Creating enemies is probably my favorite part of developing games like this. It's so fun to prototype their various behaviors. What tips do you have for designing enemies? Follow the project on Kickstarter! www.kickstarter.com/projects/gameendeavor/request-0
Hey, this doesn't have anything to do with enemy's but if you add a fishing rod for some reason you should make it so you can fish the coins you drop into spikes.
@@GameEndeavoryeah that's the only complication but you could always add something with fishing like fish food that heals or maybe a way to get loot from lost treasure in the body of water.
@@GameEndeavor I would love to see a guide about complex state machines and enemy AI, as you said in this video, I think engaging enemies can make or break a game on their own. I started learning code and game dev with Godot a couple weeks ago and I feel like I already got a really good start on making my first game. A lot of concepts in Godot are really easy to pick up and understand, but state machines, AI and more complex movement feels really hard to pick up. Thanks for sharing, it helps so much to have the creative/visual perspective and process, rather than just the code and logical one.
@@quissy5641 You don't need a complex state machine. I've never needed anything more complex than the one I made a tutorial for. The only changes I've made has been to efficiency and lately adding nodes to divide the code. :)
Great video. Those critters are definitely my favourite enemy. "If you are unlucky enough to encounter one of them in the wild, all that will be left of you are your boots. They will hop in and carry on towards their next victim."
You should think about making an updated tutorial on how to make a node based state machine. I’ve been a little too intimidated to try to learn how to make state machines for my games but they seem like if you put the initial work into them they make expanding your character and NPC’s functionalities so much smoother.
@Dan Not officially. :) I cornered myself with ZatCD by announcing it too early and not having time to do it properly, so I'm being cautious this time. I will say that I expect it to be sometime early next year. But I won't say any more than that. :) I'll make a proper announcement once everything is ready to go.
A little tip to give your game a more "advanced" feeling in it is to add transparancy. The water, the background, maybe hidden things or i don’t know, just know that transparancy will make your game feel a lot better
That's the opposite of what I'd like to do. :) That would feel very modern, which I'm actively trying to avoid. The water I was thinking of doing, but I can't see myself doing it for much else.
lol, I totally forgot about the Goomba shoe. xD Wasn't too big into 3, was more of a SMW kid myself. :) I need to play 3 again sometime though. It has some really fun power ups.
Your timing is always impeccable, as enemy design is one of the next things I'm going to tackle for my prototype. Great stuff as always! I learn so much from these devlogs and I'm so happy you're having fun with creating your game! Cute enemies are the best! :D
This is solid content. Super approachable and I'm actually getting inspired to use more math in my games. I'm using dreams ps4 and I couldn't find anything that explained "who needs cosigns?". Really fun videos and great advice for any platform.
It does! I love platformers with just really fun movement, even on a basic level. I've put a bit of effort refining it, so this is great to hear, thank you. :)
If you cant think of any enemy to employ these tips on here are some enemy types:Rusher: Just rushes toward the player fast and deals damage if they touch the player Projectiler: Just goes away from the player and fires some projectiles and then goes to a new spot Melee: goes to the player and attacks directly Swarmer: little and weak enemies that appear in large groups. Those are the main ones I think but you can also combine them to create even better enemies
0:28 I wish more devs had this mentality. I've seen way too many games that give the player all the tools in the world but barely do anything to make the enemy encounters themselves all that engaging and it's something that I want to avoid if I ever make an action game myself. I also really like this approach to simplistic enemies that cover different basis to make the player think in different ways. One of my favorite games (or series I should say) for this is Megaman Battle Network. Most enemies in those games only have one attack that they just use in timed intervals which would be boring if that was all there was to it, but mixing other enemies into the mix with different attack patterns and speeds as well as the environment that the player is on influences how you fight a lot and that isn't even going into everything you do outside of that such as character and chip folder customization. It's why games like the original Doom or Quake still garner so much respect since while the roster of enemies in those games are small, they are used in such an intelligent manner that you barely even notice. But I digress, this is my first time ever seeing this game and i'm already super interested in this, it looks like something I already know i'm gonna love so you have yourself another fan friend.
Just to be clear because someone was confused about it earlier, lol. It's not doing the actual pathfinding. I'm using A* but the raycasts are used to push away from the wall. I like it too. :) It really helps smooth out the movement.
Seeing your simple but fun looking game makes me want to develop games for fun again! I’ve taken a long break to work on YouTubing, but I’m a bit more excited to return to game develop when my harddrive is empty!
