I made a BIG mistake with my indie game

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  • เผยแพร่เมื่อ 6 ต.ค. 2024
  • Follow Isadora's Edge on Kickstarter: www.kickstarte...
    Wishlist Isadora's Edge on Steam: store.steampow...
    What's up, Gamers?
    I really messed up pretty bad with the first pass on my enemy AI system, it legit barely works for what I needed. But that's okay, this video explains how I managed to salvage an otherwise pretty terrible situation!
    The game that I'm developing as an indie game dev is called Isadora's Edge! A 2D Pixel Art platformer game, that I'm developing in the Godot Game Engine! If you're new to Godot or have any questions about Godot or game dev in general, feel free to ask me!
    === THE LOVELY AND TALENTED INSANDIO ===
    TH-cam: / @insandio
    === ATTRIBUTIONS ===
    Music used in the background is from the incredibly talented Low Frequency Music!
    Song: 'Good Day' - www.youtube.co....
    TH-cam Channel: www.youtube.co....
    Soundcloud: / user-551516820
    === HASHTAGS ===
    #GameDev #IndieGame #Godot #GodotEngine #IndieGameDev #Vimjam #8BitsToInfinity #Vimlark #VimJam2 #VimJam2021 #Vimjam2021 #Devlog #GameDevlog #GameJam #GameJamDevlog #Jam #GMTK #GMTKJam2021 #GMTKJAM2022 #Indie #Game #Dev #IndieDev

ความคิดเห็น • 116

  • @InboundShovel
    @InboundShovel  2 หลายเดือนก่อน +7

    If you're interested, here's where you can wishlist Isadora's Edge on Steam! store.steampowered.com/app/3125320/Isadoras_Edge/
    And you can follow the Kickstarter here: www.kickstarter.com/projects/inboundshovel/isadoras-edge
    Thank you!

  • @CounterPunchGames
    @CounterPunchGames 3 หลายเดือนก่อน +52

    Been working on godot for months, never realized there was an editable children checkbox 😒

    • @NoVIcE_Source
      @NoVIcE_Source 3 หลายเดือนก่อน +11

      i cant believe im saying this but godot seems so complicated to me... all this node based approach that godot enforces make it so hard for my programmer oriented brain to grasp-

    • @CounterPunchGames
      @CounterPunchGames 3 หลายเดือนก่อน +1

      @@NoVIcE_Source Have you tried it yourself? I'm no expert but from my experience some youtubers tend to complicate it more than they need to.

    • @InboundShovel
      @InboundShovel  3 หลายเดือนก่อน +12

      I was right there with you on that, at first - but once you get into it, the nodes are pretty easy to work with! Just takes some time playing with it to get comfortable, haha!

    • @jlewis4441
      @jlewis4441 2 หลายเดือนก่อน +5

      ​@@NoVIcE_Source Nodes were a bit tricky for me to wrap my head around in the beginning too. If you want to take a traditional programming approach to it, just treat each individual node as an object of a class like in C++ or Java. In fact, that's exactly how they function under the hood, we just call them nodes in the editor, which allows us to edit them in the scene tree easier than setting it all up purely in code (which you can still totally do if need be)
      And of course, practice makes perfect. Once ya get used to working with nodes, their strengths really start to shine through, but it can take time! Just be patient, and good luck (if you so choose, there are tons of other engines out there too that you might like more, but hey us Godotvians always appreciate new members 😉)

    • @shayaharon5015
      @shayaharon5015 2 หลายเดือนก่อน

      @@NoVIcE_Source its a lot like roblox

  • @LnkDHr
    @LnkDHr 3 หลายเดือนก่อน +83

    Q&A Question: In a past devlog you've talked about the game having four (main) levels. How long do you plan on these levels going to be, and I guess as an extension, what's the goal for the game's overall length?

    • @InboundShovel
      @InboundShovel  3 หลายเดือนก่อน +37

      Thanks so much for the question, I'll add it to the list! :D

  • @NoomStuff
    @NoomStuff 3 หลายเดือนก่อน +33

    Love how you go into detail about the entire process

    • @InboundShovel
      @InboundShovel  3 หลายเดือนก่อน +7

      Thank you so much, I'm glad you like it!

