Designing Player Defeat in my RPG!

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  • เผยแพร่เมื่อ 22 ส.ค. 2020
  • Welcome to another devlog for Dauphin! In this episode I focus on allowing the player to be 'defeated' by the very same corruption he's trying to cleanse from the environment. Things get a little more technical in this one - let me know in the comments if you enjoyed it! As always, thanks for watching!
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  • บันเทิง

ความคิดเห็น • 833

  • @DevDuck
    @DevDuck  3 ปีที่แล้ว +198

    After editing this video, I'm still not sure I convinced myself that the player should not be an 'organism' as I discuss around 5:00... Curious to hear what you guys think!

    • @crazy_carysd1763
      @crazy_carysd1763 3 ปีที่แล้ว +3

      I really love this game and I’m exited for its release!

    • @crazy_carysd1763
      @crazy_carysd1763 3 ปีที่แล้ว

      :)

    • @shines4031
      @shines4031 3 ปีที่แล้ว

      Ever played hob? You should check it out. Might get some inspiration from it.

    • @zaiden_2006
      @zaiden_2006 3 ปีที่แล้ว +10

      DevDuck
      It’d take longer to sort all the new organism than make new code and it’d probably make quite a few bugs.
      So keep it as it is

    • @user-pj8kp4vl9n
      @user-pj8kp4vl9n 3 ปีที่แล้ว +16

      I believe the player shouldn't be an organism like the NPCs, since it's something unique it's better to have it separated and allows for bigger changes to how he interacts with the world without worrying about it affecting NPC behavior

  • @TheDrover15
    @TheDrover15 3 ปีที่แล้ว +417

    A slug that leaves a corrupted goo trail would be a cool next enemy that adds a new feature to the combat

    • @bonxd
      @bonxd 3 ปีที่แล้ว +2

      TheDrover15 yes!

    • @Xman34washere
      @Xman34washere 3 ปีที่แล้ว +12

      That would be so annoying
      *pls add it*

    • @raptorgaming3203
      @raptorgaming3203 3 ปีที่แล้ว +5

      Yeah but it would probably be in the grass lands and caves not that much in the beach and maybe you can get slime to craft outher items or weapons it would be an awesome addition

    • @hirandompeopled4968
      @hirandompeopled4968 3 ปีที่แล้ว +3

      TheDrover15 maybe the goo corrupts other animals

    • @iamcheezeYT
      @iamcheezeYT 3 ปีที่แล้ว

      yee

  • @CloakedCuts
    @CloakedCuts 3 ปีที่แล้ว +467

    Idea: Add mini foot prints after each step that fade away eventually. Just a nice little touch 🤞🏼

    • @aw1lt
      @aw1lt 3 ปีที่แล้ว +1

      Crunsh this.

    • @grainOFdorito
      @grainOFdorito 3 ปีที่แล้ว +2

      Yess

    • @perssontm1628
      @perssontm1628 3 ปีที่แล้ว +8

      Yeah very easy to do aswell. just make a public void that instantiates the footstep on a transform that’s on your feet and then you use animation events to instantiate it at the right time

    • @perssontm1628
      @perssontm1628 3 ปีที่แล้ว +3

      Dev Eden You don’t know what a public void is? lolololol

    • @perssontm1628
      @perssontm1628 3 ปีที่แล้ว +1

      Dev Eden You just embarrassed yourself idiot

  • @PixelirPlus
    @PixelirPlus 3 ปีที่แล้ว +254

    The boss NPCs could give you bits of lore on why everything corrupted.

  • @wellstarttomorrow667
    @wellstarttomorrow667 3 ปีที่แล้ว +79

    Biologist character becomes corrupted
    *throws a plastic bottle in the sea*

    • @quibit9888
      @quibit9888 3 ปีที่แล้ว +1

      HOW DARE YOU!

    • @justswayo
      @justswayo 3 ปีที่แล้ว +1

      thx for making me laugh

  • @Danidev
    @Danidev 3 ปีที่แล้ว +460

    Love the cave lighting man, what happens if you eat a radioactive shroom? :o

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +182

      Ooh hmm - maybe you'll be able to make a recipe that makes you glow and light up dark caves. Kinda dig that.

    • @Danidev
      @Danidev 3 ปีที่แล้ว +125

      @@DevDuck That would actually be kinda cool yeah

    • @dahrrenaniel5894
      @dahrrenaniel5894 3 ปีที่แล้ว +19

      @@Danidev This is strangely Out-Of-Character

    • @kingjdog
      @kingjdog 3 ปีที่แล้ว +15

      Wow that was really cool. 👍🏻

    • @herre3147
      @herre3147 3 ปีที่แล้ว +11

      you're not even saying the shroom and lighting are kinda thicc??!?? wtf man unsubscrip

  • @crimsonchin6046
    @crimsonchin6046 3 ปีที่แล้ว +26

    Idea: As the player becomes more corrupted, the detection range of enemies could decrease as thought the player has become so corrupt the enemies no longer see them as a threat.