Thank you! Since this game is more combat oriented, I wanted to get plenty of interesting enemies prototyped early. I'm really happy with them too which is exciting.
If it isn't fun when it's ugly, making it pretty isn't going to fix the problem that it's not fun! Good to see that idea applied here I've recently been working on flying enemies myself, I saw you having some of issues I was also facing. I also had to deal with it with a custom ray-casting, point following solution (although in 3D rather than 2)
Indeed, a fun ugly game is so much better when you make it pretty. :) The raycasting does wonders for the fluidity of their movement. I never thought about it in 3D, but that must be fun to deal with.
The basic zombie in my game follows you around and can jump small gaps, following you across platforms if the gap is small enough. It makes things alot more tense imo
I use hair to try to make the player stand out and iconic. :) I don't make human enemies, so not much need for hair. Though a Gooblin with tufts of orange hair sounds cute. Teddy is bald though and he's the real hero.
@@GameEndeavor haha. I shave my head too. That's why I noticed. It's said that our characters are just a different facet of ourselves. I had wondered if the heroes in your games were your childhood self - naive, hopeful, hairy scalp. And the monsters coming after him are the cold realities of life - and that's why they're bald. But the two enemies in the thumbnail of this video both have hairy heads...disproving this theory lol
@@badmonkey91 lol, I might be playing with that to some degree, but hair is unrelated. xD Though when I was younger I had hair past my shoulders, so we'd be seeing more metalhead characters if this were the case. o.o
Your videos are phenomenal. Good job! Totally subbing the channel. I love the juice in your games and appreciate the tips for making the combat more interesting a lot!
I LOVE that sun! It'd be so cool if the sun followed the player's position with lerping/smoothing. I know it wouldn't be realistic but would be a neat effect I haven't seen in any game.
You mean if the sun were to look at the player? It already does that. :D You have to look closely to see it, but have a look at 5:36. It's very quick in that clip, but you should be able to notice it. :)
@@GameEndeavor Oh thats great! I love that. I meant for the whole sun to float/position in different directions based on the players position from the center of the screen. But the face/eyes moving based on the player position is a much more subtle and safe touch. Great job. I love the whole gameplay and art overall.
Like I do for a lot of developers who make these types of game, I'm going to make a simple suggestion that I think will always up the quality of a game by a good. . . oh, 75%: Make the sword swinging animations, on the ground and in the air, way more interesting. Give them build up and follow-through, weight, physics. Make them feel fun. With this art style, I don't think you could do much "stylish" with the character's swinging, but I have to say that what you have here so far looks "good enough." Maybe it's not relevant to what you're going for, but as someone who enjoyed Ori and the Blind Forest, and Owlboy, some of the most IMPORTANT things in those games-besides the beautiful art-was the fun of just moving around. Oh, another example: Fancy Pants Adventures. A little Mario, a little Sonic the Hedgehog, and you get a stick-figure running around and it's _fun!_ So that's my recommendation. More attention paid to moving around and swinging the sword.
It's good enough because it's least important thing to me right now. I will polish the sword another day, but I have far greater priorities right now, so good enough will do. :)
That's an interesting question. :) This will be my first time designing bosses, so I will have to play around with it to see what I like. I'll probably mix and match complexity, but include plenty of telegraphing to keep it fair and fun rather than frustrating. With the game's difficulty overall, I want a touch of challenge without being too difficult.
Not exactly, but somewhat similar, sure. This casts raycasts in a circular pattern to detect walls and gets an average point away from the walls so that the AI can move away from them. The AI movement takes in a bunch of information using a dot product to calculate weights and combines that into an array for it to react to. I'm not even using raycasts in the AI movement, and I'm not using dot product here. The similarity is that they both use angles evenly spaced around in a circle. :)
do you have a ceiling crawler enemy yet? Not every platformer game has them because they don't always work. Just a little something that paces back and forth upside down on the ceiling and then drops straight down if it detects the player under it. I also like enemies who you want to avoid killing too quickly because you need to stand on them to progress. But this again might not work in your game.
I have the little wall crawler teased in the video, but not one that drops from the ceiling. I've been thinking of how to make the wall crawler interesting. Could do something like that, it'd be interesting. I'll make a note of it. The 2nd suggestion is also good and could work, thank you. :)
@@GameEndeavor the chonkiness definitely played a part, but I also think it’s because it’s brown, has a lighter colored belly, and it’s wings kinda look like they’re feathered. Which are very, generic owl-like, features.
