Building a Marine Biologist's Equipment System for my 2D RPG

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  • เผยแพร่เมื่อ 7 ก.ย. 2024

ความคิดเห็น • 520

  • @dein_tod5006
    @dein_tod5006 3 ปีที่แล้ว +229

    The head slot could be used to wear a head lamp, with which you could light up a part of a dimly lit area in front of you. Like for example in a cave or at night.

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +69

      Love that idea!

    • @Toopa88
      @Toopa88 3 ปีที่แล้ว +18

      It could also be used to wear a face mask to protect yourself against the virus.

    • @EPC_1868
      @EPC_1868 3 ปีที่แล้ว +13

      Scuba or snorkeling equipment could come handy too!

    • @z3n3333
      @z3n3333 3 ปีที่แล้ว +5

      @@DevDuck it could be used as an anti corrosion helmet, or a crab hat from shells

  • @isaacmanahan8047
    @isaacmanahan8047 3 ปีที่แล้ว +168

    these dev logs are relaxing and overall fun to watch, keep it up!

    • @XanderwoodGameDev
      @XanderwoodGameDev 3 ปีที่แล้ว +1

      I love a good dev log. That's why I'm making one for my own game 🤣👍❤

    • @BigToeDev
      @BigToeDev 3 ปีที่แล้ว +2

      Agreed 😄

  • @boomboompower
    @boomboompower 3 ปีที่แล้ว +132

    Regarding keybinds, just allow users to rebind/configure control schemes
    Nice video as usual - the new inventory looks really good

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +50

      Yep I definitely plan to do this.

    • @atharvadeshpande4749
      @atharvadeshpande4749 3 ปีที่แล้ว +2

      yeah that would actually help a lot

    • @justinhageman1379
      @justinhageman1379 3 ปีที่แล้ว +2

      @@DevDuck I think doing a circle selection for items would be best because then you could choose from cycling with mouse numbers or using wasd to select an item based of its position in the circle

    • @Atlas_of_the_universe
      @Atlas_of_the_universe 3 ปีที่แล้ว +1

      @@DevDuck try making biomes like desert or tundra

  • @falkfabri739
    @falkfabri739 3 ปีที่แล้ว +4

    For Keybinds: Left click for weapon attack. Right click for spells, because they have to be aimed with the mouse.
    A key assigned to performing an action with the tool. For example, press E to use the tool.
    I think the mouse buttons are much more suitable for combat.

    • @SuperT
      @SuperT 3 ปีที่แล้ว

      Yeah

  • @ubgamer9702
    @ubgamer9702 3 ปีที่แล้ว +18

    Idea: Instead of modulating an organism’s sprite to show corruption, you could create a second corrupted sprite that normally hides the normal one and will fade away depending on the amount of corruption the organism has. That way corrupted organisms could not only have different colors but also have different visual attributes like multiple eyes or tentacles.

    • @pij0n
      @pij0n 3 ปีที่แล้ว +3

      though that is cool, the only reason he used the overlay shader is because it would be too hard to animate and create sprites for everything corrupted. Hope this helps!

  • @InTheDeepEnd.
    @InTheDeepEnd. 3 ปีที่แล้ว +67

    I’m def gonna buy this when it comes out

    • @dein_tod5006
      @dein_tod5006 3 ปีที่แล้ว +3

      Where can I pre-order? XD

    • @XanderwoodGameDev
      @XanderwoodGameDev 3 ปีที่แล้ว

      I looks great. I'm creating something just as big using construct 3 engine

    • @LaylaSheep
      @LaylaSheep 3 ปีที่แล้ว

      @@dein_tod5006 lol same

  • @isaacmanahan8047
    @isaacmanahan8047 3 ปีที่แล้ว +111

    it would be cool if that if too much corruption is around, your brightness would go down a bit and maybe some sort of morale would go down too? Idk just a idea i thought would be interesting, (side note) maybe when you are in this lowered moral, and brightness, area you yourself can become slowly corrupted?

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +62

      I agree - I think just having some trees and bushes look purple isn't enough. I have to find a way to create a bigger shift in aesthetic and mood in places with a high level of corruption.

    • @dein_tod5006
      @dein_tod5006 3 ปีที่แล้ว +6

      @@DevDuck you could combine this idea with the from me mentioned "head lamp" - idea.
      I think they would compliment each other pretty well.

    • @robertonome2448
      @robertonome2448 3 ปีที่แล้ว +1

      U could overlap a sine-ing (size) mask over the corrupted objects

    • @cineblazer
      @cineblazer 3 ปีที่แล้ว +2

      @@DevDuck Maybe some form of procedural gradient between corrupted colors and uncorrupted colors (instead of just a hard edge) would help blend the two together?

