Adding Combat to My Gladiator Roguelite | Playdate Devlog 1
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- Опубліковано 1 жов 2024
- I'm continuing development on my Gladiator roguelite game for the Playdate. This week, I updated the background visuals and added an enemy into the game - the wolf! Watch this devlog to see my progress and check out combat for my Playdate indie game! Subscribe to follow along with the game - I upload every single Monday!
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Previous episode: • I'm Making a Gladiator...
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Wanna try out the game right now or see the source code while supporting me at the same time? Check out my Patreon! www.patreon.com/squidgoddev
I just watched the first devlog yesterday, and the next devlog is already out, it’s looking amazing so far
Every week on Monday! Thanks!
Hey squid, great video! Quick question about the source though, you say you're sharing the source with Patreon supporters but you're also planning on having this game cost money on Itch. Will you stop the source sharing as the project grows, and if not how will you protect your game? This is something I think about alot and would love to hear how you would combat this.
Hey Andrew! Thanks for the great question. The answer is that I won't be doing anything to protect the game. If someone shares it, they share it. However, I know for the vast majority of people, if not all, won't share it. And I believe if someone really enjoys the game, they'll still buy it at some point even if they got it for free (thinking back to how I used to have a cracked version of Minecraft 😄). Any unpaid shared copies I would just consider shrink, like how grocery stores handle the inevitable stolen merchandise (just a small cost of doing business). As for the source code, I would be happy if people are able to use it as a reference/learning for their own game as that's what it's for. As for asset flipping my code, that's not really a concern since you could just get my game instead.
@@SquidGodDev I was thinking about this too and wanted to suggest that it might be a good idea to throw a License.md file in the source you share.
I was also thinking instead of sharing it as a .zip have you considered throwing it in a private github repo since those are free now? This would be good for this project especially because you wouldn't have to package it up for us each time, you could just link to it, possibly with a tag to mark specific points in time.
@@aranasaurus I was under the impression that by not having a license, it by default means the code cannot be used? If not then I'm not quite sure what license would be appropriate. Also, I did think about having it in a private github repo, but I wasn't sure how I would share it to people without having to manually invite everyone as a collaborator...
@@SquidGodDev Oh I think I morning-brained that private GitHub repos would be like unlisted UA-cam vids... totally forgot that you'd have to add people as collaborators manually 🤦🏻♂️. And you were right about the lack of a license mean no use permitted too, my bad there as well! 👍🏻
You're doing really great man. The change in the background is for the better for sure. As you have said it's far more readable. Using that same technique you can change the mood of the different areas and end up with good amount of visual variety. Keep on!
Thanks!!
This looks excellent and whilst the parallax effect is cool the game looks more readable now.
New background looks great
Awesome - thanks!
I'm so happy i found your channel a while ago! and i absolutely love every bit of it!
Thank you! Means a lot!
@@SquidGodDev Thank you also for releasing the amazing videos every monday! :D
omg wat is this playdate game, it looks like a playdate port of UNWORTHY, so wished i have a playdate XC
So awesome
Thanks!
looks good
Thank you!
Yo! This is so much fun to follow. I played the build on a Playdate handheld.
-The dithering tool is magic.
-The swings feel very good.
-Background is unobtrusive and character readability is phenomenal.
-There isn't a great use for rolling yet and I keep instinctively trying to jump. I'm sure this will make sense or develop alongside additional enemy types or platforming mechanics.
-You slide quite a bit after a roll. Again, I'm sure this will evolve with or make sense with more stuff in the game.
-*I just remembered how to slide! It's super funny to slide through all the wolves. You've got to add a good enemy that punishes slides, haha.
It's such a great start. I'm very excited to watch and play the upcoming builds.
Yay! Thanks for playing the build and supporting me on Patreon. Glad to get valuable feedback like this. Yeah I think I'll maybe have some enemies not take hitstun to force you to roll and also add projectiles you need to roll past. As for jumping, I'm leaning more towards not adding it, but as you said I think I'll get a better sense as I add more enemies.
@@SquidGodDev After a few more minutes I'm already used to not jumping. I also want to say the hitboxes and knockback feel excellent, especially when the secondary attack hits behind. Put an enemy kill counter at the top, a high score system, and infinitely spawn wolves and it's already pretty fun to play, haha.