@@thaias9654 I think of bats as brown and owls as gray and white, which I also see in Google images. I also see plenty of bats with lighter bellies. I don't see what you mean about feathering, unless you mean the lighter coloring. That's meant to be skin, with the darker bit being the arm.
By Feather-y, I mean the bumps on the bottom of the wing, and also it only looks somewhat like feathers, so it’s not a huge deal. But I say those are generic owl characteristics because (of my experience viewing real life owls and) other games tend to have those features on owls. Like Pokémon (Hoot Hoot) and Terraria (they Assad owls in the recent update). Also, don’t know about your device, but: 🦉
@@thaias9654 lol, the emoji is uniform color for me. Belly is same color has head, wings are dark. I got to watching the video again and the bat isn't supposed to have a lighter belly. That was meant to be a highlight to make him look rounder, but I guess it looks off. xD I'll work on that, it might help.
The shoe you had looks like a Kuribo's shoe in Super Mario 3. Is the sun just background that moves? It did look like it was different distances from the PC on your various screenshots. Are any of your games playable or are they just examples; they look cool? If not then you should do a playthrough and post it on YT.
How can I save a game with Godot. I am making a Drifting game and need to save the colors and specs of each vehicle. Will a res file work because I am planning on instancing the vehicles in the garage.
I draw them in the _draw() method. :) I have an array which holds the points of the path, then I iterate through the array - 1, drawing a line from one point to the next, localizing it to the entity's position via `to_local()`
I've been brainstorming potential pacifist playstyles with my Discord community, lol. That's an interesting idea. xD I would want to make it more difficult than regular gameplay though, but I'll make a note of this.
If you really want a pacifist option, the most straightforward way is to make the main objective completeable without technically having to kill. Players will for the most part figure out how to duck and weave through the levels, but you can facilitate this by making enemies give up on chasing after a certain time or distance. To make sure those players still have some way to progress in items/abilities/whatever, make sure there’s plenty of hidden chests and maybe something like grass cutting to get small amounts of money/items like in Zelda.
I don't know the engine you're using (Looks like Godot ?) but do you have access to your tiles ? Seems like your tiles are on a grid, so making flying path finding would be pretty simple to do a A* or any other grid base path finding algorithm using the empty space of the tileset as "flyable tiles". Or maybe that's already what you are doing and the raycast are more to follow the path ? Anyway, good video.
I've done a bit of work on controller support, but it's a bit tricky since it's a platformer with free aiming. I have jumping on the shoulder button, which takes some getting used to, lol.
Healing from weapons seems random unless there's a way to explain it, but damage from healing items sounds interesting. Reminds me of undead from Final Fantasy iirc. :)
Maybe expand on this a bit, and have the enemy be resistant to swords and arrows, I mean that is typical of skeletons in a lot of rpgs And take damage from healing potions like you said.
@@GameEndeavor tho that would mean you'd have to make healing items a projectile meaning ppl could miss while trying to heal themselves (which would be funny ngl)
I am not sure. That many screenshakes that you have, for me it's just too weird. It doesn't look engaging anymore, it just look like one of those 2010's movies where they had action camera everywhere.... it looks way too jiggly and not engaging at all. Just my 5 cents, from an old guy.
I've lowered the player hit amplitude by two pixels, but any and I can't even notice it. The effect is probably amplified because I've zoomed in the video to make it more interesting to watch. It's very subtle in the actual game itself. I can see about having my recording setting lower the shake to compensate.
My wife berated me for saying this ... my point was... the screen shakes should only happen on something special.... not on basically every hit .... in the video, for me is that there's a screenshake on basically every hit... only this I do not like, i like screen shake only on really important stuff. Also, I really like your dev videos, i learned a shitton from you. Ty man
@@Teihoo lol, that's understandable. xD I'm a bit different though. I feel like a touch of screenshake on an enemy hit helps provide the player with feedback that they actually hit the enemy. It really is subtle when you zoom out. :) I lowered that specific shake by one pixel and couldn't even see it happening. And I don't like games with too much screenshake either. As for important things, that's when I use a bit more screenshake, but when you hit an enemy the shake is only 3 pixels of shake. Very tiny when it isn't zoomed in.
