Caudiciform Studios
Caudiciform Studios
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Procedural Generation For A Game Where 1000 Bowls Of Oatmeal Is Probably OK Actually | Devlog
In this video I talk about the procedural generation system I'm using for my unnamed programming game and why, although I love crazy procedural generation schemes, this one doesn't have to be that crazy.
Discord: discord.gg/M78mGg6w
มุมมอง: 81

วีดีโอ

Python Inter-agent Communication in My Programming Game | Devlog
มุมมอง 653หลายเดือนก่อน
In this devlog I discuss inter-agent communication and collaboration in the context of an AI written in Python. And now we have a Discord server, please stop by if you'd like to discuss the game: discord.gg/M78mGg6w
Livecoding an AI for my programming game in Rust | Devlog
มุมมอง 1.4K2 หลายเดือนก่อน
In this devlog I do a live demo of the low level AI API for my dungeon crawl programming game. Come by the Discord if you'd like to discuss the game: discord.gg/M78mGg6w
Regions and side dungeons in my dungeon crawl programming game | Devlog
มุมมอง 6062 หลายเดือนก่อน
In this devlog I discuss my plans for spatial progression in the game. Come by the Discord if you'd like to discuss the game: discord.gg/M78mGg6w
Building complex AI behavior in my dungeon crawl programming game | Devlog
มุมมอง 1.1K2 หลายเดือนก่อน
In this devlog I go over recent progress and demonstrate some AI coding using the visual programming environment. Then I dive into the guts of the system and talk about the game's action system. Come by the Discord if you'd like to discuss the game: discord.gg/M78mGg6w
Working on resource gathering | Devlog
มุมมอง 1532 หลายเดือนก่อน
In this devlog I talk about recent design work on the game's core loop and resource collection mechanics. Come by the Discord if you'd like to discuss the game: discord.gg/M78mGg6w
A visual code editor for my indie programming game | Devlog
มุมมอง 2232 หลายเดือนก่อน
In this devlog I look at recent improvements to the game's visual programming environment for my indie roguelike village management programming game as well as the low level WebAssembly environment that the game's AI runs in. Come by the Discord if you'd like to discuss the game: discord.gg/M78mGg6w
Palette based color in Godot and Blender | Devlog
มุมมอง 3033 หลายเดือนก่อน
In this devlog for my unnamed roguelike programming game I go over progress from the last week and talk about how I manage the color palette for the game's stylized art. Come by the Discord if you'd like to discuss the game: discord.gg/M78mGg6w
Making a roguelike programming game | Devlog
มุมมอง 2.9K3 หลายเดือนก่อน
This is the first devlog for my roguelike programming game made with Godot, Rust and WebAssembly. Come by the Discord if you'd like to discuss the game: discord.gg/M78mGg6w Chapters: 0:00: What the game is 1:38: What inspired the game 3:04: What is the current state of the game 4:13: What is the game's tech stack 6:47: Outro and what's next

ความคิดเห็น

  • @loipesmas
    @loipesmas 7 วันที่ผ่านมา

    Glad to see you're making progress!

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 7 วันที่ผ่านมา

      Thanks. It feels good to be making progress, even if it's not super fast.

    • @loipesmas
      @loipesmas 7 วันที่ผ่านมา

      Yes, even doing just a little bit regularly is much better than doing nothing!

  • @koblinokentertainment1717
    @koblinokentertainment1717 7 วันที่ผ่านมา

    Great video as always! I enjoyed hearing the thought process/workflow of your game. You did a good job explaining the concept of procedural generation as a tool for development. Looking forward to seeing how this project turns out.

  • @megaponeo2342
    @megaponeo2342 22 วันที่ผ่านมา

    What is the name of the visual code editor?

  • @koblinokentertainment1717
    @koblinokentertainment1717 หลายเดือนก่อน

    I like the concept, very creative. I’m interested to see whatever name you come up with. I was thinking maybe Garden of Rogues

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj หลายเดือนก่อน

      Thanks! Garden of Rogues is fun, I like that. I do need to actually pick a name soon but I've been waiting until I've done some more brainstorming around the game's story.