@@LolaliciousSmiley Awesome!! Glad to hear it. Motivated to work on it even more 😁
There's always ALWAYS time to add dog petting to your game
Shoot... You got me...
What do you think about a spin attack (Like how link make it) that you must do with the crank?
The Spin attack have a cooldown bar and must load for a time.
And when you spin instantly the bar empty, it does load longer as when you spin just at the half of the bar.
Yeah I was thinking about a spin attack. Need to create art for it myself though so will take a bit.
Very inspiring, I love the style you have and the way you use assets, it all fits together very nicely.
Thanks Dennis!
i dont think the wolf should be on top of the character's sprite when attaking, it should be to the site
Yeah I was thinking that too, but couldn't think of an immediate fix. I'll probably tweak it at some point
Amazing! Keep up the good work
One thing I definitely think you should do is make the player's attack's hitboxes cover the player as well, so that way they aren't unable to hit enemies that are right on top of them
So far since the enemy hitbox is big enough I haven't had an issues with that, but yeah I'll probably increase it to handle any edge cases
damn that movement and combat is looking like it plays pretty nicely. the ruffles on the back of the wolves should stick out of the outline, they almost looked like ribs of a skeleton-wolf if they reach so far into the middle of the torso.
Yeah I can see that. I should probably change it, but I get lazy when it comes to art stuff 😅 I'll see to it based on the progress I get to on coding
This is awesome! I doubt the Playdate can handle it, but this as a tiny MMORPG would be amazing :)
There's no networking API currently, so I can't make anything online multiplayer, but I believe Panic is working on it
@@SquidGodDev That would be awesome :D
looking so good! New background gives a lovely airy feel and the wolves are looking quite cute
it seems great so far! although you should probably start thinking of a feature that utilizes the playdate's special additions (cuz whats the point for the playdate otherwise?) Im sure whatever you come up with will be great, and fit the game nicely.
I don't think that you need to make a game that utilize any of the special inputs like the crank for the Playdate if you don't want to. Working with a 1-bit, highly reflective screen that's 400x240 pixels in a portable handheld is already enough of a differentiating factor. That being said, I do have something in mind for the crank😅
@@SquidGodDev true...
Ooh, looks great!
Thanks!!
it looks really cool so far, but i just feel like the roll is maybe a bit too slow and clunky?
That's a valid point! But, I wanted it to be a high committal option like dark souls. It feels fine to me when playing it and none of my Patreon supporters who have playtested the game have complained about the roll, but I'll continue to keep playtesters feedback in mind
pretty good my recommendations is to add an animation to when the player gets so people playing the game will know they are under attack rather than quickly glancing at the health bar. And also for an enemy type you should try some enemy gladiators or spartans and for spartans they should have a shield and can be only attacked on one side but overall your game is coming out pretty good!
Thanks for the recs!
@@SquidGodDev no problem and thank you for making excellent content
EMCG
EMCG
The background looks amazing, great update since the last video. Are you planning on incorporating sounds and music to the game? Or is that something the Playdate can handle?
Also curious if you’ll incorporate jumping into the game and if it’ll go vertical or not (stairs, platforms, etc.). Excited to see what’s in store
Thanks Mori! Yeah I'll be tackling sfx in a bit and someone from my Discord is going to try and tackle the music. As for jumping, platforming mechanics are notoriously difficult to get feeling great, and I'm trying to make the combat somewhat reminiscent of dark souls with ground based/roll heavy combat, so no jumping planned.
ive been trying to figure out how to make it so a sprite can send you to another room in pulp can anyone help me?
You can use the goto function inside the sprite's interact event. "goto x,y in roomId" play.date/pulp/docs/pulpscript/#goto-goto
@@SquidGodDev thank you so much
What is this dithering algorithm? and how do we use it?
I used this: github.com/timheigames/onebitdithertool
Curious, what dithering tool do you use?
OneBitDitherTool from Tim Hei github.com/timheigames/onebitdithertool
The game looks great so far, good job!
Thank you!!
cool!
Very excited to play this.
Very excited to finish this :)
Very cool sandwich.
Yum 😋
0:23 those are the assets my dad made...
Tell your dad that an internet person said he's a cool guy
@@SquidGodDev ok
Wow! Looking amazing!
Thanks!!