I watched your videos and i cant understand much, your pronunciation is different and you speak too fast. Maybe you may speak a little slower and clear.
Creating enemies is probably my favorite part of developing games like this. It's so fun to prototype their various behaviors. What tips do you have for designing enemies?
Follow the project on Kickstarter!
www.kickstarter.com/projects/gameendeavor/request-0
Love your content!
@@krogg8752 Thank you! :D
Hey, this doesn't have anything to do with enemy's but if you add a fishing rod for some reason you should make it so you can fish the coins you drop into spikes.
@@Mushrooom_CA lmao, that's a clever solution. I'll consider it. Would require me to add a fishing mechanic however.
@@GameEndeavoryeah that's the only complication but you could always add something with fishing like fish food that heals or maybe a way to get loot from lost treasure in the body of water.
The AI of your enemies always look like so much fun to fight. I really love how you can make 'simple' enemies so interesting
Thank you! I have a lot of fun fighting them for sure. Simple is the way to go imo. I love mixing and matching different enemies together. :)
@@GameEndeavor I would love to see a guide about complex state machines and enemy AI, as you said in this video, I think engaging enemies can make or break a game on their own.
I started learning code and game dev with Godot a couple weeks ago and I feel like I already got a really good start on making my first game.
A lot of concepts in Godot are really easy to pick up and understand, but state machines, AI and more complex movement feels really hard to pick up.
Thanks for sharing, it helps so much to have the creative/visual perspective and process, rather than just the code and logical one.
@@quissy5641 You don't need a complex state machine. I've never needed anything more complex than the one I made a tutorial for. The only changes I've made has been to efficiency and lately adding nodes to divide the code. :)
Great video. Those critters are definitely my favourite enemy.
"If you are unlucky enough to encounter one of them in the wild, all that will be left of you are your boots. They will hop in and carry on towards their next victim."
lmao, such a horrific description, I love it. xD They're my favorite as well. :)
You should think about making an updated tutorial on how to make a node based state machine. I’ve been a little too intimidated to try to learn how to make state machines for my games but they seem like if you put the initial work into them they make expanding your character and NPC’s functionalities so much smoother.
I'm thinking about doing a 2nd channel in the future where I post tutorials on it. I may do that there. :)
@Dan Not officially. :) I cornered myself with ZatCD by announcing it too early and not having time to do it properly, so I'm being cautious this time. I will say that I expect it to be sometime early next year. But I won't say any more than that. :) I'll make a proper announcement once everything is ready to go.
A little tip to give your game a more "advanced" feeling in it is to add transparancy. The water, the background, maybe hidden things or i don’t know, just know that transparancy will make your game feel a lot better
That's the opposite of what I'd like to do. :) That would feel very modern, which I'm actively trying to avoid. The water I was thinking of doing, but I can't see myself doing it for much else.
1:08 the nostalgia from Super Mario 3 the Goomba's Shoe :) Great touch
lol, I totally forgot about the Goomba shoe. xD Wasn't too big into 3, was more of a SMW kid myself. :) I need to play 3 again sometime though. It has some really fun power ups.
Your timing is always impeccable, as enemy design is one of the next things I'm going to tackle for my prototype.
Great stuff as always! I learn so much from these devlogs and I'm so happy you're having fun with creating your game!
Cute enemies are the best! :D
Nice! I look forward to seeing what enemies you'll create. :D Indeed they are, I love making cute enemies. :)
This is solid content. Super approachable and I'm actually getting inspired to use more math in my games. I'm using dreams ps4 and I couldn't find anything that explained "who needs cosigns?". Really fun videos and great advice for any platform.
These enemies do be getting better and better! I love the variety in movement and the cool enemy cimbinations you can do! :DDD
Thank you! Yeah, I wanted to create a good variety of enemies this time. Mainly because I'm having so much fun making them, lol.
Gosh I just love how bouncy the movement looks. I bet it feels super nice
It does! I love platformers with just really fun movement, even on a basic level. I've put a bit of effort refining it, so this is great to hear, thank you. :)
@@GameEndeavor It definitely looks like that effort's paying off!
The juiciness is off the charts for this one. Congrats
If you cant think of any enemy to employ these tips on here are some enemy types:Rusher: Just rushes toward the player fast and deals damage if they touch the player Projectiler: Just goes away from the player and fires some projectiles and then goes to a new spot Melee: goes to the player and attacks directly Swarmer: little and weak enemies that appear in large groups. Those are the main ones I think but you can also combine them to create even better enemies
0:28 I wish more devs had this mentality. I've seen way too many games that give the player all the tools in the world but barely do anything to make the enemy encounters themselves all that engaging and it's something that I want to avoid if I ever make an action game myself.