    • @durp_kid8206
      @durp_kid8206 3 ปีที่แล้ว +3

      @@DevDuck the caves should have the most corruption so the player stays away from the cave unless they have to

  • @Flipercat
    @Flipercat 3 ปีที่แล้ว +55

    Yes, two minutes in!
    Edit: for the inventory, I would like to see the pencil have an eraser

    • @pencilRC1
      @pencilRC1 3 ปีที่แล้ว +6

      0-0

    • @_DigitalData
      @_DigitalData 3 ปีที่แล้ว +3

      @@pencilRC1 Kids named Pencil and Eraser

    • @pofferfish7580
      @pofferfish7580 3 ปีที่แล้ว +2

      I think it is a pen but Idk

  • @Choco____1
    @Choco____1 3 ปีที่แล้ว +8

    Tree: gets corrupted
    Dauphin: cuts down tree
    Dauphin: Done, Uncoruppted!

    • @nojustno4209
      @nojustno4209 3 ปีที่แล้ว +2

      Umm acthualy it’s spelled “dolphin”

    • @atharvadeshpande4749
      @atharvadeshpande4749 3 ปีที่แล้ว

      @@nojustno4209 No. just, no it's Dauphin watch at 0:02

    • @nojustno4209
      @nojustno4209 3 ปีที่แล้ว +1

      @@atharvadeshpande4749 Did you think I wrote “acthualy” un ironicaly?

  • @ob-iwankenobi5571
    @ob-iwankenobi5571 3 ปีที่แล้ว +6

    A bar on top of the screen that says how much corruption is in the area

    • @microdavid7098
      @microdavid7098 3 ปีที่แล้ว

      This is actually a very cool idea

  • @anter1107
    @anter1107 3 ปีที่แล้ว +29

    The ground around the bosses should be corrupted, and when you beat the boss it should slowly fade back to normal. Like the boss, by existing, is spreading corruption.

    • @laromlabmaybe1636
      @laromlabmaybe1636 3 ปีที่แล้ว +1

      This idea seems great, it or something similar will probably be added

    • @timothymclean
      @timothymclean 3 ปีที่แล้ว

      Adding corruption to the ground seems like it would be tricky (unless tiles can have corruption, in which case the simple solution would look really blocky). But it would be neat!

  • @montizima
    @montizima 3 ปีที่แล้ว +12

    I feel like having to press the number buttons to cast spells while fighting to be very awkward. I keep picturing fat fingering which spell I want to cast and get punished with the cool down.
    A better idea, in my opinion, is having both tool and weapons be left click, but you need to toggle between them with a button. Then, have right click be set to the player chosen spell. You can have that spell be changed with the number keys, with a scroll bar or a spell wheel, it doesn’t really matter.
    Also, if you put the journal for the player to put down the notes themselves, I don’t see much use for it. If I was playing, I’d rather bring my own notebook, or open a notepad on another screen to take notes. I suggest either turning the last tab into a save/load screen, or a settings screen.

    • @KotCR
      @KotCR 2 ปีที่แล้ว

      A button to swap between weapon and tool just sounds more clunky to me, but at the same time I can see the benefit in your suggestion from essentially switching the player from "combat mode" to "exploration mode". But with a control scheme like that, you'd probably have to design the game so that there is never any reason to use a tool mid-combat, else the controls will just end up feeling awkward. It probably would make the game more mobile-port friendly though.

  • @BigToeDev
    @BigToeDev 3 ปีที่แล้ว +15

    Finally! Another Dauphin devlog 😄

  • @icantdraw3781
    @icantdraw3781 3 ปีที่แล้ว +37

    My thoughts are that you should remove the tool/ weapon restriction and allow tools, weapons, and spells to be bound in the inventory, rather than a tool and a weapon. I honestly don't really like the idea of number keys for spells because it feels way too different from the rest of the combat system, and this approach would lead to a lot more flexibility in how you approach combat and construction.

    • @Alche_mist
      @Alche_mist 3 ปีที่แล้ว +11

      I'm also for doing away with the tool/weapon distinction. Just allow two tool-type items to be used at once.
      It would also make more sense from the "cleansing biologist" perspective, who probably wouldn't want to use dedicated weapons, but the weaponized use of the fishing pole (for the mid-range hitting of weak spots or grabbing and dragging smaller enemies closer to you) or a machete (that makes far more sense for a biologist that a sword, while retaining the "slashing weapon" behavior and also being able to cut through vines and bushes).
      It would also allow combining the "weapontools" in creative ways, allowing for fun bossfights (regarding boss vulnerabilities) and letting players create their own playstyle throughout the standard exploring (a fishing pole for grabs and machette for swipes would play far different than, say, the Bubble shooter for the water projectile and a Throwing lure that baits enemies, thus putting a distance between the player and them while also clustering them, giving a target for the Bubble shooter projectile).
      Also, I'd say that empty inventory slots might be standard "Punch" (low damage, close to no knockback) and "Kick" (even lower or no damage, solid knockback). Or swap "Punch" with "Shove" ("Kick" would then be the damaging default, while "Shove" would be the knockback one).

    • @Noctureal
      @Noctureal 3 ปีที่แล้ว +5

      I would probably just remove spells completely. Instead of make ranged weapons (like water gun) which feels more connected with game you being marine biologist. You are not meant to be Gandalf casting spells and whole spell idea feel like it's not part of game's world.