  • @La_Mop_Jaune_QC
    @La_Mop_Jaune_QC 3 หลายเดือนก่อน +15

    i was zoned out on the side half listening to the video in background when i heard "*EDIBLE CHILDREN*" i snapped back for sure . thanks for showing your experience with game developpement !

    • @La_Mop_Jaune_QC
      @La_Mop_Jaune_QC 3 หลายเดือนก่อน +3

      i just realised , i heard that way wrong. was funny when it happened though

    • @aykarain
      @aykarain 2 หลายเดือนก่อน

      ​@@La_Mop_Jaune_QCEDIBLE CHILDREN

  • @Baekstrom
    @Baekstrom 3 หลายเดือนก่อน +59

    State machines are always a headache. You can pretty much make them as finely granular as you want. Finding the right level of abstraction is an artform.
    *Very small states with very simple logic*
    Pro: Very reusable states.
    Cons: State machine complexity explodes exponentially! Transitions between states may need some bespoke logic.
    *Very large states with bespoke behavior*
    Pro: Fine control over behavior in each state through code.
    Cons: Less reusability, and more lines of code need to be written.
    You need to find the right balance between those two extremes. And then there is the implementation of the state machine itself. I've seen quite a few different ways of doing that in my time, and they all have their pros and cons. I'm not sure that the one that is built in to Godot is even the best option available. I guess that the biggest pro of that is that if you are to work together with another Godot developer, then chances are that he/she/them/they is already familiar with it, so there is less of a learning curve.

    • @InboundShovel
      @InboundShovel  3 หลายเดือนก่อน +11

      Great analysis, spot on!
      Turns out I leaned way too far into the small reusable states, had to course correct to more bespoke behaviors, haha!

  • @EktoAnim
    @EktoAnim 2 หลายเดือนก่อน +7

    13:44 FIR??? THE MARIO ODYSSEY GUY?? Didn't know he did animation lmao

  • @sixty5notch796
    @sixty5notch796 3 หลายเดือนก่อน +41

    GOD DAMN your pixel art looks great. i cant wait to play!

    • @InboundShovel
      @InboundShovel  3 หลายเดือนก่อน +9

      Thank you so much!

  • @DrTomb
    @DrTomb 3 หลายเดือนก่อน +21

    Hey congrats on getting the systems setup the way you like 👍 super big move

    • @InboundShovel
      @InboundShovel  3 หลายเดือนก่อน +4

      Thanks so much! :D
      It really does feel good to have easier systems to use - and it's made working on actual level design so much more fun, haha!

  • @nextos
    @nextos 2 หลายเดือนก่อน +6

    Came because of your great shorts. Stayed for the casual swearing. Thanks for the tips

    • @InboundShovel
      @InboundShovel  2 หลายเดือนก่อน

      Awesome! Thank you!

  • @cobeyluong842
    @cobeyluong842 หลายเดือนก่อน +3

    13:44 Wait... Fir!?

  • @nilsmuller-cleve6769
    @nilsmuller-cleve6769 3 หลายเดือนก่อน +14

    Thanks a lot for making this episode.

    • @InboundShovel
      @InboundShovel  3 หลายเดือนก่อน +5

      No problem, thanks for leaving helpful comments and asking great questions!
      I do define walking distance manually for each instance - or, more accurately, I have the capability to do that! They do have basic edge detection and stuff and default behavior that occurs if I don't override it manually, so it's more of a lever that I can pull if I want to!
      My workflow for playtesting is very fast and loose, so having the ability to change all kinds of parameters on the fly on an individual instance of an enemy is really valuable to me - but once I have ideas set in stone, I'll probably force the generic movement handling in the general EnemyPhysicsController and only override it where I've found it completely necessary, heh
      I'll make sure to keep editor footage in mind for future devlogs, and try to include it whenever I can! :D

  • @johnonyango3166
    @johnonyango3166 2 หลายเดือนก่อน +5

    Question: When creating stories and worlds for various TV, film and video game productions, teams tend to create a Story/Show Bible. So I was wondering if you have a Story Bible for your game and if so is that something you would be willing to talk about in the future? Isadora is already a pretty cool character in concept and seeing more of this world would be pretty sweet.
    P.S Love your channel as watching your devlogs is a great insight on the day to day process of making an Indie game.