I also really like this approach to simplistic enemies that cover different basis to make the player think in different ways. One of my favorite games (or series I should say) for this is Megaman Battle Network. Most enemies in those games only have one attack that they just use in timed intervals which would be boring if that was all there was to it, but mixing other enemies into the mix with different attack patterns and speeds as well as the environment that the player is on influences how you fight a lot and that isn't even going into everything you do outside of that such as character and chip folder customization. It's why games like the original Doom or Quake still garner so much respect since while the roster of enemies in those games are small, they are used in such an intelligent manner that you barely even notice.
But I digress, this is my first time ever seeing this game and i'm already super interested in this, it looks like something I already know i'm gonna love so you have yourself another fan friend.
Indeed. Personally I don't need too much from the player (magic vareity is always nice though), but the enemies make or break the combat in a game.
I found myself here after googling how to create enemies in real life
Holy moly that pathfinding routine looks pretty nice :D
I love that thing with the raycasts for pathfinding.
Just to be clear because someone was confused about it earlier, lol. It's not doing the actual pathfinding. I'm using A* but the raycasts are used to push away from the wall. I like it too. :) It really helps smooth out the movement.
Always love seeing new videos like these!
Glad to hear it! It feels great to make them. :D
Man, I don't necessarily understand why, but it's an absolute pleasure to see when you upload. Thanks for the content.
I'm glad you like the content. Thank you for watching. :)
Artificial intelligence vs natural derp!
Seeing your simple but fun looking game makes me want to develop games for fun again! I’ve taken a long break to work on YouTubing, but I’m a bit more excited to return to game develop when my harddrive is empty!
Eyyy, I'm excited for you. Good luck with gamedev!
@@GameEndeavor Just wanted to report that I did do a bit of developing!
Alot of great ideas, I really like the varied array of enemies you already have in the game too!
Thank you! Since this game is more combat oriented, I wanted to get plenty of interesting enemies prototyped early. I'm really happy with them too which is exciting.
Duality of GE Game players:
Enemies look too cute to fight
Enemies look too fun not to fight
lmao! Just wait until I add cute bosses. xD
@@GameEndeavor o h n o
This is looking rlly good, interesting knoledge about enemies behaviours, thanks for sharing
Glad you liked it. Thank you for watching. :)
If it isn't fun when it's ugly, making it pretty isn't going to fix the problem that it's not fun!
Good to see that idea applied here
I've recently been working on flying enemies myself, I saw you having some of issues I was also facing. I also had to deal with it with a custom ray-casting, point following solution (although in 3D rather than 2)
Indeed, a fun ugly game is so much better when you make it pretty. :) The raycasting does wonders for the fluidity of their movement. I never thought about it in 3D, but that must be fun to deal with.
@@GameEndeavor Fun and frustrating lol
The basic zombie in my game follows you around and can jump small gaps, following you across platforms if the gap is small enough. It makes things alot more tense imo
haven't even watched the video, but i know it's gonna be fire! All of your videos are amazing! Keep it up!
lol, you're very kind, thank you. :)
Your game looks absolutely brilliant 🙂 Good job, and keep going 👌
Thank you! I will. :D I'm making great progress so far, really happy with it. ❤️
Very insightful! Thank You!
Glad you liked it. Thank you for watching! :)
what I've noticed is that your heroes always have a full head of flowing hair. While your enemies are almost always bald.
I use hair to try to make the player stand out and iconic. :) I don't make human enemies, so not much need for hair. Though a Gooblin with tufts of orange hair sounds cute. Teddy is bald though and he's the real hero.
@@GameEndeavor haha. I shave my head too. That's why I noticed. It's said that our characters are just a different facet of ourselves. I had wondered if the heroes in your games were your childhood self - naive, hopeful, hairy scalp. And the monsters coming after him are the cold realities of life - and that's why they're bald. But the two enemies in the thumbnail of this video both have hairy heads...disproving this theory lol
@@badmonkey91 lol, I might be playing with that to some degree, but hair is unrelated. xD Though when I was younger I had hair past my shoulders, so we'd be seeing more metalhead characters if this were the case. o.o
I gosh! I love the art style! Cute!