    • @atharvadeshpande4749
      @atharvadeshpande4749 3 ปีที่แล้ว +1

      Idea's good but then there would be no threat of the Player going more Corrupted, so much that he dies. So That might not work. If we have an Opposite idea like the player can't attack them or kill them easily that would make the game more interesting and fun.

  • @arnav9009
    @arnav9009 3 ปีที่แล้ว +199

    Hey! I just wanted to say that this series really inspired me to start indie games, and it also got me into coding as a whole. I just want to say thank you!

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +38

      I'm so happy to hear that! Thanks for the kind words and support.

    • @trevorvorvor
      @trevorvorvor 3 ปีที่แล้ว +5

      Same. This series (and others) have inspired me to make my own indie game (which I’m starting on Saturday)

    • @zackydev
      @zackydev 3 ปีที่แล้ว +2

      oh no its discord.py api again

    • @thapandajedi7645
      @thapandajedi7645 3 ปีที่แล้ว

      Same with me

    • @arnav9009
      @arnav9009 3 ปีที่แล้ว +3

      @@zackydev Shhh...

  • @nintenvlogz
    @nintenvlogz 3 ปีที่แล้ว +21

    2020: making a game
    2021: marketing my game
    2022: DAUPHIN: THE ANIMATED SERIES

    • @jamesxtwo
      @jamesxtwo 3 ปีที่แล้ว +1

      I would like a animated series lol

  • @rmfsho
    @rmfsho 3 ปีที่แล้ว +104

    I think that if the player is highly corrupted and a clean, non-corrupted enemy touches him the enemy should get corrupted to warn the player that being corrupted is a bad idea

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +35

      Totally agree! Have that on the trello board now.

    • @justswayo
      @justswayo 3 ปีที่แล้ว +6

      dang why do people have such gud ideas

  • @bigometer
    @bigometer 3 ปีที่แล้ว +50

    I think that when the creatures are attacking/chasing the player, their detection circle should increase. This would probably improve the gameplay so the AI doesn't act weird when the player is just walks back and forth at the edge of the detection circle. This would also be more realistic because the creature will be more alert when it detects the player.

    • @James_Moton
      @James_Moton 3 ปีที่แล้ว

      Maybe even make it so that, for example, if you get within 10 units of the creature, it will chase the player until the player remains at least 15 units away for 5 consecutive seconds.

  • @nicoed812
    @nicoed812 3 ปีที่แล้ว +15

    Corruption ideas:
    the player skin: maybe getting black scarring in addition to getting purple
    effects: somehow showing a resistance of fighting other corrupted organisms, showing the player slowly succumbing to corruption and not wanting to hurt their kind.
    an idea: I mentioned black scarring on a player when they get purple and corrupted, if you add some sort of medicine to treat corruption, some scars could stay. These will show the sign of battle and will fade away naturally

    • @starfoxandstellar9917
      @starfoxandstellar9917 2 ปีที่แล้ว +1

      Like maybe some drops from a jellyfish boss could give you a gel to heal those scars to be a bit pink! So that it’s slowly fading!

  • @carlosleather4241
    @carlosleather4241 3 ปีที่แล้ว +63

    Possibly as you get more and more corrupted your eyes could start going orange or the screen borders start getting thicker and darker, as if you were to pass out

    • @Hello-qg4yk
      @Hello-qg4yk 3 ปีที่แล้ว +3

      I _really like_ the thicker and darker screen borders!
      Hope he implements it

  • @Sei783
    @Sei783 3 ปีที่แล้ว +5

    Grammatically that should be "You've succumbed to corruption!"

  • @rubennn1033
    @rubennn1033 3 ปีที่แล้ว +31

    corruption idea: some areas in the game can only be accessed with a high level of corruption, caves for example. this encourages the player to take risks

    • @electrophoenix7977
      @electrophoenix7977 3 ปีที่แล้ว +9

      And on the flipside: some areas could only be accessed with low corruption levels -(which would really be most of them honestly)-
      And a nice little thing I thought up: boss areas can only be accessed with almost max corruption, because how I see it the more corruption in an organism the less affected they'd be by it, and to help explain why the dangerously high level of corruption needed to enter *safely* into the boss area, two words: corrupted fog, it'll slowly enter the players body -(and thus the bodies of other organisms)- through the airways because basic biology and enter the bloodstream because again basic biology and slowly corrupt the player more and more until fainting, but if you already had a more than average resistance to it, you'd be fine... for the most part, at least
      It essentially adds a time limit to the fight

    • @James_Moton
      @James_Moton 3 ปีที่แล้ว

      The same could be said for certain recipes: you need a high level of corruption to fulfill one or more (indirect) requirements to craft the item.

    • @justswayo
      @justswayo 3 ปีที่แล้ว +1

      @@James_Moton i confused on how that makes sense but cool anyway

    • @pencilRC1
      @pencilRC1 3 ปีที่แล้ว

      Yeah like it would only take 1 year

    • @davidkonevky7372
      @davidkonevky7372 3 ปีที่แล้ว +1

      and there could also be a way to pass your corruption to other animals, but maybe that doesn't fit with the theme of saving the planet lmao

  • @evgeniyuhhh4570
    @evgeniyuhhh4570 3 ปีที่แล้ว +5

    I hope this game bloes the heck up.
    Edit: in the "continue or quit" screen you should do animations when you quit like tou get up or something or if you click continue you would get up and uncorrupt yourself

  • @zaiden_2006
    @zaiden_2006 3 ปีที่แล้ว +43

    Probably the thing I like most about this channel is how laid back he acts, I prefer that over being pretty out-there in the voice.