  • @noontimedreamer
    @noontimedreamer 3 หลายเดือนก่อน +3

    I have the same shirt! All the art and the coding you make looks so clean. I get stuck handling my game's enemy AIs for a while too, making them much more complicated than they had to be. What you came up with may just be what I have been looking for too! Thank you so much!

    • @InboundShovel
      @InboundShovel  3 หลายเดือนก่อน

      SHIRT TWINS!
      Thank you so much for your comment, and glad my devlog could help you out!
      Just checked out your channel too, and your game is looking good, excited to see more!

  • @403gtfo
    @403gtfo 2 หลายเดือนก่อน

    You are two parts crazy and four parts awesome. Thanks for the videos. I've found the shorts super helpful for understanding how to improve core parts.

  • @Vota_
    @Vota_ 2 หลายเดือนก่อน +2

    Tysm for making these videos! It's so cool to be able to peak into an indie's upcoming game, especially when its such a banger. I learned a bunch from just watching for a while and can't wait to implement that stuff into my own "games".

    • @InboundShovel
      @InboundShovel  2 หลายเดือนก่อน

      That's awesome! And you're welcome! :D

  • @blas_gamedev
    @blas_gamedev หลายเดือนก่อน

    Your enemy systems sound wonderful! Been thinking about something like this for a while now. Glad someone was able to implement it!

  • @extranji
    @extranji 3 หลายเดือนก่อน +2

    Looking forward to the full-length Isadora rap on the OST

    • @InboundShovel
      @InboundShovel  3 หลายเดือนก่อน

      Ayy, Chim on the beat

  • @QEngineering
    @QEngineering หลายเดือนก่อน +1

    I'm not a game dev, but I really enjoy you're videos.
    Super cool to learn about all the problems that I wasn't even aware of in video games and solution to the problems.
    Looking forward to this game being released, it looks super smooth.
    🍻

  • @thegreenflareon1542
    @thegreenflareon1542 2 หลายเดือนก่อน +1

    Legit would play this. It looks sick! I'm also making a game, though it's a totally different game in a different engine, I'm having fun with it. I hope you finish this game someday!

  • @HeyYouFromThatGame
    @HeyYouFromThatGame 2 หลายเดือนก่อน +3

    Recently found your channel and immediately interested :].

  • @Stared-vf9eh
    @Stared-vf9eh 2 หลายเดือนก่อน +1

    Great work!
    As an aspiring game dev, your style and tips are insanely helpfull, keep up the good stuff.

    • @InboundShovel
      @InboundShovel  2 หลายเดือนก่อน

      Thanks, will do!

  • @Ninanomori
    @Ninanomori หลายเดือนก่อน

    I watched the little short then came here and that intro… tis peak.

  • @1bess
    @1bess 2 หลายเดือนก่อน

    I absolutely LOVE the art of the game so far! I have a quick little note on the running animation (9:35)
    The arms and legs should be offset (if the right arm swings to the front, the right leg should move back)
    Excited to see the progress of this game!

  • @Ronscoe
    @Ronscoe 2 หลายเดือนก่อน

    hey bud, thanks for posting all of your gamedev journey, it's definitely motivating for development on my own game! good to see someone else also get caught in a design cyclone and realize it's a bad idea

  • @leonardodelgado7573
    @leonardodelgado7573 2 หลายเดือนก่อน +1

    About 3 months ago I decided I would learn to program and start deving a game with the help of some friends of mine. Today programing is going good I haven't started the game yet, but with time it will happen. Thanks for showing your experience.

    • @InboundShovel
      @InboundShovel  2 หลายเดือนก่อน

      That's awesome! Hope my videos can help with your progress!

  • @davie5104
    @davie5104 2 หลายเดือนก่อน +1

    I’ve gone down this rabbit hole, oh my god. Im doing everything in GMS2 and now im currently settled on just using scripts for all shared features (like hitbox, health, awareness, elemental interactions like burning, freezing, shocking, water interactions etc), then a subset of different movement scripts with the essential physics needed for each type (ground-roaming enemies, flying enemies, wall-bound enemies, etc) and what i do is basically this:
    A main script in the create event will simply initialize the object with a short list of variables and will make it identifiable as an ‘ancestor object’ to a global controller.
    Then, in that create event, i can pick and choose other initialization scripts (one to initialize it for having a hitbox, etc)
    And in the step event, i have scripts run for each trait I initialized. Like for example something like “ancestor_step_burnable()” so it will catch fire when burned, and use variables initialized in the create event with “ancestor_init_burnable()” that also is used to set some variables like how long it burns, a damage or resistance multiplier, etc
    But all code that is even somewhat unique or doesn’t have to behave exactly as other enemies will all be coded inside that object. Best of both worlds, especially when you want to maintain consistent logic for things like, oh, this enemy can burn, but not when wet for example.