    • @Toopa88
      @Toopa88 3 ปีที่แล้ว

      I agree with you guys.

    • @AsteriosChardalias
      @AsteriosChardalias 3 ปีที่แล้ว

      You can actually go for all 3 in 1 and have spells as 'enchants' on (weaponizable) tools. So say an 'enchanted' shovel can be used to dig, bash and cast a ground spell.

  • @alennaspiro632
    @alennaspiro632 3 ปีที่แล้ว +2

    You sir, make the most aesthetically pleasing devlogs in the entire community.

  • @skosalat
    @skosalat 3 ปีที่แล้ว +14

    Finaly love ur devlogs continue the good work and stay strong

  • @toastytashe
    @toastytashe 3 ปีที่แล้ว +3

    I have two ideas:
    Idea 1: Add a skill tree system. Although the magic is cool, I think it should be something you unlock, not from the start.
    Idea 2: After saving a creature, you should be able to buy a collar from the shop, and use it on one to tame it (maybe like a 25% it will be tamed). The pet could aid you in combat.

  • @benl9069
    @benl9069 3 ปีที่แล้ว +4

    I love this devlogs series so much!!! Is one of my favorites

  • @zerb6621
    @zerb6621 3 ปีที่แล้ว +4

    Perhaps maybe add an effect when you stop the corruption on a creature? It seems like it would be tough to tell if it was still corrupted or not, so maybe like an explosion of black particles to show the corruption is no more?

  • @ThePixelExpedition
    @ThePixelExpedition 3 ปีที่แล้ว +1

    This new corruption system is looking much more robust. I'm still very impressed with the whole concept. Thank you for another relaxing and informative dev log!

  • @liampeterson8299
    @liampeterson8299 3 ปีที่แล้ว +4

    You could transfer spells into a tool item to make them be used with a right click, and I enjoy the idea of no toolbar, but it restricts the diversity a player can have in their setups. Great work so far!

  • @haydendavies2862
    @haydendavies2862 3 ปีที่แล้ว +7

    I'd like to perhaps see you implement a cooldown for things getting corrupted as in the cave scene it seems that the bats are corrupting each other again faster than you can cleanse them

  • @mitchcameron
    @mitchcameron 3 ปีที่แล้ว +5

    Great video! As an idea, when selecting items, having the relevant inventory slot light up on the side it works on would help users equip the right items intuitively to the correct slot.

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +5

      Great QoL enhancement - will write that down!

    • @mitchcameron
      @mitchcameron 3 ปีที่แล้ว

      @@DevDuck No worries! Amazing work!

  • @devsauce
    @devsauce 3 ปีที่แล้ว +3

    Really enjoy watching these devlogs, gives me ThinMatrix channel vibe. Keep it up !

  • @enderlord69
    @enderlord69 3 ปีที่แล้ว +8

    0:14
    Dev Duck: talking about working on dauphin
    Me: WoAh loOK aT tHe SHighNey StaRs!

  • @MrXhukari
    @MrXhukari 3 ปีที่แล้ว +6

    Looking great, DevDuck! Just some ideas for ya...
    Replace the empty-slot dots for the equipped gear to an icon that represents that slot.
    Would be cool if some tools had a combat use too (e.g., the fishing pole can act as a way to pull smaller enemies closer to you, the shovel a weak weapon before you get a proper weapon, etc).
    The corruption needs something more to it too, I feel (especially if there's a lot of corruption in an area). So maybe corrupted static objects could start to spread corruption across the ground.

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +1

      Love all of this feedback! Thank you! I agree that a highly corrupted area needs to really have a different vibe to it.

    • @ZsoftZ
      @ZsoftZ 3 ปีที่แล้ว

      @@DevDuck You could tint the screen slightly like the air is getting corrupted and all that, maybe even give it a small wavy effect or something

    • @BumpDev
      @BumpDev 3 ปีที่แล้ว

      @@ZsoftZ yes! I strongly agree

    • @thisexistsoicancomment9098
      @thisexistsoicancomment9098 3 ปีที่แล้ว

      @@DevDuck if you ever add weather such as rain high areas of corruption could make the rain turn to a purple corruption color

    • @KotCR
      @KotCR 2 ปีที่แล้ว

      I was going to comment something along the same lines; It'd be nice if you could still equip tools into the weapon slot and use them as weapons, for desperation situations. Afterall, no reason you can't still hit something over the head with a fishing rod, spade or pickaxe. Still generally more effective than fisticuffs.
      If he continued with a limited inventory system, it'd ask some risk-reward to your expeditions too. Do you forgo bringing any ACTUAL weapons with you in order to carry more tools? It'd guarantee you'll be able to acquire every resource node or w/e that you come across that is generated on the island - but at the cost of battles essentially becoming much more difficult, but still possible.

  • @HelperWesley
    @HelperWesley 3 ปีที่แล้ว

    I love the in detail break downs of how and why you're doing the things you are in your devlogs.

