Edit: Alright, guys, one week challenge devlog is out now. Go check it out! Hey, been a while. Feels good to upload another video with another on the way. Hope you all in enjoy and thanks for watching.
Looks sick dude. I started making my new game at the beginning of this month and made not nearly as much progress. Tbf i was also sick for a week and spent another week learning to make videos. All I managed to get up and going was a bare weapon creation system and projectile system, i wanted to make an advanced bullet hell projectile system with crazy bullet patterns but i kept finding distractions lol. Don't think my knowledge of trigonometry is gonna help me that much when it comes to making my guns shoot out pictures anyways. With the progress you made despite getting sick and all, you did great and the game is definitely something I'd play.
That's awsome dude good luck with your project. A lot of these concepts I have done in my other projects, other than Procedural generation, so it was pretty smooth, mainly how I chose the scope of the game really. The Bullet hell stuff I have to figure a litte more out, becuase I will create some more wizzard like enmies with differnt pattern. I was mainly sick for like, a couple days, but that week I did Oppenhimer one night and Barbie the other, and there was like a thing on at my son's daycare so like anyone one of those those places is where I am sure I got the cold from plus the terrible winter season in NZ lmao.
Nice work! What you got done in the 3 weeks was pretty incredible and easily would have taken me a few months. I'm looking forward to your next challenge video.
Yeah I am super happy with it, a lot of stuff I have done before a few times over. So flexing those muscles a tiny bit. The next video will be another month maybe, setting up Google Play for the game which is completed has caused a massive hold on trying to relase it due to some dumb issues haha.
Absoluetley going to finish it, still on the fence about Steam as it is a very mobile experince and then also how the monetization system will work on mobile vs as a one off purchase as a full game.
Woah, what a nice video, though something bugged me, you can't tell which direction the player is facing, you've probably already thought of it but, you should probably make the sprite flip :)
Each attack plays an animation when they swing their sword in the direction of your attack, which will be based on the direction you move. Sprite flipping wouldn't do much other than flip the hand the sword was in anyway.
Pretty simple really I just followed whatever tutorial I found. Downloaded the package, there a some scripts you apply to objects to set the target ie the player. Then set what is an obstacle via tag which are box colliders on the objects with that tag. Then you place a grid area for it to navigate. When objects are destroyed there is a command which updates the navigation grid to let it know its gone.
You probably already know, but it never hurts to have a reminder: If you continue working on this, focus on the BIG PICTURE. Get the core actions working, get the ending and ending reward system and dungeon-expanding features working, as they are core features. I would say that you actually probably have _too much polish_ for this stage. If you had held back on, for instance, making the sprites and adding an additional enemy, you could probably have the full gameplay loop finished right now, which would mean that everything you add would be an addition to an essentially complete game. I liken it to finishing an outline of a novel before writing the scenes in full detail. You may have a beautifully polished chapter 1, but that's pretty much useless and virtually meaningless without chapter 2-50 lined up.
Yeah absolutely, but I also have most of game idea actually planned out and know where I am going.I still have like A LOT more cool stuff to reveal, with the world building, actual roguelike elements, the real gamplay loop etc. I guess I am more visual with a lot things, I really like to know how its going to look like and what it will really feel like. Also trying to content create and make games at the same time trying to add something more eye catching too. And when your making games in your spare time outside of work, hey some times whatever youre in the mood for is just how you work. The additional enemy was pretty important though mainly becuase it was a meele combat system, that I need to expeince with the other enemy types. I appreciate the feedback and your time watching though!
There might be another video in the future to cover this, but if not... A premade room spawns with 3 potential new doorways, it randomly selects one of those doorways as an exit, and scans the area next to it make sure a new randomly selected room can fit there. If it has room It will place it, and then automaticly tile a corridor between them and hide the other doors not in use. Then it just keeps repeating this till the amount of rooms needed has spawned. Everything is done by coordernits on a grid There are few extra things in there, like at random intervals it will go back several rooms and start a brand new path. This will also work as a fail safe if a room for whatever reason cannot place a new room or fit another one in next to it, kind of like it ends up playing snake on itself. I need to expand this still so I can have treasure rooms, break rooms, map rooms and some other thing so I might revisit.