Thank you!
Great tips and you've got a great voice for this!
Thank you! :D
start watching you devlogs very helpful
Thank you. :)
When do you think we would be able to test out a playable demo version of the game? Awesome work as usual
I'm not going to commit to a date at this moment, that's the mistake I made with ZatCD, lol. But very very soon. :)
Your videos are phenomenal. Good job! Totally subbing the channel. I love the juice in your games and appreciate the tips for making the combat more interesting a lot!
Thank you. :)
I like your videos man. Keep up the excellent work. 👍
Thank you!
I LOVE that sun! It'd be so cool if the sun followed the player's position with lerping/smoothing. I know it wouldn't be realistic but would be a neat effect I haven't seen in any game.
You mean if the sun were to look at the player? It already does that. :D You have to look closely to see it, but have a look at 5:36. It's very quick in that clip, but you should be able to notice it. :)
@@GameEndeavor Oh thats great! I love that. I meant for the whole sun to float/position in different directions based on the players position from the center of the screen. But the face/eyes moving based on the player position is a much more subtle and safe touch. Great job. I love the whole gameplay and art overall.
@@ShiloBuff lol, that could be fun. I might make Cute Sun God move out of the way when the player is near him. xD Thanks for the suggestion. :)
@@GameEndeavor I can tell you have the passion! Keep it up.
Man this looking good
amazing video man! :)
Thank you. :)
Like I do for a lot of developers who make these types of game, I'm going to make a simple suggestion that I think will always up the quality of a game by a good. . . oh, 75%: Make the sword swinging animations, on the ground and in the air, way more interesting. Give them build up and follow-through, weight, physics. Make them feel fun.
With this art style, I don't think you could do much "stylish" with the character's swinging, but I have to say that what you have here so far looks "good enough."
Maybe it's not relevant to what you're going for, but as someone who enjoyed Ori and the Blind Forest, and Owlboy, some of the most IMPORTANT things in those games-besides the beautiful art-was the fun of just moving around. Oh, another example: Fancy Pants Adventures. A little Mario, a little Sonic the Hedgehog, and you get a stick-figure running around and it's _fun!_
So that's my recommendation. More attention paid to moving around and swinging the sword.
It's good enough because it's least important thing to me right now. I will polish the sword another day, but I have far greater priorities right now, so good enough will do. :)
@@GameEndeavor Oh, I agree. Core mechanics and playable demo come first, naturally.
I hope you will make a tutorial series 🥺
Especially AI Behavior
Great update! Are you planning on simple bosses as well?
That's an interesting question. :) This will be my first time designing bosses, so I will have to play around with it to see what I like. I'll probably mix and match complexity, but include plenty of telegraphing to keep it fair and fun rather than frustrating. With the game's difficulty overall, I want a touch of challenge without being too difficult.
@7:35 i think you used a similar technique for the AI movement in your Zoe game?
Not exactly, but somewhat similar, sure. This casts raycasts in a circular pattern to detect walls and gets an average point away from the walls so that the AI can move away from them. The AI movement takes in a bunch of information using a dot product to calculate weights and combines that into an array for it to react to. I'm not even using raycasts in the AI movement, and I'm not using dot product here. The similarity is that they both use angles evenly spaced around in a circle. :)
@@GameEndeavor Well, you have some very creative solutions to problems that I enjoy seeing. Very inspiring, thank you ^^
Amazing game, Excellent video!!! I love 2D platformers
These games inspire me to CREATE MINIGAMES!!!
Thank you! Platformers are a lot of fun indeed, and I enjoy making them even more. :) Good luck with your mini games!
Great video, great coding, great game! Subbed!
Thank you. :D
Game endeavor, when’s your next stream? I love watching them and giving ideas in the chat!
I'm thinking about streaming every Wednesday morning est, if I get back into a schedule of it. :)
do you have a ceiling crawler enemy yet?
Not every platformer game has them because they don't always work. Just a little something that paces back and forth upside down on the ceiling and then drops straight down if it detects the player under it.
I also like enemies who you want to avoid killing too quickly because you need to stand on them to progress. But this again might not work in your game.
I have the little wall crawler teased in the video, but not one that drops from the ceiling. I've been thinking of how to make the wall crawler interesting. Could do something like that, it'd be interesting. I'll make a note of it. The 2nd suggestion is also good and could work, thank you. :)
I'd like to see you experimenting with more vibrant colors
I probably will inside of the caves. :)
broo that game looks so fun
Thank you. :)
That's a Skipper from DQ8.