    • @InboundShovel
      @InboundShovel  2 หลายเดือนก่อน

      I haven't used GMS2 myself, but that sounds like a really strong approach to me!

    • @davie5104
      @davie5104 2 หลายเดือนก่อน

      @@InboundShovel thank you, it works well. I’d say it’s almost like i’m creating custom “variable templates” for objects, and sticking to strict variable naming conventions. A perfect use for this too is interacting with a weather system. A simple initialization script like “ancestor_init_wettable()” would just create a handful of variables (e.g. amount_wet) and a controller can easily just go “ok, for all instances initialized with that function, when outside and it’s raining, or when underwater, etc, increase amount_wet, and decrease otherwise” and now, anything initiated to be burnable as well can also check first if it’s “wettable”, then, if so, can’t burn if it’s amount_wet is over a threshold. But then maybe trying to burn a wet object dries it faster! It becomes very systemic while fully trimmed to fit each type of object, all they have to do more is check a list of like 20 ancestor types “is it electrifiable? Is it a physics object? Can it be picked up and thrown? Does it cause damage?” And then objects can talk to each other easily and without a bunch of unnecessary noise

  • @zeeffer
    @zeeffer หลายเดือนก่อน

    Very approachable explanations and nice filming setup. I am dying to know what the blinking LED directly above your head in the frame is for, though.

  • @halcyondash2374
    @halcyondash2374 หลายเดือนก่อน

    You just relieved some of my anxiety about a recent realization I had. Using the editor is harder for me than just writing some code. All the options and bells and whistles were what made me stop learning Unity because the editor just had too much going on. Thankfully I like Godot's editor in general and the node system, but I hate how often I get screwed up by not checking a box in the editor. I'm only halfway through the vid but this gets a thumbs up from me, dude.

  • @sandfordays
    @sandfordays 3 หลายเดือนก่อน +3

    I want to be able to do this in godot, wayyyyyy above me for now XD Love the video!

    • @InboundShovel
      @InboundShovel  3 หลายเดือนก่อน

      Thank you, and I'm sure you'll get there! :D

  • @Mista_Saturn
    @Mista_Saturn 20 วันที่ผ่านมา

    I can't remember that other indie game a guy was making, the character looked like a wizard and the gameplay looked like an updated version of the legend of zelda

  • @SergeantMcClain
    @SergeantMcClain หลายเดือนก่อน

    Sounds like a Enemy State Machine Class!

  • @johnjohn-sl7oo
    @johnjohn-sl7oo 3 หลายเดือนก่อน +4

    amazing devlog and what area is after the plague doctor

    • @InboundShovel
      @InboundShovel  3 หลายเดือนก่อน +1

      Thank you so much!
      After the Plague Doctor I'm working on a couple areas, one rooftop area in a big city called the "Shadowed Sky" and an underwater type area (although I don't think I'm gonna change up the physics underwater very much, if at all, haha!)

  • @wraithgames
    @wraithgames 21 วันที่ผ่านมา

    For the Bottle Sprite, would you consider making the 3 bottles different shapes for colorblind accessibility? Like, as an example: a round poison bottle, a conical flask for fire, and a diamond-based bottle for shock. Just a thought!

  • @ineedzemedic5810
    @ineedzemedic5810 2 หลายเดือนก่อน

    I like how I've procrasted making my game for the past 4 years and now that Im in college taking game design these video start popping me telling me to do so

  • @dayronalfaro9461
    @dayronalfaro9461 หลายเดือนก่อน

    Oh man I just discovered your channel a few days back and let me tell you that it is one of the most inspiring game dev channel that I have seen. I'm a web developer and I always try to extrapolate the web programming mindset to the game development and always struggle heheeh I dont know if you have videos about it but that that implemented on the physics and the hitControl blows my mind jajaja I would like a video that show how to create something like that because I'm learning godot now thx man the game dev secret series it is also huge jejeje I like I save all your videos like notes jejeje thx man I really appreaciate it, bad english non english speaker here jeeje Hi from Cuba.

