Just FYI you do not need a statically computed grid for A*. It's sufficient to have a function that takes a position and returns the list of adjacent positions. So you don't have to page anything in or out as you move around. The main things to worry about with a homegrown pathfinder are escaping a deep bucket-like shape where the unit has to move away from the target to make progress, avoiding runtime explosion due to retracing in mazes, and identifying that a location is unreachable without searching the entire world.
It's also worth noting that A* is great for vision based checks, almost like Ray casting. And the algo only needs to be run if the creature/thing is trying to get to a specific location. But just for basic, "this is what I do daily" behavior, you don't need A*.
+1 for the A*. I've used it many times even on infinite procedurally-generated grids, and it works perfectly. To prevent searching infinitely long for a path to an unreachable destination, you could do bidirectional A*, which expands vertices simultaneously from the start and the end. If the destination is unreachable, e.g. is a closed "rom", then the "backwards" expansion will visit all the nodes in a room and realize there's no other vertices to move to. Bidirectional A* is also faster in normal situations, because it tends to expand less nodes in total.
Also, A* doesn't just have to consider physical positions. The nodes can represent any sort of state, and you can calculate an optimum path to get from one state to another.
@@mccleod6235 Astar for calculating routes to/from states is something I've never, ever thought about... But in theory, it makes so much sense! My brain's going to be chewing on this all day now...
I love how your animals work. I'm making a game where I also needed very "interactive/alive" AI. I opted to go for a sound and scent system, but the goal-oriented system seems really modular and nice. Love your artwork too, pixel art is my favorite.
I recommend increasing the size of the transparency bubble around the player when walking behind solid objects. It'll feel a lot better for players if they have a least a little more warning when they walk up to an obstructing object and have some notice before being ambushed.
This is so cool! I just finished binge watching all of the dev logs and I’m really excited for future updates. Also on an unrelated note, I finished my first game jam! Even though I was bad at it, I learned quite a lot. Like the fact I don’t know how to use if statements lol
Every single feature I would add if I made a Unity game, you always add! I love how this game is turning out! It would be fun to see some sort of gameplay video or playable demo, when the game is in a playable state. (Or now, if it already is!)
Yep, don't worry - I do plan to release a demo in a few videos time. It'll include mostly just the features and mechanics, without too much actual content, but hopefully it gives a kind of a feel as to what it will be like to play.
6:10 I see that u use the exact same health bar on world enemies as Terraria does, try to give it some of your style to get it more unique or in your game style. It is not wrong to get some inspiration, but here it looks like 1 to 1 copy, so be aware of that. Besides that great work, and good luck on future content!
I find these ecosystems mechanics a very nice thing to have in open world games, as it really allows you to immerse yourself into that world. I was honestly mind blown when I first saw it in Don't Starve Together, where different creatures could interact with each other, and have different ways of interaction. This way it also enabled a lot of new interactions in the world (eg. when the wolves waves came, running to the pig village so that the pigs protect you, since they attack everything that is "monstrous" on sight). If you are not familiar with the game, I know it can sound pretty random :D
I'm not sure if you're aware or not but there is an ars technica war stories video featuring Richard Garriott, in which he talks about this very thing - where they created an entire ecosystem of animals and plants and stuff in the first version of ultima online. I can't link it here because youtube auto deletes comments with links in them...
Cool video! I've been working on a similar project, although now it's on the back burner to a different project. Something I found that helped me with optimization: The logic of the creatures can be completely separated from the game objects. So technically, enemies are just classes with some values, and you can still simulate logic, hunger, interactions, etc without a game object. Now game objects are only used for the creatures within visual sight of the player. You could use object pooling to avoid instantiating lots of game objects all the time.
That's a great point actually. I had thought about how weird it was that everything just froze outside of the render distance, but I would like to see what I can do with off-screen entities at some point.
A* does not rely on a grid or a finite set of nodes. It is a specific implementation of the best first graph search algorithm applied to pathfinding, but the underlying algorithm is used in symbolic AI, such as most chess solvers. (its also used in google maps and unity's pathfinding system) A priority queue might sound daunting - but in reality its just a sorted list, that stays sorted when you add nodes. (C# already has an implementation of this) Heres the simple explanation of how to implement it: Beginning with only having explored the starting node, you repeatedly explore the best node you've found so far. To explore a node, you calculate the score of each unexplored neighbour and add them to the priority queue. The score of a node is its distance from the starting node plus the estimated distance to the goal node.