The bat almost looks like an owl
Probably because he's so chonky, lol. I believe you're the 2nd person to make that statement.
@@GameEndeavor the chonkiness definitely played a part, but I also think it’s because it’s brown, has a lighter colored belly, and it’s wings kinda look like they’re feathered. Which are very, generic owl-like, features.
@@thaias9654 I think of bats as brown and owls as gray and white, which I also see in Google images. I also see plenty of bats with lighter bellies. I don't see what you mean about feathering, unless you mean the lighter coloring. That's meant to be skin, with the darker bit being the arm.
By Feather-y, I mean the bumps on the bottom of the wing, and also it only looks somewhat like feathers, so it’s not a huge deal.
But I say those are generic owl characteristics because (of my experience viewing real life owls and) other games tend to have those features on owls. Like Pokémon (Hoot Hoot) and Terraria (they Assad owls in the recent update).
Also, don’t know about your device, but: 🦉
@@thaias9654 lol, the emoji is uniform color for me. Belly is same color has head, wings are dark. I got to watching the video again and the bat isn't supposed to have a lighter belly. That was meant to be a highlight to make him look rounder, but I guess it looks off. xD I'll work on that, it might help.
The shoe you had looks like a Kuribo's shoe in Super Mario 3.
Is the sun just background that moves?
It did look like it was different distances from the PC on your various screenshots.
Are any of your games playable or are they just examples; they look cool?
If not then you should do a playthrough and post it on YT.
1 minute till the state machine!
How can I save a game with Godot. I am making a Drifting game and need to save the colors and specs of each vehicle.
Will a res file work because I am planning on instancing the vehicles in the garage.
Godot has a Discord community with a channel for getting help with these kinds of things. :)
Will join it. Thank you
I like the smiley face sun 🙂
You should make the sun be surprised or shocked when the player takes damage :) to :O
The sun will change expression, but he might be a little more excited about it. :)
Kinematic equations and verlet integration? GE do be using big brain tactics :)
You know me, this is what I love most about game development. :D Fancy stuff for the sake of it.
The game looks so fun! :D
Thank you. :D
@@GameEndeavor :D
Hey new video!
Yay! :D
I'm wondering how you're creating those debug lines in your pathfinding at 7:15. With Line2D?
I draw them in the _draw() method. :) I have an array which holds the points of the path, then I iterate through the array - 1, drawing a line from one point to the next, localizing it to the entity's position via `to_local()`
@@GameEndeavor thanks for the explanation 👍 GDscript is quite new for me and I didn't knew about the draw function. This will come in quite handy. :)
@@voidling2632 Any time. :) It's super handy. A bit slow though, so I only use it for debugging purposes when possible.
this is genius and so useful!!!
Thank you! Glad you like it. :D
There should be some sort of sleeping spell to peacefully put enemies to sleep, there’s no way I’m killing these cute little guys!
I've been brainstorming potential pacifist playstyles with my Discord community, lol. That's an interesting idea. xD I would want to make it more difficult than regular gameplay though, but I'll make a note of this.
If you really want a pacifist option, the most straightforward way is to make the main objective completeable without technically having to kill. Players will for the most part figure out how to duck and weave through the levels, but you can facilitate this by making enemies give up on chasing after a certain time or distance. To make sure those players still have some way to progress in items/abilities/whatever, make sure there’s plenty of hidden chests and maybe something like grass cutting to get small amounts of money/items like in Zelda.
The combat reminds me of hollow kinght
I like your lurker sun
Thank you. :) One of my favorite characters.
I don't know the engine you're using (Looks like Godot ?) but do you have access to your tiles ? Seems like your tiles are on a grid, so making flying path finding would be pretty simple to do a A* or any other grid base path finding algorithm using the empty space of the tileset as "flyable tiles". Or maybe that's already what you are doing and the raycast are more to follow the path ? Anyway, good video.
That's what I'm already doing, the raycasts push away from the wall. It's not for pathfinding, but to adjust the movement.
Its like your playing on your own game.
got any videos on how you do the sprite animations?
No, but I do have one planned very soon. :) I'm going to make a video on tips for drawing pixel art and a video on tips for animating pixel art.
@@GameEndeavor sweet
I already asked this in a different video sorry if this bothers you. But what software do you use to make pixel art?