    • @beanieweenie1349
      @beanieweenie1349 3 ปีที่แล้ว +3

      *cough cough* Dani

    • @wlll1235
      @wlll1235 3 ปีที่แล้ว

      @@beanieweenie1349 that cough is looking kinda ...
      *THICC*

    • @tiberiusfdaapproved5350
      @tiberiusfdaapproved5350 3 ปีที่แล้ว +1

      @@beanieweenie1349 im fine with any gamedev channel, as long as it's entertaining, which all of them tend to be

  • @stepford139
    @stepford139 3 ปีที่แล้ว +3

    Here are some of my suggestions:
    - Have the player have a ghostly motion blur aura behind them when they're corrupted (like the Ninja armor from Terraria)
    - Make the corners of the window a dark purple when the player is corrupted.
    - Being corrupted makes you move faster and deal more damage, but you can now also hurt passive enemies when your corruption is passed 50%, making players feel bad if they accidentally kill some of the nicer creatures while abusing corrupted mechanics. Maybe even disallowing the player to enter shops when they're sick, to avoid giving it to other NPCs.
    - You could have a special NPC (like a nurse) or maybe a special fruit (like a coconut), or maybe even a machine that turns corrupt goo into purified goo to decrease your corrupted meter.
    - This also begs the question of it being possible to become so pure that you are resistant to the effects of the corruption, like being able to tank more hits with a protective barrier or just being able to get more out of passive animals/NPCs.
    - You should define what you think "Winning" is in this game, as in, what is the victory state? It's okay if you don't plan for one, but even Stardew Valley had the Community Center to drive players forward. What is YOUR community center? And what are players trying to achieve?
    Great work, man!

  • @finnfino303
    @finnfino303 3 ปีที่แล้ว +2

    Idea: as you progress you slowy start getting permanently corrupt, it starts out simple maybe just a purple spot on the neck but eventually you're fully corrupted and have to find a way to cleanse yourself

  • @MarisaClardy
    @MarisaClardy 3 ปีที่แล้ว +27

    Getting more corrupted increases damage doesn't make a huge amount of sense thematically.
    The more corrupted you are, the better at cleansing corruption you are?
    I think thematically it would make more sense that the closer to corrupted you are, the less damage you do, all the way to the point where it starts adding corruption to enemies. On the flip side, the closer you are to being fully corrupted, the less damage enemies do to you, and when you are very close to "death", may have a percentage chance to ignore you, because you are just as corrupted as them. I think being more tanky and potentially sneakier is a good trade off for less damage when you are more corrupted, and plays super well with the corruption theme as well.
    Just my opinion.

    • @kingbling7571
      @kingbling7571 3 ปีที่แล้ว +2

      The more corrupt one is the more stronger that person will be. Corruption brings power. But also closer to death. So its kinda perfect.

    • @benrex7775
      @benrex7775 3 ปีที่แล้ว

      I agree with Marisa.

    • @davidkonevky7372
      @davidkonevky7372 3 ปีที่แล้ว +1

      @@kingbling7571 It also encourages people to take risks and sacrifice a bit of your corruption bar for some bonuses

    • @kingbling7571
      @kingbling7571 3 ปีที่แล้ว

      @@davidkonevky7372 exactly thts why i dont accept OP's opinion

    • @kingbling7571
      @kingbling7571 3 ปีที่แล้ว

      @@davidkonevky7372 Even in games like League of Legends's special modes. Theres a concept of more damage you deal when enraged. But you take more damage as well. And debuffs applied to you. Like less health regen and stuff like that.

  • @Pontypants
    @Pontypants 3 ปีที่แล้ว +2

    I love that you don't die but succumb to corruption when you "die". Gives a nice vibe to the game. Thanks for another great video

  • @mitchmanns4284
    @mitchmanns4284 3 ปีที่แล้ว +2

    Dev, when I think corrupted, I think uncontrollable. I feel like an uncontrollable action would be a really interesting implementation e.g: 10/100 corruption meter = 10% chance to defy your action. 50/100 corruption = 25%, so not a massive increase, but noticeable before succumbing.
    So as you get closer to being corrupted, you try to move left and dodge and you have a 25% chance to turn up for example, so random not opposite, or to swing, or cast a spell. That way resources of "mana" have more value when you're low life opposed to spamming abilities which I feel like so many indie games have a habit of doing.
    My last comment was an implementation of a light source via torches, you KILLED it with the glow effect, now perhaps if you walk on them it dims that part of the cave, making bats more menacing?
    Keep doing you man, love your work! Hope you're staying safe.

  • @coffee_bean__
    @coffee_bean__ 3 ปีที่แล้ว +87

    maybe when the player "dies", they could turn into purple particles that float away in the air?