  • @johnjohn-sl7oo
    @johnjohn-sl7oo หลายเดือนก่อน

    what if you named the game a villagers guide to dungeon crawling

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj หลายเดือนก่อน

      That's a good suggestion. I'm not quite sure it works with the story I have in mind, which I'll talk about in some future devlog.

  • @johnjohn-sl7oo
    @johnjohn-sl7oo หลายเดือนก่อน

    well i have found a fellow stone story player and i love your games artstyle

  • @loipesmas
    @loipesmas หลายเดือนก่อน

    Looking good! Also, I think it's the first time I've seen a Kakoune user lol

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj หลายเดือนก่อน

      Thanks! I'm surprised you recognize it, most people just think it's vim.

    • @loipesmas
      @loipesmas หลายเดือนก่อน

      I thought it's (neo)vim at first, but it looked off. I thought it might be Helix, but I found the command at 1:18 and that's how I knew. Otherwise I would ask what editor are you using ;]

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj หลายเดือนก่อน

      Nice. It's an interesting editor, if you're the kind of person who's interested in editors (which you evidently are). I've been using it for years and like it but I wouldn't go around trying to convince vim users they should switch. It's an incremental improvement over vim that changes the command syntax a bit and adds robust support for multi-selections (which is what keeps me using it) but is otherwise pretty similar.

  • @nichan008
    @nichan008 2 หลายเดือนก่อน

    So far seems extremely sequential programming. Is there going to be room for HTN/GOAP principles to be applied? I mean in the visual scripting (I believe you said there'd be a visual (node based?) scripting interface?)

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Yeah, what I'm demonstrating here is just the basic low level command system and queries into the game state. The AIs also have access to persistent storage so you would be able to setup any architecture you wanted. I likely won't supply client libraries for specific AI architectures, at least initially, so users would need to develop their own. The visual programming system, which I demoed in a video a couple of weeks ago if you want to see it, is a bit more opinionated about how the AIs will be structured. The focus for that will be to make working with it feel as game like as possible while still allowing for reasonably complex behaviors so I'm not going to focus on a particular architecture persay. Figuring out how that system should be structured is going to be one of the hardest design problems in this project and I'm not that far in to it at this point, so that's ongoing work. I suspect it will end up being roughly a behavior tree type system.

  • @-C69-
    @-C69- 2 หลายเดือนก่อน

    So, what platform are you developing this for? Is there a reason you chose WA and Rust? Is this a web-based game? By the way, this type of content is exactly what I'm looking for. Too many youtube videos look at the coding part of making a game from a high-level. I'm past that level of understanding and am looking for more of the low-level implementation details, including workflow, how scripts work in concert, considerations for how you structure your code, troubleshooting and workarounds, etc.

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      This will be a desktop game. My plan is to target Linux (my personal preferred system), Windows and MacOS if it's not too complicated (I haven't done anything with Macs since the first release of OSX). I'm glad you liked the video. I doubt I will do more videos exactly like this one since so far no one who isn't a subscriber has watched it at all and only two or three people have watched past the intro. So, at least in this format, this isn't something folks like. It might work better in the livestream format and I likely will try that at some point. I'll definitely talk more about technical decisions and details in future videos though. I plan to stick with the two part format where the first half of the video is a showcase of recent progress and the second half is more technical discussion of some aspect of the game. I figure people who are mostly interested in the progress of the game can drop out in the middle if they don't want the more detailed technical stuff.

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      I realize I didn't answer the question about language choice. I'm using WebAssembly because I want to give players who choose to use the low level API as much flexibility as possible in how they implement their programs. To my knowledge, WASM is the best available choice for that: the compiled code is fast, safe to execute in a sandboxed environment and can be produced from a wide array of languages. I'm using Rust because it's my preferred language at the moment. I like that it is fast by default, has a highly expressive and strict type system, favors explicitness and has a high quality build and dependency management system. It also handles portability well.