  • @gazz1617
    @gazz1617 3 ปีที่แล้ว +1

    Loving these dev logs! So intriguing to see what you're doing and how you're going about it. Fantastic to see as well that you're not always getting it right first time and are redoing things as and when they need to be redone!

  • @cashwarior
    @cashwarior 3 ปีที่แล้ว +1

    One inventory management system I really enjoy is the one in Legend of Zelda A Link Between Worlds. You have two slots you can assign items to and you could open up your inventory and move it to the slot. In addition to this, they also have a quick equip option that allows you to hold a button to scroll through your list of items, then press the action button to assign it to that slot. For your system, I imagine you could have a menu you can scroll through (either have it appear when you scroll or require an input to bring up) then you click the left or right mouse to assign it to that hand. It'll make swapping equipment able to be done on the fly and have a better flow.

  • @ivanbarnard9452
    @ivanbarnard9452 3 ปีที่แล้ว +1

    The balance was great! Focusing on making progress more is definitely the play in my opinion but not loosing the irl touch. Which i believe you have achieved with this one. 💚

  • @Nephryte
    @Nephryte 3 ปีที่แล้ว +1

    I think a day and night system that makes different things spawn and can close/open shops would be super cool!! Love the work so far. :)

  • @mariaclarasal8751
    @mariaclarasal8751 3 ปีที่แล้ว +1

    Really like the new look for the inventory system! But you need to adjust some visual things so the players can navigate it more easily. Here are some comments that might help!
    -The buttons for the bag, the vest and the jars look the same as the equipment slots and don't come off as buttons (they look like equiped things), maybe add a shadow underneath and a change of color when they're selected?
    -The equipment slots don't really have a way for the players to know what goes on which one, you can put some icons to indicate that.
    -The inventory system looks really good and interesting to use, but maybe you can play with the whole "notebook" aesthetic and instead of buttons and separators (the four colored thingys on the right) you can make sort of an index with the names of the categories on it
    Aside from all that i really like the idea and i think it can go really far! Love seeing your dev logs and watching the game grow! 💜

  • @LaylaSheep
    @LaylaSheep 3 ปีที่แล้ว +4

    i think we need some vanity clothes to makes the marine biologists more personal to other users, u could have really silly ones and maybe they are rare drops from enemies or like hidden in caves

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +4

      I definitely plan to have the player character be more customizable!

  • @zoelastname4753
    @zoelastname4753 3 ปีที่แล้ว +4

    your videos help me go to sleep. keep doing what you do! :)

  • @enderlord69
    @enderlord69 3 ปีที่แล้ว +1

    3:03 thats actually really good that means that if the player takes longer he will be more prepared but the area will be harder, but if he goes quickly, he will be less prepared but the area will be easier, thus making the game alwayse balanced

    • @enderlord69
      @enderlord69 3 ปีที่แล้ว +1

      However that means that you computer might die so it might not be that good of an idea

  • @29echo22
    @29echo22 3 ปีที่แล้ว +1

    This is my long term vision of how I would create dauphin (please know, you can take inspiration of an individual piece of my monologue):
    You are a marine biologist that is concerned by the purple thunderstorms (indicating corruption) on the island. You travel to the island and a corrupted crab walks into the ocean, indicating to the player that water cures corruption. You use a net that you already had to cure the crabs. In the center of the storms on the map, is a boss. Once you reach the center of the storm on the beach, you will face the boss crab and will gain a power during the boss fight to defeat it. Shortly after you defeat the boss crab using the water power, a bat appears carrying treasure, and most notably a spoon ladle to its cave, which is essential to curing plants. If you follow it you will have to lure each bat individually under different stalactites dripping water. Once you reach the boss bat, you will have to use the power you gained from the boss crab to defeat it. Once you defeat the boss bat you will acquire the spoon ladle, and will go around purifying all of the plants. Once you do, you will have a seed attack, in which corruption will make it grow. After you acquire the seed, you will be prepared to face the final boss, which is a giant tree. Additionally please animate foot prints into the sand and the waving of trees. Love the videos!

  • @enderlord69
    @enderlord69 3 ปีที่แล้ว +1

    5:27 the fishing pole could have an attack that dosent do that much damage but has a long range and grabs enemies and pulls them towards you, as well as possibly works as a grapling hook. The attack could be just a sweep of the line and hook, in this attack if the enemy gets hit by the rod they take more damage.
    Another possible tool could be the umbrela, alowing you to jump up into the air and glide, as well as stomp the enemies, you could also have a poking attack that would do decent damage, but be very thin and have a short reach, thus making it hard to aim. The umbrella stomp would also be hard to aim, and very risky, but would dish out an epic amount of damage. The umbrella's stomp attack could allow for you to explore new areas so long as it was high enough to reach the new area and the celing isnt too low.
    You could also add the bucket which alows for a quick swing or to throw a huge amount of water in front of you, which would do a lot of damge but not reach that far, it could also allow for you to drain pools of inffection that block the players path thus allowing for more exploration.