  • @MH-lr6ue
    @MH-lr6ue 2 หลายเดือนก่อน

    I saw one yt short and i really wanna play this game!!

    • @InboundShovel
      @InboundShovel  2 หลายเดือนก่อน

      Thank you! Steam page coming soon for wishlisting!

  • @ED-gw9rg
    @ED-gw9rg หลายเดือนก่อน

    I hope you don't take thid the wrong way, but everytime I hear about a mistake I've already dodged, it's really uplifting!

  • @El_tortugoDEV
    @El_tortugoDEV 2 หลายเดือนก่อน

    I'm making my own game and your game it's so similar to the idea i have so this is very helpfull for me you just gained a new subscriber

  • @aykarain
    @aykarain 2 หลายเดือนก่อน +2

    i should really actually make a game at some point lol

  • @aleatoriopictures
    @aleatoriopictures 2 หลายเดือนก่อน

    heya! Been following these Dev's Logs for a while now, and I too wanted to make a game, however I have zero coding knowledge, so a Q&A question I wanted to ask is: How did you begin coding, and what's the best way of learning how to program?
    Also, very excited for the plage boss fight, it already looked very cool on the Game Jam version, so looking up for what you've been cooking!

  • @WarTracer
    @WarTracer 2 หลายเดือนก่อน +1

    The animations are insane
    But I think you miss spelled the animators name at 13:43 it's with an i instead of e

  • @Matatoskr
    @Matatoskr 2 หลายเดือนก่อน

    Interesting. I think ima have the same issue xD isubbed like 2 days ago and im loving ur content man. also ur art style is great!

  • @Federryan
    @Federryan 2 หลายเดือนก่อน +1

    wow this game caught my eye i’d love to play it, i dont have a pc please release it on ps4 or mobile if possible :)

    • @InboundShovel
      @InboundShovel  2 หลายเดือนก่อน

      I'll try my best to do a console release! :D

    • @cooparchive7857
      @cooparchive7857 หลายเดือนก่อน

      Bruh he will pay a fucken 20 thousand dollars for porting the game on all big 3 platforms let alone console manufacturers want a share and guidelines so My advice is to get a cheap used steam deck from ebay and your gonna be good 👍..

  • @MrNyagasu
    @MrNyagasu หลายเดือนก่อน +1

    How is being able to customize the behavior of individual instances of an enemy worth all that effort? Enemy variations that even look slightly different as a way to signal to the player that the enemy is different seems like better game design as it comunicates those differences to the player. Teaching something to the player and then contradicting it causes frustration . That fine control seems useful only to puzzle-heavy games and troll games like "I Wanna Be The Guy ". I really don't want to be a hater. That's a good game and a good youtube channel I just subscribed to. Just trying to understand things. :)

  • @hiiambarney4489
    @hiiambarney4489 หลายเดือนก่อน

    2:15 - So I haven't watched the vid yet but I suspect you are about to implement a State Chart System into your Game? Let's see if I assessed correctly!
    Edit: I was severely wrong.
    Still think a Behavior Tree/State Chart System would lend itself to such a game but as you mentioned, programming is your strength, setting it up in this way makes a lot of sense.

  • @florenciaguastalli8374
    @florenciaguastalli8374 2 หลายเดือนก่อน

    Hey! awesome videos, I've been watching them all and they are quite inspiring, I was wondering who is the artist making the sprites because I would like to take a look at the rest of their work. TYSM and keep the hard work!!

  • @Ryöken17
    @Ryöken17 2 หลายเดือนก่อน

    Can't you setup two things ? a collider box to detect an enemy and attack, and Two dots to tell him where he can't go further ?

  • @reaprcussion5703
    @reaprcussion5703 2 หลายเดือนก่อน +2

    "but that's fine, eh, who cares"
    hi!! I'm you from the future informing you that it was NOT fine!! Why do you do this to me

  • @MudakTheMultiplier
    @MudakTheMultiplier 2 หลายเดือนก่อน +1

    What are your thoughts on hypothetically adding Archipelago multiworld randomizer support (eventually, obviously)

    • @InboundShovel
      @InboundShovel  2 หลายเดือนก่อน +1

      I had never heard of that before, but it looks super cool! I'll have to take a deeper look into it!