  • @alext1515
    @alext1515 3 ปีที่แล้ว +12

    When the player becomes corrupted it would be neat if only the skin changes purple not the clothes, hair, etc...

  • @skullifieddiamond5247
    @skullifieddiamond5247 3 ปีที่แล้ว +23

    You talked about how corruption should affect the player and my thought was "The corruption is taking over, making it harder to move (Decrease movement speed) and making you more aggressive (increase damage)". In theory that would be great, but in practice you need to strike a good balance of the two effects so you don't cripple the player too much or make him OP. I could also see how players could try to optimize their gameplay by avoiding taking damage most of the time but if they're up against a resilient enemy they would purposefully get hit to increase their damage output and be able to beat it faster.

    • @liamharvester8639
      @liamharvester8639 3 ปีที่แล้ว

      Good idea

    • @antho2424
      @antho2424 3 ปีที่แล้ว +1

      You’re not considering how it would affect moment-to-moment gameplay. If you’re exploring the overworld and slowed down by corruption, it would be annoying. I think it should instead be increased damage and decreased defense. This would not only remove the issue I mentioned, but also make it so that you can’t just tank through a boss with your increased damage.

    • @skullifieddiamond5247
      @skullifieddiamond5247 3 ปีที่แล้ว

      @@antho2424 I am tho, that's why I said it's a good idea in theory, but in practice it'd need to be done well not to cripple the player too much. I don't think decreasing defence because you got hit is a good idea, it just means you lose faster and whenever I played games that did that I found it more annoying than anything; the speed has the chance to either be annoying or interesting depending on it's implementation and how you can cleanse yourself.
      Another effect that could work in theory but might be annoying in practice is that if you touch creatures that were cleansed already you'd corrupt them back; but that would get annoying very quickly.

  • @RandoFromMars
    @RandoFromMars 3 ปีที่แล้ว +2

    Making defeated bosses into NPCs sounds super cool! Even if they just walk around chilling out, it would be very neat. :D
    Plus, if you ever want to introduce certain advanced gameplay systems, the different boss NPCs could help the player with that. For example, the crab might allow the player to use them to improve their gear, an eel might help with crafting consumables, and something else might allow for fast travel.
    Those examples are poor regarding the systems themselves, but I hope I got the gist across. They could even just teach the player how to do those skills on their own, so players don't need to keep navigating back to them.
    Just something that came to mind, but like I said, even just having the NPCs walking around without corruption would be awesome to see!

  • @trsports8123
    @trsports8123 3 ปีที่แล้ว +12

    Looking really good. I feel like the crabs need more of a color variety to contrast with the blue environment and each other. Similar colors to the old corrupt texture.

  • @Nyx10100
    @Nyx10100 3 ปีที่แล้ว +4

    i imagine that when the player gets a high level of corruption it could get a little bost of strenght, but loose a bit of control.

  • @poppopmelon5443
    @poppopmelon5443 3 ปีที่แล้ว +3

    Idea : when he has higher corruption his idle animations change to be more scary/weird stuff like an evil laugh also co op would be amazing

  • @paulpopov3471
    @paulpopov3471 3 ปีที่แล้ว +5

    Having player just die when corruption is too high seems kinda inconsistent with presenting corruption as “not just health”. Could do something more interesting like having the player do something as their corrupted character maybe? Like corrupt some things or something. So that the player, while playing in this state, would be forced to actively hurt his efforts in normal state, but maybe would have some opportunities to mitigate that? (Also yes that would be hell to design and balance)

  • @TheInsaneFear
    @TheInsaneFear 3 ปีที่แล้ว +1

    I love the new additions, very nice job.
    One idea, to fit in the lore and gameplay:
    To cleanse corruption you could make the player always carry some kind of oil, or potion that he uses to imbue his weapons and spells to cleanse corruption.
    Then you could also add some kind of recipe and craft system to craft some of those potions/oils to effectivelly heal yourself from corruption

  • @ddayskeleton7783
    @ddayskeleton7783 3 ปีที่แล้ว +3

    What if the defeat screen had a thing that said “You succumbed to the corruption by BLANK(HorrorCrab in the case you showed in the video)” that way you’d be able to tell what actually hit you if the player wasnt paying attention for a sec or maybe it gets a bit hectic for whatever reason

    • @ickyooze1234
      @ickyooze1234 3 ปีที่แล้ว

      DDay Skeleton that seems like a really good idea

  • @Viewsk8
    @Viewsk8 3 ปีที่แล้ว +1

    Great video! When I first clicked I was like "wait a whole devlog on player defeat?"
    But now after watching I'm surprised both how much went into that, and how many related systems improved because of it. Also your Trello board and your code are both so clean! It's inspiring.

  • @Plantdandy
    @Plantdandy 3 ปีที่แล้ว +1

    Idea: the horror crab should turn into a swarm of crabs going randomly or turning into a big good crab when defeated, which makes it look like it is saved rather than being killed. This also fits the games theme.