  • @-C69-
    @-C69- 2 หลายเดือนก่อน

    Holy nested conditionals, Batman! lol jk

  • @loipesmas
    @loipesmas 2 หลายเดือนก่อน

    Cool stuff! Regarding the cooperation of the agents, will they be able to communicate? Like a "shared memory space", or maybe passing messages. I think it might be interesting if their communication ability had limited range, so they have to be close to each other to pass messages, but would be able to share information with other agents that they meet (i.e. Agent A tells Agent B that Agent C told them X). Kinda like villagers in Minecraft spread gossips. That sounds like a fun challenge for organization (at least for me ;] )

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Thanks! The agents will absolutely be able to communicate. I'm not sure exactly how yet but I agree that limiting the range is an interesting constraint. Basic communication will be line of sight though I think it might be interesting to have an option to upgrade to longer range bulletin boards later in the game, maybe with some additional limitations relative to local communication so that it can't completely replace that. Or possibly allow agents to leave spatially located messages, like writing notes on walls or something. The very limited communication that currently exists (as a rough prototype which may change) works like this: Agents are assigned an immutable faction identifier at birth (currently it's just "player" or "monster"). Each agent also has a sub-faction identifier which they can set to any value they choose. They also have a "leadership claim" numerical value which they can also set to anything they choose. All three of those values are public and readable by any agent within line of sight. The way I've been using them is to have a Leader AI program and a Follower. The Leader sets it's leadership claim high and the followers set theirs low. The Followers then look for the nearest agent with a high leadership claim and follow them around. A very crude way of forming parties. Obviously you could do more complex stuff with that, up to designing a serial protocol around changing the leadership claim or sub-faction claim each turn and transmit arbitrary data that way. But I do intend to build in something more ergonomic specifically for communicating complex data between agents.

  • @starlight_circuitry
    @starlight_circuitry 2 หลายเดือนก่อน

    This is a really cool project! Personally I'd love to see a walkthrough of writing an AI the low-level way

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Thanks! Good to hear that you're interested. I probably will go ahead and do that video then.

    • @-C69-
      @-C69- 2 หลายเดือนก่อน

      @@CaudiciformStudios-ik5dj I second this!

    • @arcane3427
      @arcane3427 หลายเดือนก่อน

      @@CaudiciformStudios-ik5dj I third..this? XD

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj หลายเดือนก่อน

      @@arcane3427 Well, lucky for you the two videos after this one were exactly this in Rust and then Python.

  • @El-xt9oo
    @El-xt9oo 2 หลายเดือนก่อน

    this is amazing, I want to play this game!

  • @virior
    @virior 2 หลายเดือนก่อน

    I had a similar idea a few months back, of a game based on Duskers and Cogmind that worked a little like this. Great project!

  • @CircusBamse
    @CircusBamse 2 หลายเดือนก่อน

    Can't believe you don't have more people following. This sounds incredibly interesting!

  • @akaithecreator7448
    @akaithecreator7448 2 หลายเดือนก่อน

    This is a really cool idea for a game! I’ve never seen ANY game even replicate this idea before! I do NOT know how this channel has only 113 subs. You have earned a subscriber. (me)

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Thanks! I'm thrilled that there are people interested in my super niche project.

  • @loipesmas
    @loipesmas 2 หลายเดือนก่อน

    There are dozens of us! Dozens!!

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Nearly a decadozen at this point, which is a very fancy sounding number.

  • @0memega
    @0memega 2 หลายเดือนก่อน

    Nice, pretty hefty for a first devlog

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Thanks! It does represent a couple of months of work so it's a bit of a dump.

  • @nebkor
    @nebkor 2 หลายเดือนก่อน

    Last week I was trying to describe the kind of game I wanted to exist to my wife, and what I said was, "something like an ant colony simulator, and the only actions you can take are modifying behaviors and controlling how many types of ant are spawned", and then I randomly stumbled on your channel that very day :) Anyway, this is very cool!

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Amazing! I'm glad you found the project then. I'll try to deliver the best programmable-ant-pile game I can. If you want another devlog that's a less programming game but more explicitly a fantasy ant simulation @LycheeGameLabs is working on a project I've really been enjoying watching.