Great video and game looks like it is coming along great. I'm also writing a game and used A*. You can use it more like Nodes rather than an actual grid, so the nodes can be connected as you wish. So doesn't have to be grid shaped, think of a road curving and a node on each end, then lots of nodes connected in that way. You can then expand as required with very minor impact to performance (if any) using a little bit of threading. Good luck with the game and look forward to seeing the next video - I really need to learn to do good videos mine are terrible!
I believe that highlighted sentence just means that on every step of the algorithm, we take out the node with the lowest f(x) value [the formula is on the same page above] and then update the neighbor nodes (since a priority queue keeps the smallest value om the front, we are sure to get the smalled one every turn)
If you are at the point, that your code functions but you don't know how, you are a pro programmer. And judging from what you created in your own, and at your age!, is incredible. Reminds me how useless my CS degree was & that I won't ever get into real programming... Almost 3x your age! Nice watch. It put me in my place, too.
If you're wanting some good information on doing on-the-fly pathfinding, you should read some of the dev vlogs for Captain of Industry. They talk about it extensively, especially because that game has the capability of allowing a player to have hundreds of vehicles that are all trying to figure out where to go and what to do at any given time (even figuring out if it should give up on a destination without getting there immediately). Another thing you could think about is using signals for animals to communicate, in a sense. But mainly just position information to any animals within X radius of them. That would dramatically increase your A*/pathfinding performance.
Looking for some information on the dissolve effect you created. That kind of effect is exactly what I'm looking for, for the game I'm making in Godot.
Inspiring. Has been my dream to make an ecosystem simulation that I can explore as a player. So far I just have some basic movement and some self replicating cubes
Agreed. I do hope to animate all of the foliage at some point, alongside things like wind and leaf particles, weather, flowing water, etc. It just doesn't seem like a top priority at the moment.
Looks amazing so far dude! I actually have a really nice top-down loot explosion script that adds perspective to dropped items and is super smooth. I'll just give you the code if you want to try it out
The colors look so good; you obviously know a thing or two about color theory. Have you considered doing some simulation calculations with DOTS or the Jobs API?
Thanks! Nope, haven't been all that bothered with the whole ECS and DOTS stuff. Since the game is 2D and the textures are low resolution the performance tends to be 'good enough', but I'll definitely look into it.
You can use a* for any kind of node connection, shapes, distances. Dynamically generating the nodes with traces at runtime is good, especially if it's all done in a separate thread.
My mum did! 🤣 I do take your point though. I think they're fine side-by-side, but on their own they do look kind of similar. If I decide to add random colour variations though, that might help.
@@sigmoiddev That makes two of us XD. Maybe the body could be made a bit shorter or the tail a bit less connected to the body? (Like it connects at a thinner point)
I love this art style 😍 also great video - it blows y mind how talented you are at your age! Defs going to subscribe to watch your game and career progress! Little question, I wonder if you played with making the slimes purple or a different colour to stand out against all the green happening in the map? The unnatural colour against the natural environment would make them obvious and maybe instinctively dangerous (unless that's not the goal?)
True. Also I don't understand why A* is so popular. I mean it's Dijkstra with extra steps. Dijkstra should be easier to understand and implement, shouldn't it? And Dijkstra should absolutely fly on this scale...
I have been learning quite a lot from ur videos lately, from game dev to video editing, ur videos are helping me in everything i need for my own devlog videos. Awesome content!! 🙏
not sure if you fixed/update the rabbit thinking picture ui so they dont all display at once when they are thinking of food. Maybe you could try to set the rabbits to not search for a random duration of time, then one by one the rabbits could get an idea and run to do it while the other rabbits are just jumping around randomly until their random idea timer goes off
Wow this is incredible🤩 I love everything about this game. I watched your first devlog and you explained how you procedural generated the world and I think it looks amazing. Could you do a tutorial on your system?
I have had a few people asking for more in-depth explanations, but I kind of just feel like they would drag out the video too much. I did consider making a second series which was more technical, but I don't know if I really have the time to be doing that too. Apart from giving text explanations of specific systems I'm not really sure what the solution is. If you have any *specific* questions though I'd be happy to answer them! Like, what is it you want to know about the procedural generation?