  • @kwagogames8974
    @kwagogames8974 3 ปีที่แล้ว +3

    How about if the player gets more corrupted, then the screen tints a more purplish tint? You could use a CanvasModulate for this.
    If the game will have any audio in the future, then the more the player gets corrupted, the more muffled the audio becomes.
    Just my idea :)

  • @yeetymon3252
    @yeetymon3252 3 ปีที่แล้ว +8

    The bosses shouldn't really be bosses as such - they could be sentient guardians of the island you're currently on, corrupted by pollution. When you cleanse a Guardian, they point you in the right direction of another island (ie, making your map bigger) and have something unique only to them, like only the crab guardian can enchant your gear, and maybe another guardian can enhance your health. There could be some mini guardians, but the endgame of an island is the big boi guardian, as the whole island is corrupted because its protector is.
    Some dialogue I came up with lmao (for crustacean boi):
    "Ah, I feel something wrong with another island to the east of us! Let me write down the coordinates- [Awkward crab clipping as they attempt to write it down with their super big claws] There you go, don't forget to visit us!"
    "Your weapon doesn't look shiny! Let me just - there! I call it enchanting! I don't know what it does but I hope it helps!"
    (my god why did i write crustacean boi as the sweetest thing in the world aaaaaaaa)

    • @justswayo
      @justswayo 3 ปีที่แล้ว +1

      you deserve more likes it's a amazing idea

    • @yeetymon3252
      @yeetymon3252 3 ปีที่แล้ว

      @@justswayo hey thanks man just something that i think would fit in this world of water magic! it would be cool if they also had distinct personalities too, it would be sweet

  • @enthusiasticjadin5315
    @enthusiasticjadin5315 3 ปีที่แล้ว +1

    I love the new crab sprite - the purples look so much better and works better with your games corruption and the boss.

  • @FreakOfBrechin
    @FreakOfBrechin 3 ปีที่แล้ว +2

    Thaaank you. I've been trying to figure out how to allow other nodes to catch emitted signals without referencing them directly. When you showed your global signal emitter it just made a bunch of things click for me. Makes sense since it was one of you videos that gave me the motivation to actually get started in the first place. Thanks for the great videos and inspiration :)

  • @loveywill2
    @loveywill2 3 ปีที่แล้ว +1

    You could always add different types of corruption. That could bring some interesting ideas to the table. Like maybe red corruption makes you slower, but resistant to heat. Maybe purple corruption makes you attack quicker. But like most things in life, too much of anything kills you.

  • @mobo_h
    @mobo_h 3 ปีที่แล้ว +1

    Alright I have a couple ideas:
    Maybe when the player has a higher corruption level, some of the lower tier enemies would start to ignore the player because they see the player as one of them.
    As the player's corruption value gets higher, the player could get random jerks of movement from time to time to show how the organisms loose control when they are corrupted, and how the corruption is affecting the player.
    You could make an item that would act as a medicine to heal the corruption for the player. My ideas for this could include sometimes finding certain flowers by trees, seaweed on the coast, or maybe even the mushrooms in the caves, that would allow you to craft a medicine or something.
    I think when the player is very corrupted, he could possibly re-infect some of the cleansed creatures again.
    I think when you cleanse a boss, you should get a reward. For example, when you kill the horror crab, it could drop a corrupted crab claw as a weapon which does more damage than the stick.

  • @thehambone1454
    @thehambone1454 3 ปีที่แล้ว +1

    This is cool! I like the feedback indicator when the player takes damage, very nostalgic, hope that stays.

  • @mironco9595
    @mironco9595 3 ปีที่แล้ว +3

    The death animation low key looks like the players bones just melt. :D Anyway, I think that throughout the game you should be able to help NPCs with different problems, symbolized by a different color of corruption. Like, Red for being angry about something, green for being jealous, etc. Game really looking good! (:

  • @prod.nine88
    @prod.nine88 3 ปีที่แล้ว +21

    Instead of just making the player purple when he gets hit, you could add an overlay, like bruises or yellow/red corruption, like how you get visible bruises when you get hit in some games.

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +8

      I think i could definitely improve the shader to show that type of detail.

    • @emilynatukua7825
      @emilynatukua7825 3 ปีที่แล้ว +1

      @@DevDuck you should make it so you can craft crab armour out of crab scales and add a bit of lore about the corruption when you kill a boss you read a piece of paper about what happens then add more bosses and more lore about it

  • @xxspiderthekillerxx6167
    @xxspiderthekillerxx6167 3 ปีที่แล้ว +1

    6:41
    HE IS THE MAN BEHIND THE SLAUGHTER

  • @thetacoman4268
    @thetacoman4268 3 ปีที่แล้ว

    Two ideas I have:
    1. Upon defeat of the crab boss, he plays an animation in which he burrows into the sand, and then a new weapon drops: the Crab Claw. Its attack is the same as the normal stick, but it applies some more knockback and damage, essentially being a heavy hitter.
    2. For a next boss, going to the caves is the best idea, I think that a stationary, hive boss makes a lot of sense. It can be found in caves, resembling a large cluster of mushrooms, and has 2 attacks. the first it a summoning attack, which summons a small mushroom person that does little damage, but is annoying. The second attack is similar the the crab's giant goo ball, but instead these are 3 small fungal spores which fire from the main hive and scatter around, to hinder the player's movement. Upon defeat, the hive shakes violently and explodes into mushroom items, and a larger mushroom person appears, who trades weapons and new spells for mushrooms.
    sorry if this is too complicated, but a good workaround could be a simple fungal spore spell that you can obtain and swap out with your normal one. It casts 3 spores like the hive boss, but are weaker and don't cause much knockback. This is a good weapon for crowd control, as it shoots three spores and can hit many targets.