  • @felfar197
    @felfar197 2 หลายเดือนก่อน

    you go! I think what you do is incredibly cool ☆

  • @-C69-
    @-C69- 2 หลายเดือนก่อน

    Hello, again. I responded to your comment on the last video. But, for whatever reason, TH-cam deleted it? But, what I was asking was if I could just use C#'s built-in data structures for conditionals, loops, math, etc. as the basis from which I could build the scratch blocks? Also, I look forward to the Discord, whenever you're ready to start one.

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      I see the other comment, so I don't think it got deleted unless there was more than one since my last response. I just haven't had a chance to respond yet so I'll do it here. I'm not totally sure I understand the question. You can certainly use the host language's implementation of conditionals or such but you still need some structure around that to handle the graph like structure of the visual coding system. C#'s conditionals don't come with a scratch like GUI that would allow you to chain the statements together visually so you have to build that part yourself. With regards to your question about using the scratch code, I'm not sure. I haven't looked at their code at all but my experience with things like that is that it's usually easier just to build it yourself unless they are specifically designed to be embedded. But if there is an embedable version of scratch that's compatible with your engine that might well be a good choice.

  • @apollyon1311
    @apollyon1311 2 หลายเดือนก่อน

    I am slightly more than zero

  • @-C69-
    @-C69- 2 หลายเดือนก่อน

    Could you do a deep dive on how you got this working? I’d like to create a scratch-like interface that players can increment and decrement values (+1 health, -1 stamina, etc)

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      I will be talking about more chunks of the system in future devlogs but I'm not sure how useful a tutorial style deep dive on the system I'm using would be because it's very closely tied to AI infrastructure of this particular game. Generalizing it to the point where it would make sense as a stand alone system would be a bigger project than I can tackle right now. If you've got specific questions though I'd be happy to answer them.

    • @-C69-
      @-C69- 2 หลายเดือนก่อน

      @@CaudiciformStudios-ik5dj So, I’m trying to make a game about robots and AI… The bots have parts that can be swapped in and out to modify functionality of the bot. However, I also wanted to include a scratch-like editor that players can increment/decrement values associated with a particular part. Ex: a machine gun might fire 3 rounds per second by default but, the player could modify the script to make it shoot 4 rounds per second. The interface wouldn’t necessarily have to work like scratch… but I wanted an easy to understand high-level abstraction, so players feel like they’re coding/hacking the code without needing to fully understand what’s going on. I want to give the player a point for winning bot battles, which they could then use to increment/decrement values in the scratch-scripts. I guess my question would be… how could I get something similar in my game? I’m wondering if I could directly translate c# scripts in Unity to scratch scripts in the game… basically, could I create a scratch script builder that puts the scratch code blocks together 1:1, using the actual C# code in the background as the reference material?

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      That sounds like a cool project. I've never worked with unity so I don't really know how code is normally structured in that engine but the way I would approach that is to have each chunk of functionality like "fire gun" or "increment stat" be an object with a bit of code that does whatever the game effect is and also has a list of outgoing connections to other objects. A graph data structure basically, if you're familiar with that. When an object is triggered it runs it's own code to do whatever it needs to do in the game and then it iterates through it's list of outgoing connections and triggers those objects to do their own actions, which might trigger further actions, etc. For an object that represents a conditional, like an if statement or whatever, you would keep two lists of outgoing connections: the ones to trigger if the condition is true and the ones to trigger if the condition is false. Whatever needs to kick off the program, a game tick or turn start or the player pushing a button or whatever, would be setup to trigger the first object in the graph. That's basically how my system works. I have a second set of connections as well that represent the flow of data through the graph so nodes can pass values to each other but you may not need that for what you're doing.

    • @-C69-
      @-C69- 2 หลายเดือนก่อน

      @@CaudiciformStudios-ik5dj Yeah, I have a whole design document for the game lol Thanks for the explanation. I'm in my 4th year of a CS degree, but haven't had enough practical experience to build large applications. Given my inexperience, I'm curious, do you start from a high-level and write what you "think" you'll need in terms of systems, then drill down on those systems to find subtasks that need to be coded, before connecting objects in a branching tree structure that represents the logical flow of the program? Also, do you have a Discord or something I could join to keep up to date with your day-to-day progress?