Whats the name of the song from the intro? Also really good game for just a month of work, it looks great and the mechanics are great. I also like the editing and commentary, you could probably make a lot of money with youtube or games if you keep going.
Song is "LAKEY INSPIRED - Chill Day" according to the file. Thanks, glad you enjoyed all that, I hope to get somewhere with it one day, make my own game studio. A pipe dream for now while I work IT haha.
This looks great! Just one thing though, it would be nice if there was some sort of aim assist for projectiles. You might wanna check out Soul Knight or Trigger Heroes. Other than that, I’m looking forward to seeing what you cook up in the future!
Well, the shooting will be twin stick shooting, so it should be easy to aim, mainly taking inspiration from Enter The Gungeon and play like a top down shoot. I could add auto following spell attacks as a special ability maybe.
Looks great! I'm actually making one (though, over the course of half a year so far) that also generates the insides of the rooms. Wanted to send you the current build (I have it on itch) but found no way to contact you (other than posting this comment)
Oh lmao copy paste error. I updated it. The about section has a button that reveals its callled for business enquires. Otherwise if you got dischord you can give me your user
What bugs were you encoutering? I had to change to Beta Particitipation from Steam to get the latest verion of Aesprite to unlock certain features, if you have that version. Otherwise I had no issues.
free mobile gamea as an indie solo dev is a waste of time, there is no way any of us can compete with the $50k/day ads budget that small-medium hypercasual and casual companies have. I still have hope in iOS premium games, but the game must be easily portable to Steam and Switch too. anyways, nice video
Yeah I plan to get out of Mobile games and do PC eventually. It's just that I started with this one mobile game I have been working on for 3 years to learn game dev. I just a need a few extra releases on top to sustain the anual app store fee so it can all pay for it's self.
Thaught about, not sure if it's worth the hasle or if the games are up to a certain starndard for bigger comercial release, atm I'm just happy doing this in my spare time and releasing myself and promoting with Twitter/UA-cam. But never say never I guess.
Basically, I cut up the sprite into a bunch of different pieces that have physics. Before it breaks, it's one object and one sprite, but when it's hit, it instantiates a different object with the pieces that I split up.
Well I used to use GingerNinger, it was spelt that way becuase I was 11 and couldn't spell Ninja. I used it for everthing as a kid, but it was pretty common online so I added ish to the end becuase it kinda sounded funny and kept the bad spelling purpose.
Core mechanics of roguelikes: turn-based grid movement, unidentified items, hunger (or any other time pressure), one screen few-room stages/biomes, simple enough for ASCII visualization. Still nice Zelda clone.
@@GingerNingerish When I started I did research on game engines and I picked Godot as my main. glad to see that they still going full open sources and no hidden costs. Good luck and hope Unity change their policies
This is a "Roguelite", not a "Roguelike"... Roguelike means that it plays like Rogue (the original game in the genre), Roguelite means that you die, and start over normally with a stronger character...
@@chrismcaulay7805 Tile based and Turn based are not necessarily the requirements for a rogulike. As it has evolved what categorize a Rogulike the most is perma death and prodecural generation primarily like Enter the Gungeon and Binding of Issac. At the end of the day it's just an argument of semantics and Roguelike is a better blanket term.
@@GingerNingerish No, what happened was people that dont know what the 2 terms mean starting using roguelike in place of roguelite. Ignorance doesnt change definitions. Both of the games you mentioned are roguelite games...
@@GingerNingerish I used unity for 3 years, never wanting to switch. I reluctantly tried godot recently (you know why), and I loved it instantly. Definitely recommend. I'm upset I didn't switch sooner.
Alright, if you are looking for the next part, here it is!
ua-cam.com/video/J_5on3LFEAs/v-deo.html
Random dungeon generation is quite a fascinating subject. Good job and good progress for three weeks of work!