  • @nicklighty
    @nicklighty 3 ปีที่แล้ว +2

    This is an absolutely amazing series! Goodluck on the game.

  • @Konitama
    @Konitama 3 ปีที่แล้ว +1

    The solution to your organism problem is to just give the attacks a state of either cleansing or corrupting based on how clean/corrupted the thing attacking happens to be.
    Since the player starts out with no corruption, all of their attacks will be cleansing, and since the enemies start out corrupted all of their attacks will corrupt.

  • @jackyplays991
    @jackyplays991 3 ปีที่แล้ว

    I really like the idea of dealing more damage while being more corrupted. It makes sense that you would be "more agressive" while being corrupted the same as the rest of the organisms.

  • @calebross6052
    @calebross6052 3 ปีที่แล้ว +1

    Since corruption turns the crabs and such evil, I think it would be neat if the player kinda did too in the death animation. So like, maybe he does that exhausted thing he already does, but at the end he gets up and walks off screen like a zombie? Something like that would be cool!

  • @AuliyaasGames
    @AuliyaasGames 3 ปีที่แล้ว +1

    Love the glowing mushrooms! Another lovely devlog to enjoy with a coffee :)

  • @EverTheFractal
    @EverTheFractal 3 ปีที่แล้ว +1

    The zoom in and animation look fantastic. Nicely done!

  • @crypticcroissant
    @crypticcroissant 3 ปีที่แล้ว +1

    10:36 The man behind the slaughter.

  • @hairmachine1284
    @hairmachine1284 3 ปีที่แล้ว

    I personally like the idea of making corruption a double edged effect that you brought up at the end. Health systems are usually quite simple and it's appealing to imagine that maybe your HP changes gameplay. If you were to do this, I would go the direction of making the player more powerful as they lose health rather than less powerful - making them less powerful would be a very punishing positive feedback loop (if you make a mistake, things snowball and you die) but adjusting up the player's strength as they are getting beaten will create some pretty cool "comeback from the brink" style narrative moments. If it was me I'd probably try out all sorts of weird things with corruption, like having special abilities that unlock at certain levels, and having other abilties that increase corruption themselves. A resource and your health pool at the same time!

  • @laur4184
    @laur4184 3 ปีที่แล้ว +1

    I'd consider complete corruption (defeat) of the player character actually meaning complete loss of control as the corruption literally takes over as a parasite, resulting in the player character going about his corrupted business ignoring player input. Mainly moving around and even attacking uncorrupted organisms.

  • @enderlord69
    @enderlord69 3 ปีที่แล้ว +6

    8:56 You could have a multiple of these shader systems for different parts. This would allow for more detail. Example one for the bat's wings, one for it's body and one for it's eyes.

  • @YassinTheDestroyer
    @YassinTheDestroyer 3 ปีที่แล้ว +1

    The player is turning into the PURPLE GUY

  • @gnomoverdissimo
    @gnomoverdissimo 3 ปีที่แล้ว

    It would be pretty cool if the corrupted player become a means for the corruption, like organism try to run away from you and if you manage to stand near them you start corrupting them.
    Really enjoying the work, continue on!

  • @crazy_carysd1763
    @crazy_carysd1763 3 ปีที่แล้ว +4

    I really love this game and I’m exited for its release!

  • @tctt185_dg
    @tctt185_dg 3 ปีที่แล้ว

    Love watching these dev logs for Dauphin. If there is a crafting element in this game, the glowing mushrooms from the caves could be use as part of some recipes.

  • @rodrax18
    @rodrax18 3 ปีที่แล้ว +1

    Nice progress man!
    the idea of the player getting more damage as they get corrupted is pretty neat - though it *may* be cool to add it as an optional passive skill that you can unlock as you progress through the game, and balance it so it strongly rewards very risky play (like "heroics" skill in monster hunter games, or red tearstone ring in dark souls)

  • @USER-lj2lw
    @USER-lj2lw 3 ปีที่แล้ว +1

    I love your content! It's so interesting to watch all your steps you make to create this wonderful game! I know it will be great when it's finished

  • @Remxb411
    @Remxb411 3 ปีที่แล้ว

    Hey! I happened to stumble upon one of GDQuest's newest Godot game highlight videos, in which this game was mentioned. The game looked really cool, so I decided to follow the link to your channel, and I gotta say, I was very pleased with the content I found. I have now viewed all of your devlogs since the switch to Godot, as well as the waking up early video lol. I just wanted to let you know that your content is appreciated, and I really can't wait to see more! Seeing these updates has really inspired me to get in a better routine with my own personal life, and make more progress in my own personal projects. I'm a 3rd year CS major in college and I still have no personal projects outside of school work, mainly just due to lack of motivation to actually start anything. Seeing these videos honestly gave me the push of inspiration I needed, so I'm really hoping within a few weeks I can be happier with my time management and start accomplishing more. Thank you!