  • @mattfromwiisports6256
    @mattfromwiisports6256 3 ปีที่แล้ว

    This is literally my favourite series on TH-cam. The production quality is fantastic and they are very relaxing. Thanks for such great content 👍

  • @jookie8469
    @jookie8469 3 ปีที่แล้ว

    I love these dev logs they always make me feel better and I'm happy to know thousands of others are ready to play this when it comes out

  • @Glaceer11
    @Glaceer11 3 ปีที่แล้ว

    Your dev logs are incredibly inspiring. As an amateur developer working on projects in my freetime, watching your process and learning about your work ethic has been very helpful. Thank you! I can't wait to see what you do next with Dauphin!

  • @hyverian1165
    @hyverian1165 3 ปีที่แล้ว +10

    I really like the equipment system! Its kinda new, or at least not as „overused“ as the scrolling/hotbar one. However, I do think it‘ll need some improvement, mostly in the speed category, because if you‘re like in a fight with a seamonster, you should be able to switch weapons fast. Maybe add a separate melee and ranged weapons slot? Anyways, love the game and vids!

    • @sinisterxyz8492
      @sinisterxyz8492 3 ปีที่แล้ว

      Why did you abandon making videos?

  • @goldone01
    @goldone01 3 ปีที่แล้ว +1

    Finally a new devlog! The new inventory looks great!
    One warning though - from own experience: Having your item logic on the player rather than the item can get out of hand pretty quickly if you have different items with vastly different mechanics, as your switch statement will get massive. Not sure how to do this in Godot, but in Unity, what worked for me was to use a separate class that on initialization pulls the right components (e.g. the Animator) from the player, and has an ExecuteAction() function that the player object calls when you left click (not sure if that brief description makes sense).

  • @madmanmax120
    @madmanmax120 3 ปีที่แล้ว +2

    The whole weapon swapping thing, if you don't use numbers or scroll wheels, reminds me of dark souls in a way. You have a very deliberate loadout that you equip and changing that requires a lot of time and effort. I'd maybe take a bit of inspiration from that and maybe allow for a backup weapon or tool, meaning you can press a key and quickly swap back and forth between your alternate tool/weapon. It would allow players to vary up their playstyle for different scenarios and avoid the whole cluttered toolbar issue you mentioned.

  • @gambit7801
    @gambit7801 3 ปีที่แล้ว +2

    Minor idea of inventory graphic, if one of the tabs get clicked the tab above it switches to the other side of the journal. I dont know how that would work with functionality but would make it feel more book like

  • @jazzediceberg1175
    @jazzediceberg1175 3 ปีที่แล้ว +2

    This is very nitpicky but it's about the tabs in the inventory system. I'm assuming the inventory is like a book with tags on different pages, so when the page turns any of the tags on previous pages would be on the left side because the page had flipped. Also these devlogs are really cool thanks for them.

  • @creekworks
    @creekworks 3 ปีที่แล้ว +3

    Idea, the more corrupted things that are on an island the island also gets a purplish tint

  • @aydenmcgonigal4081
    @aydenmcgonigal4081 3 ปีที่แล้ว +2

    The slot up top could be used for magic. Then that magic could be mapped to a certain key then the magic isn’t 5 slots and you find a use for the slot above the player.

  • @bitbraindev
    @bitbraindev 3 ปีที่แล้ว

    The way how I am going to solve the "tool" + "weapon" problem in my game is to use the mouse wheel click to "toggle" the mode: attack mode or tool mode. Additionally, with mouse scroll, I will be able to scroll through various weapons or tools that I collected. (alternatively, I will also configure keyboard and controller bindings)
    I really like the progress on your videos, Ben! Looking forward to the next one. ❤🐟

  • @FentonReid
    @FentonReid 3 ปีที่แล้ว +1

    I think being able to shift click a weapon or tool to instantly equip would be a nice qol feature alongside the drag and drop

  • @ZachA-T
    @ZachA-T 3 ปีที่แล้ว +4

    Yes!! Just as I sit down to watch some TH-cam this gets uploaded! Love the channel and I’m looking forward to continue watching this game continue on development!

  • @Vexxestt
    @Vexxestt 3 ปีที่แล้ว +1

    I'm loving these videos so far and would like to put in a couple of suggestions. First off the accessory slot would probably work best as just a general "clothing" slot due to the somewhat minimalistic design of the menus, and second I would love to see some sort of terrain corruption caused by boss mobs to help give the feel of a corrupted world being taken over by some unnatural force. I'll love the game either way and look forward to seeing more in the future!

    • @TheOriginalTim
      @TheOriginalTim 3 ปีที่แล้ว +1

      I agree, terrain corruption could be an excellent player notification device. Perhaps a purple shade could be applied to the terrain when corrupted entities walk on it, with that shade fading and/or spreading over time, creating an organic-feeling area of corrupted terrain. This could be "darker" the more often a particular area was traversed by corrupted entities, giving player feedback as to how many corrupted entities and/or the strength of their corruption. Plants would merely corrupt the terrain in a range around them, whereas crabs and bats could spread by wandering.
      I am imagining something similar to the Zerg's "creep" from Starcraft, which affords similar player feedback about hostile entities in the area.