Hey dude heres a suggestion you should add some insects and grass so that something like a grasshopper jumped out of the grass when u stepped on the tall grass
Very good video and the game looks so solid! I'm trying to get something similar done, altough I'm only uploading shorts for the devlogs and my game is an earlier stage. I do have very little time to work on it unfortunatelly. =( Best of luck on the process!
This looks so freaking cool dude! Maybe I’m thinking to much into this … But will only the animals dissolve? Or will all mobs- Would the mobs drop bones and other things?
Yep, definitely overthinking it! Absolutely not realistic for anything to just dissolve, but I figured it would look cool and it saves me from drawing out a proper death animation for everything.
The game looks very polished, Im amazed! I immediately subbed! The forest looks very alive, cant wait to see more. The only complaint I have is the Slime enemy, it is so generic and overused in other games, I think you have to make some really unique enemies (also no bats please!) For example, you can make fome forest creatures, like Orcs, Trolls, dark Fairies, Trents, etc. This game has a potential 🎉❤
@SigmoidDev Hello love the look of your game and the concept also just wondering how long have you been doing pixel art, game development, and editing it looks so good
Thanks! I did make a video with a brief timeline of my game dev journey, but to summarise: · I started with Unity back in lockdown, but have been into coding for a while longer · I would've started pixel art around the same time, but I'd say I only got properly good at it with this project · The first video on this channel is the first one I've edited!
I mean, at the moment I haven't done that much with them - I'm not trying to make some zoo simulator - but I do want the AI to be relatively advanced. As for food chains, there isn't really anything specifically implemented, but each animal type does have preferred foods and so will end up killing certain things more.
How you manage your time to pull all these things you are working on? Like you have school, doing this crazy project of this game, editing video which also requires a lot of time and I assume you probably have a side/part time job irl. How you manage all these things and not end up exhausted?
Honestly, I don't really know what advice to give. I mean in terms of school I'm lucky that I don't actually get much homework set, and no - I don't have a part time job too. If I did I'd barely have anything done! That then means that a lot of my free time can be given over to working on the game, but as for the final question: it does sometimes get a bit exhausting. There are times in development where it just feels really demotivating and I'm unsure what to add and how. I think though that having this channel is a good source of motivation to continue working.
I do indeed, and spoke briefly on it in my first video. In the future though I do hope to overhaul it with multiple types of noise layered to add a bit more variety.
I've just discovered this channel, but it's literally what I always dreamed to have a game about. A game where animals interact with the world and where you could just sit there and watch the world slowly change and transforms
The animals turned out to be cute, I like it) I'm also creating a game and I'm also currently untitled... xD Coming up with names is the hardest work, I just added an armored insect that can be picked up and used as a shield, I have no idea what to call it, so far its name is Isopodicus
New here. Cool video, gonna be interessting to see where it goes. Depending on what game you want to make and how far you want to go with the environment, I can very much reccomemd to check out the Ars Technica video about Ultima's ecology. Very interessting to watch and gives someminsights in how players may interact with an ecology system.
I still can't believe how high quality your videos, like... You have edited around 5 vids and it's better edited than pepole with YEARS of experice
Sigmoid is a wonderboy. Genius in every way. He's gonna go places, I'm sure of it.
@@ThePancakeJedi When someone says, "I don't know how the code works, it just does." It always means copy and paste.
@@YouReyKarr or more accurately, came from ai
Just FYI you do not need a statically computed grid for A*. It's sufficient to have a function that takes a position and returns the list of adjacent positions. So you don't have to page anything in or out as you move around.
The main things to worry about with a homegrown pathfinder are escaping a deep bucket-like shape where the unit has to move away from the target to make progress, avoiding runtime explosion due to retracing in mazes, and identifying that a location is unreachable without searching the entire world.
It's also worth noting that A* is great for vision based checks, almost like Ray casting. And the algo only needs to be run if the creature/thing is trying to get to a specific location. But just for basic, "this is what I do daily" behavior, you don't need A*.