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Yeah, large applications are a very different thing than isolated features or small exercises. I've been programming for almost 30 years and I still have to think very carefully to avoid getting tangled up in larger projects. Especially when working in a new domain, like game dev which I haven't done much of before. For the visual programing environment in this project I'm coming at it from two different angles. First is game systems, those are always designed totally separately from the visual programming stuff. I then build a minimal interface to the game system in my low level AI API and then I implement higher level nodes for the visual environment on top of that API. So the nodes in the visual programing environment are several layers of abstraction removed from the actual game systems because I have these two distinct layers. The second angle for me is a game design one. I want using the programming environment to be game-like and integrated into the over all game rather than being "just" a programming language. That means that when designing the nodes I'm often thinking about how they will be introduced to the player and what role they will play in the game. In practice my process is often like this: I decide I want a creature or the player to do a particular thing, like patrol through a list of waypoints. I realize there's no way to express that yet in the programming environment so I sit down and come up with a set of nodes that could be used to create that behavior. Then I implement those nodes against the low level api. Then I try to actually build the behavior in the game and see how it feels. Then, later, I go back and adjust those nodes, maybe break them apart into simpler concepts or combine simple nodes into a more complex higher level function, according to how I want to expose those capabilities to the player. Maybe that answers your question? I don't have a discord yet. I will set one up soon-ish and I'll announce it here for sure. I know that's going to be a super distracting process for me so I've been waiting until I'm a little further along in the project. But thanks for your interest, that means a lot to me.

  • @loipesmas
    @loipesmas 2 หลายเดือนก่อน

    My favorite codecore devlog! Also, have you considered in-game upgrades that would apply to the "logical capabilities" of the units? Like upgrading processing power or memory. Not sure how it could work though (both technically and game-design-wise)

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Yeah, I've thought about that some. My current plan is for characters to be given a base type, like a class, which defines all their intrinsic stats and abilities and then all "upgrades" are determined by what equipment they currently have. But there could certainly be equipment that increases the agent's computational abilities in some way. Currently agents have access to unlimited cpu and memory, both of which will eventually need safety limits just to prevent buggy code from crashing the game. But it would absolutely be possible to make those limits part of the game design as well. I already have cases where I want some creatures to be slower than others, which I do by just having the AI take an idle action every other turn, but you could handle that by limiting the agent's computation speed. Though I'll probably do it by adding a concept of "action points", allowing some agents to take more game state altering actions per turn than others, and that could potentially be upgradable via equipment. The asynchronous multiplayer is another case where there will almost certainly be design around computational abilities. In general I don't want to force players to write super optimized code if the don't want to, but optimization can be good fun. So I think there will likely be a competitive mode where agents are limited to a certain number of CPU seconds per turn, or maybe chess clock style where they have an allotment of CPU seconds to use however they want over the course of an entire run. And in that context finding or crafting equipment which gives additional CPU time could be a cool strategic addition to the programming challenge of writing tight code.

    • @loipesmas
      @loipesmas 2 หลายเดือนก่อน

      @@CaudiciformStudios-ik5dj Those are some really cool ideas! I'm hyped now ;]

  • @sechmascm
    @sechmascm 2 หลายเดือนก่อน

    You can optimize the nodes by replacing Greater Than with Operation, which would require you to select what operation to apply (+, -, *, /, %, <, >, =, etc). See Scratch for more inspiration. They use blank spaces in many nodes to make them more versatile. And in that way, you don't need to create a bunch of code to perform math operations

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Yeah, absolutely, thanks. The current nodes are all placeholders and will need a lot of cleanup. One of the open design questions for this is how granular the nodes should be and who exactly the audience for that tool is. If the audience is programmers, then getting a minimal, clean set of basic functionality down is important so people can write arbitrary code. But if the audience is people more interested in puzzle solving than actual programming then it's likely better to have the nodes be higher level and more complex and either not have or demphasize low level operations. Likely the right balance is somewhere in between. Hmm... that was a bit of a rant, sorry, but it's a thing I've been thinking about. Your suggestion of having a parameterizable comparison operator is probably the right thing regardless of how I end up balancing the selection of nodes.