Thanks, I am surprised myself that I got it working smoothly, and slowly itterated on it and did not get stuck. Other than trying to tack some stuff on later.
This is a crazy amount of progress in such a short time! Really nice work, and I'll definitely be keeping the Aseprite idea in my back pocket.
Thanks for watching and I'm glad to make more people aware of the Asprite Importer.
This is such a cool project! Love the vibe of it. Also that Aseprite package seems like a brilliant idea
Great video!
Thanks Shelf bro.
This is so awesome, great piece of content Sean!
Thanks for checking this out Carl, glad you enjoyed it!
After having seen too many I make a game in five days video it’s a nice change to watch someone actually give themselves time to create a project
Glad you enjoyed it! I just love doing it and I based the timeframe around what I think my experince level was at really, and I genuinely care about the projects I work on.
Loves this! Would love to see more work on this project
There is certainly more to come. In a bit though, some time this year.
Great video, absolutely loved it. And of course - thanks for using my assets :)
Thanks Kenny you fucking legend.
dude this is epic, you dserve so much more! i will definetly try out the game once its released :DD
You're epic, mate. Thanks for watching, and I hope I can get the game in to your hands sometime soon.
@@GingerNingerish no problem, and we'll all be hyped :)
Nice work! Shame you lost a week but for what you did in 3 weeks you should be super proud, you learnt a lot of new things it seems like, which to me is a great success!
Thanks for watching Saul! Absolutely really happy with it and excited to keep going.
Devlog 7: Making a game in 1 sec XD
Cool devlog, nice ground work for a roguelike you got there.
Don't give me ideas for easy content, becuase I'll do it
This is so awesome, I love seeing your progress and how well you used that art pack to create such a polished game. I'll definitely be watching the next videos you upload!
Thanks, that really means a lot and thanks for watching!
That's bloody impressive work for a month mate, well done! :D
Cheers mate!
Really interesting video and great to see what you made in the month 😊
Thanks, glad you enjoyed it!
Bro you are a literal LEGEND for mentioning the Aseprite Import Tool ty
You're a legend.
Great video! Loved the art in the game! You’ve earned yourself a subscriber.
Thanks mate, greatly appreciate the subscription and your time.
This looks pro as! Keep going with it, ya made heaps of progress
Thanks champ!
Great video bud, awesome to see it has taken off too.
Thanks as always mate!
Ive been struggling with implementation of a mini map for some time now. I love your approach of using a seperate tile map and camera. I think I might try something like that! Thanks for the idea
Hey thanks! And that's great I hope it works out for you. I'll be developing the idea further hopefully in another video and detailing it more.
Your summary of ChatGPT as a direction pointer rather than an auto-scripter is spot on.
One example for me is it helped me to mock up some ideas for procedural placement of collectables along smooth arcs in my mobile game (I show this briefly in my Devlog 0).
But I reckon LLMs will quickly shift away from just pointing you in a direction once they can fit massive amounts of the codebase in their context window...or even before then with smart prompting.
Anyway, good luck with the 1 week project my fellow Aussie gamedev!
Yeah Nah mate. Youve deeply offended me now. I am a Kiwi not an Aussie.
Jokes aside, I agree, but also what I actually found interesting was, when I was dealing with some Google Play issues for another project, I couldn't rely on ChatGPT to fix weird issues and bugs or things I missed, I need to read stuff from actual human experices and their workaround/individual problems to see if they match mine.
Haha oh yeah whoops... I'll hand myself over to the authorities now! Sorry!
Interesting. I bet it's because for issues like that, where you kind of cobble together the solution from multiple places, there isn't a good set of training data. Forces it to rely on proper reasoning (with data up till end of 2021 mind you).
I had some success setting up on the Apple store recently with ChatGPT's help, but that was mostly a happy path. Wish I could say it wasn't a frustrating path also but hey that's Apple dev from a Windows machine!