  • @blackf15h
    @blackf15h 3 ปีที่แล้ว +1

    I like the idea of more corruption = more damage. Maybe this could be reflected by a different color of the projectile? For the melee attach the attack animation could be different - quicker or larger area of effect? Great updates looking forward to the alpha!

  • @matteoezrasmith
    @matteoezrasmith 3 ปีที่แล้ว

    Wow! Awesome concept and implementation! Your game is look great. I see so many new touches and flourishes, its coming along wonderfully.

  • @Troverterner
    @Troverterner 3 ปีที่แล้ว +1

    6:51 The Man Behind The Slaughter

  • @buurtkidz3332
    @buurtkidz3332 3 ปีที่แล้ว +1

    I love your devlogs, you really inspired me to make my own game. And that's exectly what i'm doing now!

  • @abandoned__
    @abandoned__ 3 ปีที่แล้ว +1

    This is so cool. You actually inspired me to start coding, and now I'm taking classes in school on Pygame. You're so cool, keep it up man!

  • @ericx.329
    @ericx.329 3 ปีที่แล้ว

    I love your Dev Logs!!! They inspire me a lot :D

  • @TheHarracane
    @TheHarracane 3 ปีที่แล้ว +1

    This is amazing. I’m loving this series, very inspirational. Can’t wait to play Dauphin when you release it

  • @sirianimates8973
    @sirianimates8973 3 ปีที่แล้ว +1

    Awesome vid dude! Super excited for future devlogs for Dauphin. The game looks awesome so far!

  • @goldengamer8510
    @goldengamer8510 3 ปีที่แล้ว +1

    Suggestion: Maybe a boat that is the players "home base". It can be used to travel 2 different islands and store some equipment there. Maybe like a little ecosystem thingy (my english is on point) where you can put specimen you get in ur specimen jar and watch them just interact and move around

  • @SteadyPaceVince
    @SteadyPaceVince 3 ปีที่แล้ว

    Love the way you say Dauphin, it puts a smile on me every time

  • @BanditBrawler
    @BanditBrawler 3 ปีที่แล้ว

    You are doing a really good job with this game! I cant wait to see the final product

  • @MeDavoo
    @MeDavoo 3 ปีที่แล้ว +1

    Idea: I think you should add an effect where when the player hits the enemies the corruption runs off the enemy in the opposite direction of the player's attack and fades away. It might give the game a nice touch and show the player that some of the corruption is gone and that he should keep hitting.

  • @Freefall-hg2er
    @Freefall-hg2er 3 ปีที่แล้ว

    Love your spritework and progress!
    I think it would be super cool if when the player died, it somehow added to the overall corruption by spawing a corrupt version of the player, spawning more enemies, and/or by making the enemies stronger. This could also help balance OP corrupt builds

  • @zubiprime
    @zubiprime 3 ปีที่แล้ว +1

    Maybe a boss npc would teach you how to forage, and you could take the glowing mushrooms, and make things with them like potions that make the player emit light, or gain a defense buff for a limited time, or something.

  • @aasenbre
    @aasenbre 3 ปีที่แล้ว +1

    I like the idea of increased combat stats when the player is more corrupted, but maybe the player should lose some corruption when they uncorrupt an enemy since it wouldn't make much sense for a corrupted individual to uncorrupt others. As for effects, I think red eyes is a nice classic for corrupted players, someone below mentioned adding footprints and having those footprints also be corrupted sounds cool, and then maybe like a corrupting aura or haze around the player that distorts the screen could be creepy

  • @Cree8Ball
    @Cree8Ball 3 ปีที่แล้ว +2

    Snail enemy that leaves a corruption trail! ( Not my idea, I just liked it )

  • @snoopersnoopy
    @snoopersnoopy 3 ปีที่แล้ว

    This game is amazing! I can't wait to see more! I'm (trying) to make an adventure game myself, and you've given a lot of insperation. Thank you!

  • @missingbolt8517
    @missingbolt8517 3 ปีที่แล้ว +1

    Hey! I was someone (probably one of many) who'd suggested on last video that the bosses when purified , stick around to provide some additional utility or company! Well now that thats being considered by you Id like to leave another suggestion-- one thats for abit further along but probably not by too much-- and thats a use for the big boi crab there , I think when purified he could make quite the fitting teacher to give you spells or abilities like the current water-bolt attack you have on the player. As he's intended to be pretty early game as of now , plus his main attack looks pretty similar , so I think it could be appropriate~

  • @Siptom369
    @Siptom369 3 ปีที่แล้ว +2

    Cool to see another progress on this game. Can't wait for it's release

  • @sable5923
    @sable5923 3 ปีที่แล้ว

    I love seeing your progress updates with your project! I find it really inspiring. The two thoughts I had about corruption states are,
    I really liked how the red eyes made corrupted crabs look more aggressive, maybe you could do something like having a sprite frame that's just a couple red pixels where the eyes go that you can overlay for corrupted sprites?
    And I think it would go along better with the way corruption acts with the other mobs in the game if the player defeat animation showed the player looking aggressive, like now you've become an enemy mob just like the crabs. Unless you had plans for corruption to do things other than make animals aggressive of course.
    Either way, can't wait to see where you go with this project. :)

  • @gustavoaguilar7999
    @gustavoaguilar7999 3 ปีที่แล้ว +1

    Idea: if you blend some kind of white noise with the corruption color, the player and the enemies will look even more dirty and corrupted. Of course, this needs a bit of tuning to the amount of noise, if it's too much, the sprites will look deformed.