+1 for the A*. I've used it many times even on infinite procedurally-generated grids, and it works perfectly. To prevent searching infinitely long for a path to an unreachable destination, you could do bidirectional A*, which expands vertices simultaneously from the start and the end. If the destination is unreachable, e.g. is a closed "rom", then the "backwards" expansion will visit all the nodes in a room and realize there's no other vertices to move to. Bidirectional A* is also faster in normal situations, because it tends to expand less nodes in total.
Also, A* doesn't just have to consider physical positions. The nodes can represent any sort of state, and you can calculate an optimum path to get from one state to another.
@@mccleod6235 Astar for calculating routes to/from states is something I've never, ever thought about... But in theory, it makes so much sense! My brain's going to be chewing on this all day now...
Jump point search seems similar to what he implemented. It only works for grids with uniform motion but allows for much better performance.
Im loving the game so far! Im getting more excited and impressed by each devlog (Seriously dude your videos are very high quality and very well made)
This is gonna be the best game every
every?
r/youtubesniper
LMAO - subscribing purely because of the "firstly, what the f*** does this mean" bit at 0:52. I laughed out loud. You have my subscription
Thanks for posting all the specs in the description! People dont do this enough
You're welcome, and I have no idea why most people don't - it's really not that much effort!
I love how your animals work. I'm making a game where I also needed very "interactive/alive" AI. I opted to go for a sound and scent system, but the goal-oriented system seems really modular and nice. Love your artwork too, pixel art is my favorite.
I recommend increasing the size of the transparency bubble around the player when walking behind solid objects. It'll feel a lot better for players if they have a least a little more warning when they walk up to an obstructing object and have some notice before being ambushed.
Yo this is insane!
It's so cool seeing you designing these animals, and then making them come to life
Just found out your channel and I m quite amazed by the quality of it all ! Cheers!
Nah this is actually crazy you’re gonna go viral soon for sure
More like Sigmulating An Entire Ecosystem haha ayyyyyy I'll be here all day folks
This is so cool! I just finished binge watching all of the dev logs and I’m really excited for future updates. Also on an unrelated note, I finished my first game jam! Even though I was bad at it, I learned quite a lot. Like the fact I don’t know how to use if statements lol
He is back ❤I love your edeting style and how you explain your created game to us. Keep it up!
Wow. Dude, that thought bubble idea is genius honestly, it’s like having a live in-game error log.
"most of it just miraculously worked" typical compsci experience haha
You earned my subscription! Can't wait to play this game!
Nice to see the game evolve
Wow, you're 20 years younger than me and already at this level. Impressive work!
Loving your videos, looking forward to more!
Every single feature I would add if I made a Unity game, you always add! I love how this game is turning out! It would be fun to see some sort of gameplay video or playable demo, when the game is in a playable state. (Or now, if it already is!)
Yep, don't worry - I do plan to release a demo in a few videos time. It'll include mostly just the features and mechanics, without too much actual content, but hopefully it gives a kind of a feel as to what it will be like to play.
Can't wait for the realease!
Game is looking very cool to be honest, i think this could actually be a big one
I wish you told us a little bit more about the AI and how it works, but the improvements and other things were interesting to see regardless!
6:10 I see that u use the exact same health bar on world enemies as Terraria does, try to give it some of your style to get it more unique or in your game style. It is not wrong to get some inspiration, but here it looks like 1 to 1 copy, so be aware of that.
Besides that great work, and good luck on future content!
I just wanted to say that adding subtitles in your video is great! They are easily translated into other languages and are very clear
Glad to hear that the time I spend syncing them isn't wasted!
I find these ecosystems mechanics a very nice thing to have in open world games, as it really allows you to immerse yourself into that world.
I was honestly mind blown when I first saw it in Don't Starve Together, where different creatures could interact with each other, and have different ways of interaction. This way it also enabled a lot of new interactions in the world (eg. when the wolves waves came, running to the pig village so that the pigs protect you, since they attack everything that is "monstrous" on sight). If you are not familiar with the game, I know it can sound pretty random :D
I'm not sure if you're aware or not but there is an ars technica war stories video featuring Richard Garriott, in which he talks about this very thing - where they created an entire ecosystem of animals and plants and stuff in the first version of ultima online. I can't link it here because youtube auto deletes comments with links in them...
Sounds interesting 👍
Cool video! I've been working on a similar project, although now it's on the back burner to a different project.