🥝✌️
Edit: Alright, guys, one week challenge devlog is out now. Go check it out!
Hey, been a while. Feels good to upload another video with another on the way. Hope you all in enjoy and thanks for watching.
How does that one song in the intro never get old, even though literally everyone has heard it like 5 million times
Still sounds good even after having to edit over it a million times also.
The song is a roguelike itself - endless replayability.
Brilliant to see how much you got done in the month!
Thanks Skeffles, glad you enjoyed it!
the 2 pixel black outline art style is gaining populariry I think
Yeah most of the Kenny asset packs have this style it is really neat.
boi i thought you were about to rap in the beginning ngl
Now thats an idea lmao
Really enjoyed the vid!
Really enjoyed your comment.
Looks sick dude. I started making my new game at the beginning of this month and made not nearly as much progress. Tbf i was also sick for a week and spent another week learning to make videos. All I managed to get up and going was a bare weapon creation system and projectile system, i wanted to make an advanced bullet hell projectile system with crazy bullet patterns but i kept finding distractions lol. Don't think my knowledge of trigonometry is gonna help me that much when it comes to making my guns shoot out pictures anyways. With the progress you made despite getting sick and all, you did great and the game is definitely something I'd play.
That's awsome dude good luck with your project. A lot of these concepts I have done in my other projects, other than Procedural generation, so it was pretty smooth, mainly how I chose the scope of the game really. The Bullet hell stuff I have to figure a litte more out, becuase I will create some more wizzard like enmies with differnt pattern. I was mainly sick for like, a couple days, but that week I did Oppenhimer one night and Barbie the other, and there was like a thing on at my son's daycare so like anyone one of those those places is where I am sure I got the cold from plus the terrible winter season in NZ lmao.
Honestly looks awesome... most people dont realize how much work actually goes into such small projects. Keep up the awesome work.
Absolutely, and this is cutting corners with special tools and an asset pack haha.
Didn’t know an aseprite to unity importer existed. Thank you for that.
You're welcome mate.
Nice work! What you got done in the 3 weeks was pretty incredible and easily would have taken me a few months. I'm looking forward to your next challenge video.
Yeah I am super happy with it, a lot of stuff I have done before a few times over. So flexing those muscles a tiny bit. The next video will be another month maybe, setting up Google Play for the game which is completed has caused a massive hold on trying to relase it due to some dumb issues haha.
Wow! Amazing job mate!
Cheers mate!
Great job !
Thanks!
Still this looks very good for 3 weeks of work. You should definitely finish it, along with releasing on Steam someday.
Absoluetley going to finish it, still on the fence about Steam as it is a very mobile experince and then also how the monetization system will work on mobile vs as a one off purchase as a full game.
Damn it took me a month to get a very minor part of my game to work haha this looks great too
Keep at it, you get better with time and practice.
That looks really cool and polished already! looking forward to play it :)
Thanks, can't wait for you to get your hands on the game also!
I like how strong the character shape is!
3:40
Woah, what a nice video, though something bugged me, you can't tell which direction the player is facing, you've probably already thought of it but, you should probably make the sprite flip :)
Each attack plays an animation when they swing their sword in the direction of your attack, which will be based on the direction you move. Sprite flipping wouldn't do much other than flip the hand the sword was in anyway.
damn, it looks fun
Just you wait.
Would love to hear more about how you did Nahmesh *star in 2d?
Pretty simple really I just followed whatever tutorial I found. Downloaded the package, there a some scripts you apply to objects to set the target ie the player.
Then set what is an obstacle via tag which are box colliders on the objects with that tag.
Then you place a grid area for it to navigate.
When objects are destroyed there is a command which updates the navigation grid to let it know its gone.
oh wow looking good
Good job!)
Nice to see a New Zealander!
Oh Chur bru!
You probably already know, but it never hurts to have a reminder:
If you continue working on this, focus on the BIG PICTURE. Get the core actions working, get the ending and ending reward system and dungeon-expanding features working, as they are core features.
