The alert system actually gave me ideas for 2 enemies Namely, something with a wide alert range, but no attack. Instead they would alert nearby enemies, and then run away to find as many enemies as possible to alert before you catch up and kill them. Also, a big guy, probably sleeping, who doesn't attack until alerted but is super strong. Combining these 2 could make for fun parts where the first enemy is in a group of skeletons and then runs away in the direction of the sleepy dude, so you're frantically chasing him, moving around other enemies before he gets there.
We mentioned something like the first one in one of our enemy streams. Specifically a sad spirit that wore its own skull and would flee from the player while crying out. That behavior isn't decided on yet though. An alternative that I also liked was it turning into a shadow, leaving its skull on the ground and popping up near the player to attack it then returning to its skull. If I decide it's going in the demo then you should hear more about it soon. :)
For magic users I've always been a fan of Transmutation, Illusion, and Enchantment spells over your more traditional fireball and lightning bolt blasters. Even just using the mechanics built in so far, I could see a "Charm" spell where an enemy temporarily fights on your behalf, a "Decoy" spell that spawns an illusionary copy of the player that draws their attacks, a silly spell like "Stench" that causes poison damage while all other enemies to temporarily flee from the enemy you cast it on, or "Vortex" that drags enemies within a certain radius of a spot on the map toward that spot and deals greater damage the closer they get to it.
regarding auto-pickup: a compromise is player pickup radius that is dependent on whether they are in battle. Smaller pickup radius while in battle, because you should be concentrating on the fight.
One thing I would suggest having in mind. I always gets scared when I hear the word "compromise"... Because it means you are probably trying to make someone who your game is not intended for like it. And in that action ruining what your target group like about it. (Thus the reason I hate next gen games) For this particular mechanic, it might not be such a critical thing though. Personally, if I get the feeling like the game is playing itself I would not be so into it.
This gem of a quote: "It's important to determine when a battle has ended to level up the character because it's rude to celebrate in front of the loved ones of the recently deceased."
"Hey buddy, I see the player! Let's attack!" "You're right- hey buddy, I see the player! Let's attack!" "You're right- hey bud-" Anyways, great job with the game, it's coming together wonderfully ;)
Oh yay recursion. That's never caused a problem for CompSci students or anyone learning how to code. IMO colleting items should be active as that's more satisfying to me.
I feel like there should be less coins from each enemy. Maybe their could be different colors of coins and some of them just give you more money so there would be less items on the field.
lol, I actually never intended there to be so many coins. I think I threw out a lot either for testing purposes or exaggeration, and I just never reduced it. But yeah, I plan to reduce the number of coins. I had planned on maybe 3 or so per common enemy. And different coins are planned as well. :) Could go the whole "bronze, silver, gold" route. But I literally just had the thought while typing this, so I haven't considered it. Was gonna do bigger coins or maybe gems.
@@GameEndeavor Yeah I like the idea of gems for coins that give a lot. So like bronze coins for 1, silver for 5, gold for 10, and then different types of gems for 50, 100, and possible 500 for a boss or something
@@nullFoo I like that. Might do that. Makes me think of Spelunky in a way, and that doesn't stand out too much, but enough to get you excited about gemstones and such. Though it does fit their theme of spelunking moreso than mine of open world RPG currency.
Actually, I mentioned something simialr to this in a previous video, but although I like to collect items as I run across them, I think that an animation addendum here would be that as you move across them, the items lift up and draw back a bit, hover for a moment, then zoom into you. It would be supremely satisfying an animation, and would satisfy the condition of running over them _and_ the simple pleasure of seeing a neat animation.
I did actually, but it was after I posted the video, lol. :) I was thinking about reducing the radius by a percentage, but n_hops could work as well and would be more consistent.
auto collecting stuff should be some sort of thing you can level up for how good the effect is. I don't know how the games handles stuff like that but, I fell like auto collecting should be a thing, but as something you level up, so that if you like collecting coins yourself, you can spend your time leveling other stuff up instead
I had originally wrote into the script that it could be like an enchantment or something but took it out. But still something I'm considering. Or something similar to that.
@@GameEndeavor Making an enchantment that raises the radius of the autocollect sounds like a fun way of doing it. That way you can also limit the range to a few predetermined ranges. At least if you go the Minecraft route of enchantment where there are only one to a few levels of enchantments possible.
The amount you do or think of within one week is astounding! Please remember to take breaks if u need to😭 really im sad im getting caught up but very excited!
Hahaha. Yeah I make sure to take breaks. I'm not doing weekly videos at the moment because it was getting rather taxing mentally. Mostly for the devlog though, so you're about to find out that I made crazy progress in the next couple devlogs, lmao.