Something I found that helped me with optimization: The logic of the creatures can be completely separated from the game objects. So technically, enemies are just classes with some values, and you can still simulate logic, hunger, interactions, etc without a game object. Now game objects are only used for the creatures within visual sight of the player. You could use object pooling to avoid instantiating lots of game objects all the time.
That's a great point actually. I had thought about how weird it was that everything just froze outside of the render distance, but I would like to see what I can do with off-screen entities at some point.
this looks really cool, I love the action tree stuff. Looking forward to seeing how you integrate that into the gameplay
Your game looks so nice.. You're a very talent artist.. keep going
A* does not rely on a grid or a finite set of nodes. It is a specific implementation of the best first graph search algorithm applied to pathfinding, but the underlying algorithm is used in symbolic AI, such as most chess solvers. (its also used in google maps and unity's pathfinding system)
A priority queue might sound daunting - but in reality its just a sorted list, that stays sorted when you add nodes. (C# already has an implementation of this)
Heres the simple explanation of how to implement it:
Beginning with only having explored the starting node, you repeatedly explore the best node you've found so far.
To explore a node, you calculate the score of each unexplored neighbour and add them to the priority queue.
The score of a node is its distance from the starting node plus the estimated distance to the goal node.
Dude youre a real insparation keep it up champ and take youre time
(ps sory for the bad english)
Great video and game looks like it is coming along great. I'm also writing a game and used A*. You can use it more like Nodes rather than an actual grid, so the nodes can be connected as you wish. So doesn't have to be grid shaped, think of a road curving and a node on each end, then lots of nodes connected in that way. You can then expand as required with very minor impact to performance (if any) using a little bit of threading. Good luck with the game and look forward to seeing the next video - I really need to learn to do good videos mine are terrible!
I believe that highlighted sentence just means that on every step of the algorithm, we take out the node with the lowest f(x) value [the formula is on the same page above] and then update the neighbor nodes (since a priority queue keeps the smallest value om the front, we are sure to get the smalled one every turn)
"Firstly, wtf does this mean" is how I start my day reviewing my code from the previous day.
Hey youre content is really fun and I was here with the first devlog so now Im on a quest to make your channel popular af so lets go
If you are at the point, that your code functions but you don't know how, you are a pro programmer.
And judging from what you created in your own, and at your age!, is incredible.
Reminds me how useless my CS degree was & that I won't ever get into real programming... Almost 3x your age!
Nice watch.
It put me in my place, too.
If you're wanting some good information on doing on-the-fly pathfinding, you should read some of the dev vlogs for Captain of Industry. They talk about it extensively, especially because that game has the capability of allowing a player to have hundreds of vehicles that are all trying to figure out where to go and what to do at any given time (even figuring out if it should give up on a destination without getting there immediately).
Another thing you could think about is using signals for animals to communicate, in a sense. But mainly just position information to any animals within X radius of them. That would dramatically increase your A*/pathfinding performance.
Looking for some information on the dissolve effect you created. That kind of effect is exactly what I'm looking for, for the game I'm making in Godot.
when a game gets inspiration from rain world you KNOW it will be good (also fun fact the art design in the game was done by the musician)
You‘re insane dude, keep it up 💪🏻
Really loved your work man. A small feedback though -> The squirrels kinda looked like foxes and I really thought they were fox until you said so.
Amazing brotha. Keep working
Inspiring. Has been my dream to make an ecosystem simulation that I can explore as a player. So far I just have some basic movement and some self replicating cubes
Squirrel Pearl.
The best name for a game ever…
make the tree have a wavery movement, it makes the game look better
Agreed. I do hope to animate all of the foliage at some point, alongside things like wind and leaf particles, weather, flowing water, etc. It just doesn't seem like a top priority at the moment.
Looks amazing so far dude! I actually have a really nice top-down loot explosion script that adds perspective to dropped items and is super smooth. I'll just give you the code if you want to try it out
Your IsEven function looks cool
That must have been 4 rough months, but the progress was totally worth it. Also, I really like the style of the animals :D
The colors look so good; you obviously know a thing or two about color theory. Have you considered doing some simulation calculations with DOTS or the Jobs API?
Thanks! Nope, haven't been all that bothered with the whole ECS and DOTS stuff. Since the game is 2D and the textures are low resolution the performance tends to be 'good enough', but I'll definitely look into it.