I would say that you actually probably have _too much polish_ for this stage. If you had held back on, for instance, making the sprites and adding an additional enemy, you could probably have the full gameplay loop finished right now, which would mean that everything you add would be an addition to an essentially complete game.
I liken it to finishing an outline of a novel before writing the scenes in full detail. You may have a beautifully polished chapter 1, but that's pretty much useless and virtually meaningless without chapter 2-50 lined up.
Yeah absolutely, but I also have most of game idea actually planned out and know where I am going.I still have like A LOT more cool stuff to reveal, with the world building, actual roguelike elements, the real gamplay loop etc.
I guess I am more visual with a lot things, I really like to know how its going to look like and what it will really feel like. Also trying to content create and make games at the same time trying to add something more eye catching too. And when your making games in your spare time outside of work, hey some times whatever youre in the mood for is just how you work.
The additional enemy was pretty important though mainly becuase it was a meele combat system, that I need to expeince with the other enemy types.
I appreciate the feedback and your time watching though!
Can you talk about Procedural Generation? I still don't understand how it works. Please!
There might be another video in the future to cover this, but if not...
A premade room spawns with 3 potential new doorways, it randomly selects one of those doorways as an exit, and scans the area next to it make sure a new randomly selected room can fit there. If it has room It will place it, and then automaticly tile a corridor between them and hide the other doors not in use. Then it just keeps repeating this till the amount of rooms needed has spawned.
Everything is done by coordernits on a grid
There are few extra things in there, like at random intervals it will go back several rooms and start a brand new path. This will also work as a fail safe if a room for whatever reason cannot place a new room or fit another one in next to it, kind of like it ends up playing snake on itself.
I need to expand this still so I can have treasure rooms, break rooms, map rooms and some other thing so I might revisit.
oh god, I'm trying to make a roguelike in 2 days for a jam tomorrow. WISH ME LUCK. 💀💀
You got this!
i need more
More will come
Would you link the source code foe the generation 😅 i am really stuck on it
Ah, I'll see what I can whip up. Is there somewhere I contact you directly.
Whats the name of the song from the intro?
Also really good game for just a month of work, it looks great and the mechanics are great.
I also like the editing and commentary, you could probably make a lot of money with youtube or games if you keep going.
Song is "LAKEY INSPIRED - Chill Day" according to the file.
Thanks, glad you enjoyed all that, I hope to get somewhere with it one day, make my own game studio. A pipe dream for now while I work IT haha.
This looks great! Just one thing though, it would be nice if there was some sort of aim assist for projectiles. You might wanna check out Soul Knight or Trigger Heroes. Other than that, I’m looking forward to seeing what you cook up in the future!
Well, the shooting will be twin stick shooting, so it should be easy to aim, mainly taking inspiration from Enter The Gungeon and play like a top down shoot. I could add auto following spell attacks as a special ability maybe.
Looks great!
I'm actually making one (though, over the course of half a year so far) that also generates the insides of the rooms.
Wanted to send you the current build (I have it on itch) but found no way to contact you (other than posting this comment)
Sounds great, well my Twitter is linked in the description and my email is under the about section of my channel too!
@@GingerNingerishI see two itch links in the description and no email in the about section (could be that I'm missing something)
Oh lmao copy paste error. I updated it. The about section has a button that reveals its callled for business enquires. Otherwise if you got dischord you can give me your user
I tried to use the aseprite importer, but I noticed that it has some major bugs I don't know if it got updated.
What bugs were you encoutering? I had to change to Beta Particitipation from Steam to get the latest verion of Aesprite to unlock certain features, if you have that version. Otherwise I had no issues.
Nice one mate! But could you have implemented it using only the 2003 version of PowerPoint? 🤔
Jesus christ, that is a throwback.
What’s the background song?
Ah theres a couple, but according to the file of the MP3s.