  • @sourwatermelons6536
    @sourwatermelons6536 3 ปีที่แล้ว +3

    Im always excited for your videos :)

  • @Fopull
    @Fopull 3 ปีที่แล้ว +1

    Wow these new features are looking awesome! Can’t wait to see fishing finished :} 🎣

  • @crupplemcsplits792
    @crupplemcsplits792 3 ปีที่แล้ว +2

    Here's a suggestion I thought of: at the end of some missions or levels there could be some kind blob of corruption that you need to destroy. almost like the heart of all the corruption on that island. Maybe once you break it a boss can come out of it as well.

  • @hectorragofi3640
    @hectorragofi3640 3 ปีที่แล้ว +3

    Very cool man, keep up the good work

  • @hyperbotzz
    @hyperbotzz 3 ปีที่แล้ว +1

    I really like the notebook asthetic of th inventory! Great job!

  • @lucaspratt4770
    @lucaspratt4770 3 ปีที่แล้ว +1

    You could have the corruption really be like an oil spill kind of situation. As the character gets damaged he gets more and more dirty that apply debuffs until you shower or something

  • @andrewolson4538
    @andrewolson4538 3 ปีที่แล้ว

    Nice progress, quality of life suggestion: ctrl + click on an item could automatically equip the item to the given slot and ctrl click an equipped item would put the item back to the inventory. Keep up the dev logs, love seeing godot in action.

  • @RustyWater6
    @RustyWater6 3 ปีที่แล้ว

    I've been watching you since you had about 10k subs! Your "slice of life" style has always been very inspiring for me, not only to work on things I am passionate about but also to better myself physically and mentally. Keep up the great work!

  • @notteddy4015
    @notteddy4015 3 ปีที่แล้ว +2

    Finnaly a gamedev youtuber who uses godot!

  • @jerin_dd5586
    @jerin_dd5586 3 ปีที่แล้ว

    You know, watching these devlogs gives me inspiration to work on my own game on unity, keep up the good work!

  • @setteplays
    @setteplays 3 ปีที่แล้ว

    The new inventory is amazing, I love it!
    It feels more involved, immersive. Good job.
    And if you're going with the weapon and tool slots being separated, I'd suggest to make it more clear on the inventory itself which item goes where. Like written "weapon" and "tool" on the top of the slot interface, different colors or shapes. Just to communicate the concept more smoothly to the player.
    And the ability to equipe weapons and tools and they appearing on the character's back is so so so cool. I feel satisfied for you just to see this system properly working lol

  • @superdude1542
    @superdude1542 3 ปีที่แล้ว

    These dev logs are awesome! They’ve really inspired me to get into game development. Keep up the good work!

  • @michaellese3604
    @michaellese3604 3 ปีที่แล้ว

    Always love when these dev log videos come out. Keep up the good work

  • @ostrich1235
    @ostrich1235 3 ปีที่แล้ว +1

    Love these dev logs! I’m buying this game when it comes out.

  • @adamkonig3753
    @adamkonig3753 3 ปีที่แล้ว

    I often try to stream every time I do some game dev work but I've realized I've been LESS productive trying to run the stream and dev at the same time so good on you for giving yourself the space to work on it outside of these recordings to make progress! Also I had an idea for your corruption system: What if every time a creature corrupts something else, it keeps track of what entities it corrupted and THEN when you un-corrupt something, it will un-corrupt everything down the chain of things it has corrupted. It would allow you to have like a big boss as a SOURCE of the corrupting and upon beating the boss, it would clear a whole area :)

  • @trondordoesstuff
    @trondordoesstuff 3 ปีที่แล้ว +1

    Just going to say this - usually, with a hotbar system, I find it much more precise and efficient to just press the number key to bring up the weapon I want instead of scrolling to it.

  • @micheydev
    @micheydev 3 ปีที่แล้ว +1

    Great devlog. You show a healthy mix of gameplay & code with a bit of real life shots. The game looks pretty interesting, I hope the art gets a bit upgraded however. :D

  • @jonathankessler4684
    @jonathankessler4684 3 ปีที่แล้ว

    If you were coding to allow the player to use a controller, I’d say you could have left trigger be to attack, right trigger to use a tool and the “magic” could be used via a hold command so like hold left trigger and release to activate magic. You could do the same with a mouse just swap the word trigger for mouse button. As a composer also these dev vlogs did give me some inspiration for some of my own music too so thanks for the great content!

  • @katrinamoores4016
    @katrinamoores4016 3 ปีที่แล้ว

    you could always have a selection wheel pop up for the middle mouse button. It'll allow the player to quickly select a tool, weapon, or spell and it could (optionally) pause the game- so the player could decide what the best weapon is for their current scenario. Just spitballing here :9

  • @Skeffles
    @Skeffles 3 ปีที่แล้ว

    Fantastic update! The inventory system is looking super cool and I can't wait to see what kind of fishing you implement.