  • @mathislalonde353
    @mathislalonde353 2 หลายเดือนก่อน

    Maaan, I want so bad to learn how to create a game but i dont find the motivation, and when i have it it's so complicated. Should I watch many tuto to how create a game and take many note to create mines? Because it feels impossible to memorize.
    Like I dont want for each things I want to do watch a tuto, but it is how it's work ?
    Btw I love your short, even if I dont make my own game for the moment it is really fun to watch

  • @timob1681
    @timob1681 2 หลายเดือนก่อน +1

    where will this game be available when it's finished, and do you have an idea of the price tag for it? i just found your content from shorts and this game looks exactly like something i'd love as a huge fan of similar pixel art styled games like Iconoclasts.

    • @InboundShovel
      @InboundShovel  2 หลายเดือนก่อน

      I'll definitely be releasing on Steam! Hopefully I can port to Switch too, but that's more of a dream than a direct target, haha!
      For price point, I haven't thought about it too much, somewhere in the standard indie game range!
      Thanks for your interest, I really appreciate it! :D

    • @timob1681
      @timob1681 2 หลายเดือนก่อน

      @@InboundShovel that's awesome! I'll definitely wishlist it whenever you get a steam page up for it :)

  • @dougdeming3115
    @dougdeming3115 2 หลายเดือนก่อน

    I'm curious why you would need an "Unthreatened" detection area wouldn't this just be easier without the third layer? If the "unthreatened" state is active doesn't that mean the enemy is unaware of the player, wouldn't that be their natural state? I suppose if the system is using those detection areas as the triggers for when to swap states that would make sense, but couldn't you do that with the "Aware" state being either entered or exited? It feels like this could be handled by the 2 areas "Aware" and "Threatened" and have a minor boost to optimization? Maybe I'm off my rocker I'm not a programmer just a designer... So me not program gud. Haha, Either way I love these videos makes me happy to watch the process.

  • @Pitpotpit4
    @Pitpotpit4 2 หลายเดือนก่อน

    I am new to this channel. And I am interested right off the bat. I have a few questions:
    What year will you release this game if you already know a year?
    What is this game called?
    Will this game be available for free or will it be paid?

  • @fredg697
    @fredg697 หลายเดือนก่อน

    Why don't you use a behaviour tree as it is exactly what you tried to implement ?

  • @spetauskas
    @spetauskas หลายเดือนก่อน

    hi, I see you are using godot, any reasons why not unity (or other game engines)?
    p.s. really like your content :)

  • @hhirad
    @hhirad 2 หลายเดือนก่อน

    Amazing content ❤

  • @N1X2T3
    @N1X2T3 2 หลายเดือนก่อน

    Hm… when will your game available?

  • @viktorvalkov-gu7qr
    @viktorvalkov-gu7qr หลายเดือนก่อน +1

    Artificial Stupidity

  • @Eseboy11
    @Eseboy11 2 หลายเดือนก่อน +2

    Hey bro
    Where can i learn Godot

    • @InboundShovel
      @InboundShovel  2 หลายเดือนก่อน +2

      There are a ton of great tutorials on TH-cam! I'd check out Heartbeast's stuff - as well as anything from Brackeys!

  • @ZeZ5
    @ZeZ5 2 หลายเดือนก่อน

    Why not just use a buncha virtual functions on your base enemy script? That way shared states and behaviors dont need to be copied into new scripts and you aren't running through 10 enemies to fix the same bug 10 times, but you can just overload as needed for 'bespoke' stuff? You can even just store behavior function names as strings in godot "array"s and use 'call' and it'll work fine as long the given enemy of type EnemyStateMachine or whatever actually has a function with that name, and if you really want to dot every i you can check that before the call and throw an error if not or revert to base.

  • @Galomortalbr
    @Galomortalbr หลายเดือนก่อน

    Any community Discord server or Twitter page?

  • @kitchenpotsnpans
    @kitchenpotsnpans 2 หลายเดือนก่อน +1

    What is your game called???

    • @lyraisnapping
      @lyraisnapping 2 หลายเดือนก่อน

      Isadora's Edge!

  • @PixelatedClub
    @PixelatedClub 2 หลายเดือนก่อน

    Do you have a community discord where we can see updates and bts?