Aseprite. :)
@@GameEndeavor Lol i suddenly just got 2 replies from the same person with the same text. Thought it was a bug :)
What about mage staffs that soot fireballs and other stuff like that?
Yeah, going to add magic soon. :)
How about bootsy drops his boots by which the player can jump higher and bounce :P
There's going to be lots of bootsies in the game. They're a common enemy. :) Plus I don't want to reveal what's in the boot (probably) xD
Add a Boss to this game!
There will be plenty of bosses. That lil telekinetic orb thing in the video, that's part of a prototype for a potential boss. :)
It's frustrating to see the coins fall on the spikes 😓
Indeed, but I am opposed to auto-collect, so not really sure how I want to handle that.
@@GameEndeavor Maybe a magnet type item to pull coins also could be of use somewhere else 🤷♀
@@RLSonnyK Maybe, so long as it isn't auto-collect. Maybe hovering the mouse over nearby coins collects them. I'd have to have that play tested.
but what creature wears those big boots?
How would I script this in unity?
You could totally pull off a good grinding mmorpg. 🤤🤤🤤
Hope this has controller support. Looks so fun!
I've done a bit of work on controller support, but it's a bit tricky since it's a platformer with free aiming. I have jumping on the shoulder button, which takes some getting used to, lol.
Could you tell me how did you made it?
???????
I have an idea for an enemy, how about something that gets healed when you attack it with weapons but takes damage it you throw healing items at it?
Healing from weapons seems random unless there's a way to explain it, but damage from healing items sounds interesting. Reminds me of undead from Final Fantasy iirc. :)
Maybe expand on this a bit, and have the enemy be resistant to swords and arrows, I mean that is typical of skeletons in a lot of rpgs
And take damage from healing potions like you said.
@@LeveledRogue That could work. Maybe like a ghost enemy.
@@GameEndeavor tho that would mean you'd have to make healing items a projectile meaning ppl could miss while trying to heal themselves (which would be funny ngl)
@@LeveledRogue especially given how much you have to move around to dodge attacks, lol.
ya did it lad :D
Another rule: never trust a smiley sun.
Cute Sun God is most innocent. 🌞
What game engine do you use?
Godot Engine. :)
nice ;D
Its so cute Love it ❣️
cuuute!!!!
Thank you! :D
I want to play your game ^_^
Glad to hear it. :D I'm currently working on a demo for it, so you can play that soon.
@@GameEndeavor Awesum :)
0:02 flying pieces of shh1it are never interesting
this is what happens when a physicist become game developer 😂
I am not sure. That many screenshakes that you have, for me it's just too weird. It doesn't look engaging anymore, it just look like one of those 2010's movies where they had action camera everywhere.... it looks way too jiggly and not engaging at all. Just my 5 cents, from an old guy.
I've lowered the player hit amplitude by two pixels, but any and I can't even notice it. The effect is probably amplified because I've zoomed in the video to make it more interesting to watch. It's very subtle in the actual game itself. I can see about having my recording setting lower the shake to compensate.
My wife berated me for saying this ... my point was... the screen shakes should only happen on something special.... not on basically every hit .... in the video, for me is that there's a screenshake on basically every hit... only this I do not like, i like screen shake only on really important stuff.
Also, I really like your dev videos, i learned a shitton from you. Ty man
@@Teihoo lol, that's understandable. xD I'm a bit different though. I feel like a touch of screenshake on an enemy hit helps provide the player with feedback that they actually hit the enemy. It really is subtle when you zoom out. :) I lowered that specific shake by one pixel and couldn't even see it happening. And I don't like
games with too much screenshake either. As for important things, that's when I use a bit more screenshake, but when you hit an enemy the shake is only 3 pixels of shake. Very tiny when it isn't zoomed in.
No one is first🤣
🤪
You are a mean developer. You make the enemies very fun to fight but also too cute to fight. What a moral dilemma.
lol, this is a fun idea for an NPC. Someone who wants to be an adventurer, but doesn't want to fight cute enemies. xD
@@GameEndeavor My sister isn't vegetarian. But she once said that she only eats not-cute animals. :D
You ugly? I eat you!
I watched your videos and i cant understand much, your pronunciation is different and you speak too fast.
Maybe you may speak a little slower and clear.
Nope, I've tried that and those videos are dreadfully dull, and that's my accent. I'm not changing my accent. Sorry, bud.