  • @verlama7955
    @verlama7955 3 ปีที่แล้ว +1

    I think the idea that plants can be corrupted is very cool but it just looks weird when you have to hit it with a shovel, maybe there could be one item for curing animal corruption and one for plant/envioment corruption which you can maybe upgrade seperatly as well.

  • @tassaron
    @tassaron 3 ปีที่แล้ว

    The scrolling-hotbar controls are so common for games that look like this. I feel like players might expect it. But if you have a good alternative that's easy to understand then it should be fine. Good episode! Cant wait for the next 👍

  • @enderlord69
    @enderlord69 3 ปีที่แล้ว +1

    I havent watched the hole video yet, but you could have the cave boss be a bat, he would attack with a beam of corruption (or maybe shock waves) and he could also be attack by flying into you, you could also make it so hes flying half of the time meaning that the stick wont hit him and you'll have to use your spells.

  • @sirianimates8973
    @sirianimates8973 3 ปีที่แล้ว +1

    sharks. lots of sharks.
    But on a serious note, great job on the devlogs, I've been following them to keep an eye out for Dauphin, and seeing the progress of the game so far! It's looking awesome, and I can't wait to play it...

    • @Alche_mist
      @Alche_mist 3 ปีที่แล้ว +1

      Why not also octopi. And moray eels. And electric eels. Rays. Lionfish. Pufferfish. Medusas.
      The corrupted ocean biome could be really fun, but also really dangerous.

    • @sirianimates8973
      @sirianimates8973 3 ปีที่แล้ว

      @@Alche_mist That could be super interesting and fun! Maybe some super bosses, that are the sources of corruption. Or maybe even mechanised bosses. They can be a one off, but I think it might be cool

  • @adityapawar4692
    @adityapawar4692 3 ปีที่แล้ว +1

    I think the uncourrupted crabs should run away from corrupt things or the player might get stuck in a loop where he cant cleanse crabs faster than courruption can spread. And also he might be better to maybe instead of hitting the courrupted plants with a shovel the player should go close to them and maybe apply a solution or in the future have spraygun and spray a pesticide or something like that. The game looks great by the way! Good job👍
    For the problem of keybinding issuse u can have to modes one combat mode and one exploring mode. When u are in combat mode it should automatically change the left click to sword and in exploring mode the left click should be the tool and the right click should always be the ranged

  • @dancinspace
    @dancinspace 3 ปีที่แล้ว

    Thank you for sharing progress! I love the interstitials with aquariums and the outdoors.

  • @micahlumsden3733
    @micahlumsden3733 3 ปีที่แล้ว +1

    You could implement scrolling in a different way. For example, if you scroll up, you always get your weapon and if you scroll down, you always get your tool. With this, you can use the number row to select the various spells and use, for example "f" to actually use the selected spell. The way I see it, the selection of spells probably won't be as time-constrained as the selection of weapon or tool. (this way would keep melee on left click and tool on right click btw)

  • @Y.F.
    @Y.F. 3 ปีที่แล้ว

    Some ideas I think would be cool in the game( us if you wanted)
    1: if you walk on sand you make foot prints
    2: add a food system like apples in the trees ,berries in the bushes ,coconuts in the beach trees etc
    3: a crafting system so you want to help the crabs and not run past them
    4: make it so you can find map in caves that will lead you to X on the ground you can dig up with shovel
    5: some type of base building
    6:a day and night cycle
    7:light for night
    and thats all i can think of

  • @Jack-fg9qp
    @Jack-fg9qp 3 ปีที่แล้ว +1

    I think it would be a cool idea if the journal part of the inventory was for crafting recipes instead of notes from the player. Personally, if I was given a note system, I wouldn't use it very much because I would rather be playing the game instead of writing stuff down (like homework almost xD). I don't know what your crafting system (if you will even have one) will be like, but I think showing crafting recipes the player has learned could be shown there. You could implement some system where the player could maybe find recipes, but it should be simple enough that the player could somewhat guess how to craft things, and learning the recipes is not necessary. If you are reading this, just wanted to say your doing a great job on this game, and I can't wait until it comes out! (no pressure though :P)

  • @leftwingdragon6235
    @leftwingdragon6235 3 ปีที่แล้ว +4

    I am so happy this video has happened.

  • @parthabhyankar107
    @parthabhyankar107 3 ปีที่แล้ว

    You can have two tabs in the inventory page and provide the user with two fixed pages with user-defined sets of tools e.g. in page 1 you have sword + shovel, in page 2 it can be knife + fishing rod. Then in game, the player can just cycle through these sets with 'W' key or something.

  • @tauheedgamedev2388
    @tauheedgamedev2388 3 ปีที่แล้ว

    Maybe add in a hot swap function so that you can cycle through your weapons with one button and tools with another button. Constantly changing equipment in the inventory might get laborious over time. Love the videos it’s always a great day when you upload a Devlog.

  • @TheYoungestof6
    @TheYoungestof6 3 ปีที่แล้ว +1

    Another great video! I think it might be nice if the tool or weapon automatically goes into the active slot if there’s not already one equipped. That way if you have something like in the demo, you don’t have to high tail it out of there just to equip your weapon.