You can use a* for any kind of node connection, shapes, distances. Dynamically generating the nodes with traces at runtime is good, especially if it's all done in a separate thread.
A bit late now, but good to know! The point about multi-threading though is something I should probably look into at some point.
Bro, this looks so cool
3:20 bro never heard of a switch💀
Also the game should be called somethimg like "Woodsman" because it happens in woods.
nahh L name
@@yoouussef then why don't you think of something better? I made it up on the place without much thinking
in the woods
@@cybermats2004 Very possible
@@cybermats2004 maybe, but it kinda sounds like the name for the musical "out of the woods"
Did anyone else think those squirrels were foxes?
Also the game looks really nice, keep up the good work!
My mum did! 🤣
I do take your point though. I think they're fine side-by-side, but on their own they do look kind of similar. If I decide to add random colour variations though, that might help.
@@sigmoiddev That makes two of us XD. Maybe the body could be made a bit shorter or the tail a bit less connected to the body? (Like it connects at a thinner point)
At least you have a free fox sprite
Você tem sido minha inspiração para querer criar jogos!
Abraços do Brasil!!!
I love this art style 😍 also great video - it blows y mind how talented you are at your age! Defs going to subscribe to watch your game and career progress! Little question, I wonder if you played with making the slimes purple or a different colour to stand out against all the green happening in the map? The unnatural colour against the natural environment would make them obvious and maybe instinctively dangerous (unless that's not the goal?)
Good idea, I hadn't really thought of that!
Its quite the myth that A* needs a grid. It doesnt. Its super close to Dijkstra but faster
True. Also I don't understand why A* is so popular. I mean it's Dijkstra with extra steps. Dijkstra should be easier to understand and implement, shouldn't it? And Dijkstra should absolutely fly on this scale...
@@arsenypogosov7206 a* has the extra steps but it will focus more on going forward than dijkstras would meaning it is more efficient in its search
@@ELF_Productions yeah, I just don't get why bother.
@@arsenypogosov7206 I'm accustomed to adding in A* so its never been a bother for me.
that system would make you a fortune mate
I have been learning quite a lot from ur videos lately, from game dev to video editing, ur videos are helping me in everything i need for my own devlog videos. Awesome content!! 🙏
call it Sigmoid
not sure if you fixed/update the rabbit thinking picture ui so they dont all display at once when they are thinking of food. Maybe you could try to set the rabbits to not search for a random duration of time, then one by one the rabbits could get an idea and run to do it while the other rabbits are just jumping around randomly until their random idea timer goes off
Wow this is incredible🤩 I love everything about this game. I watched your first devlog and you explained how you procedural generated the world and I think it looks amazing. Could you do a tutorial on your system?
I have had a few people asking for more in-depth explanations, but I kind of just feel like they would drag out the video too much.
I did consider making a second series which was more technical, but I don't know if I really have the time to be doing that too.
Apart from giving text explanations of specific systems I'm not really sure what the solution is. If you have any *specific* questions though I'd be happy to answer them! Like, what is it you want to know about the procedural generation?
Hey dude heres a suggestion you should add some insects and grass so that something like a grasshopper jumped out of the grass when u stepped on the tall grass
Yeah, might do that at some point
4:35 what font and color scheme is that?
just found this, love your content, subbed
Very good video and the game looks so solid!
I'm trying to get something similar done, altough I'm only uploading shorts for the devlogs and my game is an earlier stage. I do have very little time to work on it unfortunatelly. =(
Best of luck on the process!
I think that, a juicy and varied swing animation will make or break the feeling. May I suggest looking into how Runescape breaks the repetition
Cool, man! Keep it up
glad to see rain world getting some of the recognition it deserves. That game was truly ahead of its time!
Hii, love ur vids, from my opinion it's great really, but if the forest has a little less tree it would be really perfect! Keep going, ur the best
I really want to contribute doing some music for your game!
This looks so freaking cool dude!
Maybe I’m thinking to much into this … But will only the animals dissolve? Or will all mobs- Would the mobs drop bones and other things?
Yep, definitely overthinking it! Absolutely not realistic for anything to just dissolve, but I figured it would look cool and it saves me from drawing out a proper death animation for everything.