  • @matthewduplessis1137
    @matthewduplessis1137 3 ปีที่แล้ว

    It's looking very cool. Good job! Maybe as the player becomes more corrupted you can add more visual feedback like having the screen flash purple or having the screen edges emit corruption particles. I like the idea of corruption giving the player short term debuffs such as slower attack speed to encourage players to stay away from corruption. Or if you want to go the route of creating a riskier play style then maybe making it that players can attack and move faster but they become more susceptible to damage etc. I'm excited to see how this game develops :)

  • @rapas5104
    @rapas5104 3 ปีที่แล้ว +1

    The player is the man behind the slaugther.

  • @domma3454
    @domma3454 3 ปีที่แล้ว

    I love the defeat state and overlay! Looks really good!

  • @tauheedgamedev2388
    @tauheedgamedev2388 3 ปีที่แล้ว

    Awesome twist on player health, corrupting the player when the purpose of the game is to cleanse corruption. As always outstanding video, you’ve inspired me to start my own Game dev journey. Also congrats on 100k subs.

  • @xaron_2513
    @xaron_2513 3 ปีที่แล้ว

    I think you could 3/2 player sprites:
    The first is the player’s skin which will be what could change color to show corruption;
    The second is the player’s clothes which will stay the same no matter what;
    The third and final sprite would be the accessories. These include armor weapons and other possible equitable items.
    You could merge the second and third sprites into one, but I wouldn’t recommend it for time and convenience.

  • @monsterdude3965
    @monsterdude3965 3 ปีที่แล้ว

    2 months ago I started working on my first game because of you. I’m having so much fun and it’s been great thanks man it’s because of you

  • @xxlunarwolfxx740
    @xxlunarwolfxx740 3 ปีที่แล้ว

    3:17
    him: right off the bat....
    the bat right next to him:*exists

  • @LucyTheTacoDog
    @LucyTheTacoDog 3 ปีที่แล้ว

    Keep up the hard work. You've grown so much since the first dev log and you will continue to grow with each video!

  • @SnutiHQ
    @SnutiHQ 3 ปีที่แล้ว

    Very nice seeing the architecture of how the different systems work together. 👍 And congratulations on 100K!!! 🌈🎉🎉

  • @chungus622
    @chungus622 3 ปีที่แล้ว +2

    Yay more devlogs

  • @sergiopolarbear810
    @sergiopolarbear810 3 ปีที่แล้ว

    Hey, awesome work!
    I wanted to give a suggestion about the player deriving from organism. I think the best solution is to keep the general code for the things the player and the NPCs have in common in your organism class, then you could migrate all the NPC specific stuff to an NPC class that derives from organism, and then have your NPCs derive from that one instead! That way your player can derive from organism as well.

  • @moistairpods2846
    @moistairpods2846 3 ปีที่แล้ว

    I really like the player corruption idea! Keep up the good work.

  • @Damageer
    @Damageer 3 ปีที่แล้ว

    I have an idea,
    When you clean corrupted creatures, instead of getting the whole entire weapon as a drop,
    you get weapon parts/fragments. When you have all of the weapon fragments, then
    you can go to the healed version of Horror Crab and he would craft the weapon
    for you. Or you can just craft it on your own if you like that idea better.
    Another idea is beached fish.
    Fish can sometimes get beached on the shore and you have to help
    them get back into the water. If they die, then the dead fish releases corrupted
    essence or something like that and anything that gets near it turns corrupted
    and you take damage. You can clean the corrupted stuff with your weapon

  • @topaeko
    @topaeko 3 ปีที่แล้ว +1

    amazing work! i love your videos :)

  • @ForciblySquished
    @ForciblySquished 3 ปีที่แล้ว

    I really like this series, it’s so fun to see a game come to life, especially one as interesting as this one.

  • @begenchannaberdiyev6808
    @begenchannaberdiyev6808 3 ปีที่แล้ว

    One modular approach to player (corruption) visuals is to make separate body and gear sprites+animPlayers (gear sprites on top of naked body sprite). That way you can manipulate body sprites in any way and change gears at the same time.
    About organism class, you could change take damage system to increase/decrease corruption. Every organism including player would behave in similar manner.

  • @joemeloneissalty4277
    @joemeloneissalty4277 3 ปีที่แล้ว +1

    I think that if the corrupted enemy’s aren’t chasing the player they should chase organisms that aren’t corrupted to try and corrupt them so that you have to act at a steady pace and try to save all the corrupted organisms so that the corrupted organisms don’t have to get lucky walking around to corrupt things and so there is more of an incentive to save all the creatures other than Loot.