  • @marshallsober
    @marshallsober 2 หลายเดือนก่อน

    i hate godot i know it because i built pong on it and it was sufficient. i dont say its a bad engine but its really really like overcomplicating things

    • @平中山-b7y
      @平中山-b7y หลายเดือนก่อน +1

      well seeing how anything more powerful than notepad is overcomplicated for pong...

  • @ajdndbdjbdj
    @ajdndbdjbdj 2 หลายเดือนก่อน

    If its that much complicated cant you just do it manually without the nodes game engine provide?
    Idk i never tried game engines

  • @sirswellow7210
    @sirswellow7210 2 หลายเดือนก่อน +1

    Random Question. Is it meant to play like megaman zero?

    • @InboundShovel
      @InboundShovel  2 หลายเดือนก่อน

      Sort of! Megaman X and Hollow Knight are big inspirations, and Megaman Zero has a similar feeling!

    • @sirswellow7210
      @sirswellow7210 2 หลายเดือนก่อน

      @@InboundShovel Sick Looking forward too it!

  • @mrtheman5061
    @mrtheman5061 2 หลายเดือนก่อน +1

    What engine do you use?

  • @Toylympics
    @Toylympics 2 หลายเดือนก่อน

    Where can i wishlist this game?

    • @lyraisnapping
      @lyraisnapping 2 หลายเดือนก่อน +1

      it's on steam now!

    • @Toylympics
      @Toylympics 2 หลายเดือนก่อน

      @@lyraisnapping cheers! :)

  • @Ouvii
    @Ouvii 3 หลายเดือนก่อน

    I don't like the way you talk, but maybe other people do, so I have no problem driving the algorithm by commenting. Good luck.

    • @NoVIcE_Source
      @NoVIcE_Source 3 หลายเดือนก่อน +3

      I actually liked the way he talks, it's like hes actually sharing something with the viewer instead of monotonously reading out a script and dilluting his personality with a ton of editing

    • @Ouvii
      @Ouvii 3 หลายเดือนก่อน

      @@NoVIcE_Source there it is bois-no longer a maybe.
      I just find some of his affectations to be annoying.

    • @lyraisnapping
      @lyraisnapping 2 หลายเดือนก่อน +1

      @@Ouvii maybe keep that to yourself then. Imagine talking like this irl, maybe no one told you before but that's incredibly rude.

    • @Ouvii
      @Ouvii 2 หลายเดือนก่อน

      @@lyraisnapping thanks for the opinion, I appreciate the criticism.

  • @Axforgames
    @Axforgames 3 หลายเดือนก่อน +1

    I cant understand the reason for 1:04 nodes although my enemy doesnt attack it movement looks like this
    extends Node3D
    @onready var rootnode = get_parent()
    @onready var originalposition = rootnode.position
    var timer = 0
    var preparetarget = rootnode
    var target = rootnode
    var targetname = ""
    var move_speed = 5
    var localizatetimer
    var stop_distance_near = 0.5
    var stop_distance_far = 15
    func _ready():
    target = rootnode
    print(target)
    func _on_localizateplayer_body_entered(body):
    if body.name == "Player" and not target == body:
    preparetarget = body
    look_at(preparetarget.position)
    rotation_degrees.y += 180
    rotation_degrees.x = 0
    $Animation.play("Taunt")
    func _on_animation_animation_finished(_anim_name):
    target = preparetarget
    func _physics_process(delta):
    if target:
    if target.name == "Player":
    $Animation.play("Atack")
    else:
    $Animation.play("Idle")
    move_towards_target(delta,target)

    timer += 1
    if timer > 120:
    timer = 0
    rootnode.position = Vector3(originalposition.x+randf_range(-9,9),originalposition.y,originalposition.z+randf_range(-9,9))
    func move_towards_target(delta,tarjet):

    look_at(target.position)
    rotation_degrees.y += 180
    rotation_degrees.x = 0

    var distance_to_target = global_transform.origin.distance_to(tarjet.position)

    if distance_to_target < stop_distance_near:
    $Animation.play("Idle")
    return

    if distance_to_target > stop_distance_far and not tarjet == rootnode:
    target = rootnode
    return

    var direction = Vector3(tarjet.position.x - global_transform.origin.x, 0, tarjet.position.z - global_transform.origin.z).normalized()
    var movement = direction * move_speed * delta

    global_transform.origin += movement