    • @sechmascm
      @sechmascm 2 หลายเดือนก่อน

      @@CaudiciformStudios-ik5dj You can make it a progressive difficulty curve, where you start at a high level and explore deeper and deeper as time goes on. Additionally, you can make a guided progression and a free mode, where all the complexity is unlocked for the more experienced. A new game that is also a nice reference is "The farmer was replaced", because of its documentation. It uses python I think, but you can learn how that game introduces its concepts. Although it also uses a tech tree to unlock its functions

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      That makes sense I think. I do intend to have a complexity ramp where I gradually add capability to the system and some of that could be allowing the player to do lower level operations. Thanks for mentioning The Farmer Was Replaced. I've seen it pop up a couple of times but I hadn't actually tried it until now. It's very interesting, they are definitely doing something similar to what I have in mind. And the progression from concept to concept does seem pretty good. I actually had an early prototype of this where the in-game language was python rather than the visual stuff. I switched to the visual system because that seemed to be easier to make gamelike and approachable to a wider range of people, I think that was the right decision but I'm sure there are people who will be grumpy that there isn't a real language, but they can switch over to the Webassembly side, which can host anything, including python. I intend to use collectables accessed through exploration to hand out new capabilities to the player, but that's basically the same as their tech tree just with different genre conventions.

    • @sechmascm
      @sechmascm 2 หลายเดือนก่อน

      @@CaudiciformStudios-ik5dj Cool! I do think you're going in the right direction. There are plenty of games for programmers that go as low level as binary and assembly code. But accessibility is also important. It'll allow for younger or more inexperienced audiences as well as experienced ones. I personally don't mind visual programming. It's a change of pace, like going from one kind of puzzle to another

  • @ethancole5481
    @ethancole5481 2 หลายเดือนก่อน

    Cool stuff! Keep up the good work

  • @Carlos-zk3nw
    @Carlos-zk3nw 2 หลายเดือนก่อน

    Awesome game idea, I love it! I don't know why, but your game reminds me other dungeon crawler game called "clickpocalypse II", do you know this game?

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Clickpocalypse is pretty cool, thanks for mentioning it. I'd never played that one before though I've played similar things lie Progress Quest, which are definitely an influence on this project.

  • @clumsygiant_
    @clumsygiant_ 2 หลายเดือนก่อน

    Great video! Unique concept. Looking forward future devlogs

  • @matt10y27
    @matt10y27 2 หลายเดือนก่อน

    What an awesome project! Best of luck with it!

  • @theodorecschafer
    @theodorecschafer 2 หลายเดือนก่อน

    This is awesome! Cant wait to see how it turns out and play it.

  • @felfar197
    @felfar197 2 หลายเดือนก่อน

    no way this is a first cooment, THIS IS INCREDIBLE!!!

  • @felfar197
    @felfar197 2 หลายเดือนก่อน

    WOW, it looks incredible already!!!

  • @pHaytch
    @pHaytch 2 หลายเดือนก่อน

    an idea for polishing the debugging part for knowing what nodes were executed: i personally like how Visual Studio does this for watched variables - if a watched variable changes, it is highlighted red in the watched variables list. things that are unchanged from the last step are not highlighted, so the user can easily identify change (maybe this is already similar to what you’re doing, hence the flickering) this is probably overkill, but being able to turn back time/step backwards in steps would further make debugging more powerful/easier to recreate/replay scenarios after making changes to behaviors

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Highlighting change is interesting. Currently I only show how control flowed through the graph on the last step, so if something changes you'll only see that if you are watching the visualization while it happens. That's definitely something to think about, thanks. Being able to step forward and back is on my todo list. The way the game is implemented should make it _reasonably_ easy to do but there's still some complexity there and I haven't tackled it yet.

  • @arcane3427
    @arcane3427 2 หลายเดือนก่อน

    Honestly, pretty complex stuff from what I'm seeing, just wanted ta wish ya the best of luck! Hope to see more from ya!😄

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Thanks! There is some complexity there, but hopefully not so much that it bogs down. We'll see.