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +1

      Totally agree. Will jot that down!

  • @GamesBySaul
    @GamesBySaul 3 ปีที่แล้ว +2

    Looking great, I love how your inventory systems looks aesthetically, and I definitely agree with you on the scroll bar inventory getting annoying.
    One thing that has been bothering me though, when you uncorrupt creatures you swing a shovel/sword at them which imo doesn't seem to fit properly, maybe it gets explained in the lore or something but maybe the player could have a permanent item or something that means all "weapons" rather than do damage cause this uncorruption to take place....I hope that makes sense.
    Keep up the good work! :D

  • @TheEdgesofBen
    @TheEdgesofBen 3 ปีที่แล้ว +1

    Maybe the number of creatures in a certain radius should effect the corruption of things like trees and bushes indirectly. More corrupted creatures = increasing area corruption. Less corrupted creatures = decreasing area corruption.

  • @garfielf6301
    @garfielf6301 3 ปีที่แล้ว

    For a control scheme you could do something with the SHIFT key, like left click is melee, right click is magic, SHIFT left/right is a tool(s); or you could do left click is melee, SHIFT left click is magic

  • @bilel114
    @bilel114 3 ปีที่แล้ว

    Great work! I would suggest adding a cooldown to corruption spread.
    As in if a corrupted entity gets hit by the player, it would take a second or so before the corruption level can increase again.
    I saw a bat get corrupted immediatly after getting hit, it can get overhelming fast with many enemies on scene.

  • @tofudasimp4140
    @tofudasimp4140 3 ปีที่แล้ว +24

    im not sure if anyone has noticed this but the bushes kinda look like pineapples

    • @qqun
      @qqun 3 ปีที่แล้ว +1

      yes they do

  • @snoopersnoopy
    @snoopersnoopy 3 ปีที่แล้ว +1

    Awesome! This project will be a masterpiece!

  • @papafhill9126
    @papafhill9126 3 ปีที่แล้ว

    My supervise just mentioned "Dauphin Island" and I immediately checked your channel to find a new video.

  • @matangoldstien5922
    @matangoldstien5922 3 ปีที่แล้ว +4

    I think that it would be a good idea if left click should be wepon, right will be special ability from your tool, and Z, X, C for dialog.
    its realy up to you tho ;)
    EDIT: right click could be also fishing if you have a fishing rod, pickaxe for mining ect...

  • @BanditBrawler
    @BanditBrawler 3 ปีที่แล้ว +1

    i have been watching the devlogs since one of the beginning ones and am really enjoying it. cant wait for the full game

  • @gemzi1426
    @gemzi1426 3 ปีที่แล้ว

    Sorry por bad English I don't know much.
    Man thanks for this relaxing devlogs even though everyone makes like these over the top devlogs you are so much different, this relaxing stuff made me realize how much I needed to relax more while coding thanks a lot wish you luck with this proyect

  • @xitecontor8560
    @xitecontor8560 3 ปีที่แล้ว +1

    Really love the fishing Idea maybe there can be a chance to find treasure and u could have a snorkel for the head spot so you could get it. Idk how the swimming would work tho. And you could add a dock for the fishing. Also you could add more creatures like for the beach u could add starfish that are slow but can take more hits and for the cave u could add spiders that are fast. And to the beach u could add like some washed up items like a log or something.

  • @thomasi.4981
    @thomasi.4981 3 ปีที่แล้ว

    I saw a comment about allowing players to change keybinds and I agree, but I think generally for magic and perhaps other skills, shift-click would be a good default trigger, and perhaps a single button to press to cycle through the small amount of spells/skills you'd chose from. You'd get just a little brief fading popup icon for the skill you selected - no menu bar. Left and right click would always be your weapon and tool and only this supplementary skill used with shift-click would have dynamic swapping.
    I don't know if it sounds clunky, but with no more than 2-4 skills or spells all together, having swap be the press of a distinct button wouldn't be so bad. I agree with you about the messiness of scrolling through hotbars in a panic. That's no good.
    Thanks for another relaxing video. It's just what I needed tonight.

  • @TheProfessionalReject
    @TheProfessionalReject 3 ปีที่แล้ว

    I love your progression keep the good work up, I have a suggestion that the player should make footprints in the sand as they walk by

  • @robina982
    @robina982 3 ปีที่แล้ว

    Hey man, I love your work and it inspires me to not only make my own games at my own pace but also try to better and balance my life. If I may leave a suggestion for UI in the journal, maybe put some images or letters on the tabs so the player will quickly know which section is which without a growing aggravation of always flipping through the menus. Just a small thing.

  • @tofudasimp4140
    @tofudasimp4140 3 ปีที่แล้ว +3

    i love these dev logs they make me feel like i hvae energy
    i dont lmao

  • @GDGAI
    @GDGAI 3 ปีที่แล้ว +3

    The corrupted trees should drop corrupted leaf items that you can use for recipes.
    Also maybe space would be a better spell attack.