The alert system alone had opened up my eyes to a lot of ideas and possibilities for level and enemy designs. I think you already talked about having a full level editor in 1 of your other videos but I may be wrong but that would be a cool addition and let me + others help design levels while not having to code as I have no idea how to do that! Either way I'm excited to see the development continue!! 🎉🎉
Yeah, I'm building a level editor for myself and intend to make it available for players to build their own maps with. I always loved playing with level editors so I think this could be a lot of fun for others.
Some random ideas that could go with an alert system: 1- The capacity for agents to be distracted. Either by looking away, or some idle animations like 'nap' or 'following butterfly' (possible extension with one type of enemy waking up other in the 'nap' idle and engaging in a 'reprimand' idle). 2- Tasks that are like distractions, but aren't an idle. Perhaps they have some 'focus' requirement that boosts the alert delay. Ex fight a wizard in a library but wait for him to be distracted by a book before you aggro his skele guards. 3- a 'confidence' metric, something like the sum of allied power level in view radius. If it's too low they might flee to try and alert the next group of enemies. Expand this by having the players threat level change. Like at game start it's 1 but at the end it's 10 so skeles automatically run and try to group up. (And I guess return to last seen location of the player. Could be annoying, but could also allow for trap laying and ambushes). 4- Things other than the player that cause an alert. Skele finds a necroflower, and invites those in radius to come gawk at it. Lots of ideas, not necessarily for your game, but this devlog is great and it's gonna be what comes up on Google for this kind of thing.
I may be late to the game, and I'm still going through your devlogs here on youtube, but in regards to your auto-collect: I feel that as you're fighting and you see your loot amassing it builds a nice tension. You see the rewards you CAN get, if you survive. Then when the battle ends, you get that feedback. I can see this possibly being an issue with lag, if your battles leave a lot of loot on the ground. But I think the sense of "play" being enhanced is worth it. Especially for some of us that actually get excited when there's so much loot on the screen it slows down your computer! That aside, the mechanic makes for a few good item rewards: Magnet rings, enchantments, character enhancements. If you divide them up, you can make undesirable game mechanics and obstacles into great avenues for gear. Make a ring that extends magnetism range, or allows magnetism during battle. You can take it even further, by making environmental obstacles run the risk of destroying drops (lava), and that magnetism becomes a choice for the player: "Do I wear a ring that increases damage, or one that removes the chance at losing items to lava (Or mob theft)?" Those kinds of meaningful choices extend play and redirect the "blame" of item loss off the game and onto the player by their choices, "Oh man, I should have worn my magnet, not my strength ring!"; or my dynamically, if your game allows: "Oh man I need to SWITCH to my magnet!". these dynamics make undesirable results less punitive, and way more engaging. Good luck man, I'm really liking your designs so far, and am actually really looking forward to playing it when it's done.
Actually lag isn't really a concern. I've spent more time than I probably need to optimizing the performance of items on the ground, to the point where there can be hundreds with little concern. :) Also I accidentally raised the amount of loot too high for testing, and forgot about it for a really long time. So in the devlog me re items drop than would be expected in game. At least early game. I had considered an item, maybe like a ring. But an enchantment sounds really cool.
An interesting idea regarding loot would be to give a sort of bonus multiplier for completing an encounter without taking damage, or for beginning an encounter with low health, while the bonus could be extra money and exp, it could also restore a portion of your health (or increase the likelihood of an enemy dropping a health pickup) instead. Regarding the auto loot collection, it would make a good item / upgrade, sort of like the magnet badge in A Hat in Time.
Game looks Amazing and the Devlog is very in-depth and detailed. I like the alert system as it keeps the gameplay fast rather then enemies being picked off one by one. Looking forward to the next one. 👍 Subbed
If enemies ever drop stuff like swords, carrots, etc then those shouldn't be auto collected cause it's waaaay more satisfying to end a fight then see what they dropped. P.S I think that the auto collect you have now should be an unlockable thing.
I agree with both of those points. :) I was thinking an enchantment or something but I don't think I want the player to choose between buffs and utility function. Unless it's like a ring enchant that only accepts utility enchants.
@@GameEndeavor Wouldn't it be the cleanest to make autopickup an option on the menu? I mean there's any reason to make players who like autopickup do extra work for it? In platformers it can be a challange to get a powerup that fell into an unconvinient place so it makes sense to make it an unlockable ability. But if the autopickup only saves some time for the players, then I think it should be available from the beginnig, otherwise you just deliberately make the gameplay more tedious for those, who don't like picking things up themself. Also, I'd consider lowering the pickup range for self-pickup, so players can save hearts for later in the battle.
Cleanest sure but not as satisfying imo. It would also be more convenient to just auto-complete a level immediately on entering it but that's not as satisfying. :) As for the option in a menu, no. Not even considering that tbh. I want to avoid cluttering up my options menu like that. I dislike having too many fine grain settings, especially for things that affect gameplay.