  • @arcane3427
    @arcane3427 2 หลายเดือนก่อน

    Honestly, pretty complex stuff from what I'm seeing, just wanted ta wish ya the best of luck! Hope to see more from ya!😄

  • @terranny
    @terranny 2 หลายเดือนก่อน

    Nice, I made a "coding" game but am having a hard time getting traction. Hope you do well

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Yeah, I'm a bit worried it's too small a niche, we'll see. Your game looks interesting but the demo didn't work for me on linux. It didn't launch at all from steam and when I try to run it directly using wine it launches to a blank hex grid with just a settings button showing. I couldn't get it to do anything from there, choosing "replay orientation" in the settings didn't do anything.

    • @terranny
      @terranny 2 หลายเดือนก่อน

      @@CaudiciformStudios-ik5dj oh, thanks for trying, i've only tested it on PCs. Only the settings button showing is usually when it can't connect to Steam.

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      Yeah, when launching directly under wine it doesn't get access to the steam api. I'd like to try the game so maybe I'll try getting it to actually launch under steam later. Or if you're using and engine that can do linux builds I'd be happy to test that.

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      FWIW I figured out what was wrong: I had steam set up to use the experimental branch of Proton and that wasn't working, when I switched back to the stable branch your game ran fine. The programming interface reminds me of a cool music tool called HexoSynth, which has a similar dataflow based programming setup on a hex grid.

    • @terranny
      @terranny 2 หลายเดือนก่อน

      @@CaudiciformStudios-ik5dj cool, thanks for checking it out. i've never heard of HexoSynth but will take a look. the interface was inspired by Carnage Heart, an old PS1 game, but it used squares

  • @loipesmas
    @loipesmas 2 หลายเดือนก่อน

    For a while now I've thought about making a game where you program your units (I was considering an ant-colony setting). If I were to make it, I would probably use the same tech stack ;] I shall watch your career with great interest and await a playable alpha/beta/demo!

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 2 หลายเดือนก่อน

      That sounds like an awesome project! If I were starting this game again one thing I would consider would be just writing wasmtime bindings for gdscript and having the entire game logic (aside from the agent behaviors) be in Godot. I love writing Rust but the Rust<->Godot boundary adds quite a bit of friction. I'm not sure it would be better, having the complex game code in Rust makes it clearer and more reliable than (I think) it would be in gdscript, at least for a somewhat sloppy programmer like me. Something to think about if you're considering the stack for a similar project though. I will definitely talk about testable demos here when the time comes. Glad to have you along for the ride.

    • @loipesmas
      @loipesmas 2 หลายเดือนก่อน

      I already have like 3 projects that are in progress-ish, so I won't be starting another one anytime soon (famous last words 😅). And having just finished (an MVP of) a fantasy video game console, with a custom programming language, that can be ran in the browser, I think I've had my share of Rust and WASM shenanigans for some time ;]

  • @NoahTheGuyy
    @NoahTheGuyy 3 หลายเดือนก่อน

    sounds like a really cool idea!

  • @betweentherainsmusic
    @betweentherainsmusic 3 หลายเดือนก่อน

    Hey man this looks incredible! What a unique idea. The programming system reminds me blueprints and also makes me think of Scratch. Hopefully you're able to do a playtest sometime soon! I'm a hobby dev but mainly a professional composer specialized in medieval fantasy and dark fantasy music, so this would be such a cool project to work on. I know you're early in development, but if you'd like to check out my demo reel, you can find a link on my channel description. Shoot me an email and we can chat! (Viewers can't post links or email addresses in comments, which is why I have to redirect you... sorry about that.)

    • @CaudiciformStudios-ik5dj
      @CaudiciformStudios-ik5dj 3 หลายเดือนก่อน

      Thanks. Blueprints is definitely on my mind and scratch too, I actually think it might start to look more like scratch as I polish things. I am definitely working towards some kind of playtest but I'm not sure when exactly. Your reel has some good stuff in it. I'm not sure how I'm going to handle music for this project yet but I'll keep you in mind. Music is one of those things I enjoy as a solo dev but also know that I'm not great at so it is totally possible that I'll bring in someone to do that part.