Finally a new vlog ❤❤❤
nice video , What extension are you using for theme in vscode ❤
I'm using the Rainbow theme from the extension 'Rainglow' (but slightly manually tweaked for C#)
When you mentioned Rain World I subbed immediately😅
to fix your astar problem, you can try using quadtrees
The game looks very polished, Im amazed! I immediately subbed!
The forest looks very alive, cant wait to see more. The only complaint I have is the Slime enemy, it is so generic and overused in other games, I think you have to make some really unique enemies (also no bats please!)
For example, you can make fome forest creatures, like Orcs, Trolls, dark Fairies, Trents, etc.
This game has a potential 🎉❤
That's a good point actually! I'll keep the slime for now, but when I get into adding all the proper content I'll definitely take that into account.
Nice video, subscribed.
name suggestion:
Squirrel Killer Sim 2000
Great vid, the game looks very cool btw :)
Wait, what are some of the behavior decisions you programmed the animals to do?
@SigmoidDev
Hello love the look of your game and the concept also just wondering how long have you been doing pixel art, game development, and editing it looks so good
Thanks! I did make a video with a brief timeline of my game dev journey, but to summarise:
· I started with Unity back in lockdown, but have been into coding for a while longer
· I would've started pixel art around the same time, but I'd say I only got properly good at it with this project
· The first video on this channel is the first one I've edited!
Bros so advanced i don't even know what he's talking about
Some awesome work. Are you implementing a food chain with predator animals? Do animals die if they dont eat or from old age? Cool idea!
I mean, at the moment I haven't done that much with them - I'm not trying to make some zoo simulator - but I do want the AI to be relatively advanced.
As for food chains, there isn't really anything specifically implemented, but each animal type does have preferred foods and so will end up killing certain things more.
the what the f*ck does this mean bit was amazing
How you manage your time to pull all these things you are working on? Like you have school, doing this crazy project of this game, editing video which also requires a lot of time and I assume you probably have a side/part time job irl. How you manage all these things and not end up exhausted?
Honestly, I don't really know what advice to give. I mean in terms of school I'm lucky that I don't actually get much homework set, and no - I don't have a part time job too. If I did I'd barely have anything done!
That then means that a lot of my free time can be given over to working on the game, but as for the final question: it does sometimes get a bit exhausting. There are times in development where it just feels really demotivating and I'm unsure what to add and how. I think though that having this channel is a good source of motivation to continue working.
I wouldve liked a more in death look at your state machine tree mess lol and see what kinds of interactions and decisions your creatures can make
Lmfao the koopa's with the snipers
I have an Questsion do you use perlin noise to generate the infinite world?
I do indeed, and spoke briefly on it in my first video. In the future though I do hope to overhaul it with multiple types of noise layered to add a bit more variety.
I always wanted to do a videogame like this. It's my dream game. If there's anything I could do for the project I would be stocked to :D
I've just discovered this channel, but it's literally what I always dreamed to have a game about. A game where animals interact with the world and where you could just sit there and watch the world slowly change and transforms
immediately liked after the spaghetti joke!
How do you make the infinity map?
The animals turned out to be cute, I like it)
I'm also creating a game and I'm also currently untitled... xD Coming up with names is the hardest work, I just added an armored insect that can be picked up and used as a shield, I have no idea what to call it, so far its name is Isopodicus
It's look clean art design ❤❤
can you make a tutorial video about AI that you made for your game? i'm new in unity and i love to learn creating AI for alive things in my game.
Hey Sigmoid. I am wondering what resolution you use on aesprite for the animals ? is it 32x32 pixels or 16x16?
nevermind i see bottom left its 24x24 :)
Yep, 24x24. It's a bit unusual as a resolution, not really sure why I picked it, but hey, it works.
What software did you use to draw your animals? I'm thinking about creating a game with the same art and animation style, so I'm just really curious.
Aseprite - all my software's in the description
@@sigmoiddev oh thanks! I appreciate it
New here. Cool video, gonna be interessting to see where it goes. Depending on what game you want to make and how far you want to go with the environment, I can very much reccomemd to check out the Ars Technica video about Ultima's ecology. Very interessting to watch and gives someminsights in how players may interact with an ecology system.
I can't stop laughing at that cow
Squirrel Murder Simulator