"LAKEY INSPIRED - Chill Day"
"Lofi Type Beat - Wish I'd stayed"
"Magic- Le Gang "
I wish I was awesome
Who says youre not
My graphics doesn't look as awesome as yours @@GingerNingerish
free mobile gamea as an indie solo dev is a waste of time, there is no way any of us can compete with the $50k/day ads budget that small-medium hypercasual and casual companies have.
I still have hope in iOS premium games, but the game must be easily portable to Steam and Switch too.
anyways, nice video
Yeah I plan to get out of Mobile games and do PC eventually. It's just that I started with this one mobile game I have been working on for 3 years to learn game dev. I just a need a few extra releases on top to sustain the anual app store fee so it can all pay for it's self.
@@GingerNingerish have you thought about collaborating with a publisher ?
Thaught about, not sure if it's worth the hasle or if the games are up to a certain starndard for bigger comercial release, atm I'm just happy doing this in my spare time and releasing myself and promoting with Twitter/UA-cam. But never say never I guess.
Did you use gpt-3.5 or gpt-4 data analysis? The latter is typically more accurate with this kind of stuff.
Whatever was free at the time in like Mayish or June.
So 3.5 then. Use Gpt-4, it makes a MASSIVE difference. Great vid, would be interested to see more AI assisted game making content! @@GingerNingerish
you know you can disable reloading scripts when clicking play right
I just LOVE chatgpt
Good for you buddy
how did you make the barrels collapse like that when destroyed?
Basically, I cut up the sprite into a bunch of different pieces that have physics. Before it breaks, it's one object and one sprite, but when it's hit, it instantiates a different object with the pieces that I split up.
I am so curious to what your name means besides being a ginger
Well I used to use GingerNinger, it was spelt that way becuase I was 11 and couldn't spell Ninja. I used it for everthing as a kid, but it was pretty common online so I added ish to the end becuase it kinda sounded funny and kept the bad spelling purpose.
Hope next challenge will be in Godot.
😢
Where do you find your assets? I sink more time into browsing assets than I do making games!
This is particularly Kenny Assets. Otherwise I make my own.
btw you made a soulknight clone
Never heard of it. But, luckily I have lots more to reveal anyways.
you should try it, take some inspiration while streering away from copying it@@GingerNingerish
Did u make a game called rolldown on itch because the art is the same art
This is based on an asset pack from Kenny. They use a similar style for alot of their pixel art assets.
Core mechanics of roguelikes: turn-based grid movement, unidentified items, hunger (or any other time pressure), one screen few-room stages/biomes, simple enough for ASCII visualization. Still nice Zelda clone.
lol you probably regretting using unity now
Uh well... It's complicated. I love using Unity, but I've genuinely just had my heart broken by them. They better fix this shit.
@@GingerNingerish When I started I did research on game engines and I picked Godot as my main. glad to see that they still going full open sources and no hidden costs. Good luck and hope Unity change their policies
This is a "Roguelite", not a "Roguelike"... Roguelike means that it plays like Rogue (the original game in the genre), Roguelite means that you die, and start over normally with a stronger character...
I dont think I outlined the gameplay loop in this video yet... That's still coming.
@@GingerNingerish it might be a roguelite, but it cant be a roguelike without being tile based, and turn based...
@@chrismcaulay7805 Tile based and Turn based are not necessarily the requirements for a rogulike. As it has evolved what categorize a Rogulike the most is perma death and prodecural generation primarily like Enter the Gungeon and Binding of Issac.
At the end of the day it's just an argument of semantics and Roguelike is a better blanket term.
@@GingerNingerish No, what happened was people that dont know what the 2 terms mean starting using roguelike in place of roguelite.
Ignorance doesnt change definitions. Both of the games you mentioned are roguelite games...
meh i can do it in a week
Good on ya mate thats great
note: this was a joke, you're amazing!
meh i can do it in a day
I can do it in an evening
meh i could do it before i was born
Ew unity
Yeah, im just as thrilled as you are
@@GingerNingerish I used unity for 3 years, never wanting to switch. I reluctantly tried godot recently (you know why), and I loved it instantly. Definitely recommend. I'm upset I didn't switch sooner.