@@GameEndeavor I can understand the joy of running trough colorfull pickups to collect them, and I think it's probably even fits better the type of immersive gameplay you're aiming for, so I I think it's absolultly legit if you don't include autopickup at all. I just had the impression that you want to leave open the option in case someone prefer it that way, and I tought, it's better then include the option from the beginning, than making it an in-game ability. But it also makes sense that you don't want the player go trough many options before jumping into play, so I understand why wouldn't you make it a menu option. Great work by the way, I'm really enjoying your videos and would absolutly play the game :)
I'm glad you're enjoying them. :) I wouldn't say I don't want it at all, just considering all of the possibilities at the moment, so your suggestions are very useful, thank you! I expect this feature to differ a lot in people's preferences. I've gotten a lot of comments about it already.
Big fan of the recursive chain alert. I think it just comes down to level design/generation to make sure there are decent breaks between clumps of enemies
Right, that's the plan. :) The large number of enemies were for demonstration purposes. I plan to have segment little groups that will probably never alert other groups. Except we did design an enemy in a stream once that would run away to alert other enemies. So that'll need some testing.
@@GameEndeavor Sounds really cool. Would be pretty fun to have massive mob agro you like that as a part of a boss or event though. It really feels like a medieval battle with how they all alert.
This game looks so polished and fun, and gives me huge NES Zelda vibes, which I love. Just a suggestion, a super simple way to add difficulty options would be changing the rarity of health drops from enemies. It's surprising how changing 1 thing like that can drastically change the difficulty of a game.
Indeed, I was thinking the exact thing recently in fact. :) Currently I don't have to use any healing items because I get plenty of hearts. I'm polishing up combat and such right now with some testers though, so I'll tweak that a bit. :)
I like the idea of giving your Rogue class a "sneak" ability that shrinks the radius at which enemies detect the player, and a "lure" ability that allows the player to alert a specific enemy from a distance, while greatly diminishing the chance of that enemy alerting their allies. This could give Rogues the ability to pick off enemies in smaller numbers. I think it would also be cool to give your Rogue class a "trap" ability that lures in enemies and then explodes. This could further differentiate your Warrior and Rogue playstyles so that the former relies on lots of health to wade into groups of enemies, while the Rogue relies on stealth and deception to avoid getting hit. Obviously, this means your "adrenaline" meter would have to work differently for your Rogue, which could make your class system less fluid, but maybe if you think of adrenaline like a direct reward for the amount of risk taken by the player, Rogues should gain adrenaline faster because of their lower health, and Warriors gain it slower.
It would be interesting if various enemies had different reaction times and maybe even different "reaction variations" for the randomization. It would also be funny to watch a slower reaction time enemy realize a fight is happening after all of their friends already started fighting you.
You should make the endgame weapon that combines all three classes. I was thinking a thors hammer type, where you can throw it (rogue), swing it (warrior), and every time it hits an enemy it summons lightning (mage)
I like the autopickup as it is now. It feels fluid and polished. If this mechanic were deleted from the game, it might maybe feel little stiff. And I'm all in for options for players. A simple button to 'on' and 'off' loot autopickup in settings might solve the problem.
Mate, Your game looks crisp, can't wait to play it ♥ I love the SNES aesthetics and all of fun mechanics, also enemies are looking actually fun to fight with. I always wanted Zelda to be little bit more deep combatwise. Thanks also for the tips, they're much appreciated
Thank you! The SNES aesthethic is exactly what I'm going for! You're the first person to mention it, believe it or not. xD For me, I always wanted Zelda to be more deep roleplaying wise, but also excited for the combat to be more engaging as well. :) Thank you for watching!
When talking about loot: How about adding some "monster parts" like a plant seed from the little guy, bone from the skeleton, and so on, that can be taken to an alchemist to brew healing potions and such?
you could make it so the enemies that are farther first have to slowly walk and check if there are enemies. Or to make them more realistic, the more Skele there are, the more nonchalant the other Skele get because they are not worried with their numbers. So if there are only 2-3 of them, then they get into action almost instantly.
That's already a thing. What I mean by auto collect is that once a battle is over it will gather up all of the coins in a large area. The purpose being to gather up everything dropped from the battle (coins and exp that is).
You can implement the autocollection system and make it toggable in the configuration, so if you want to collect gradually your xp you can but I personally dislike to have to remember every time to grab the xp so getting it automatically would be super convinient
I think so. :) It really makes combat feel more immersive. Previously it felt a little silly when nearby enemies didn't join in the fight. Been wanting to add this for a bit.
It would probably only be for coins and exp though, as auto-collecting junk you don't want might be annoying. So I don't see there being much of a penalty if someone doesn't see a few coins.
@@Skeffles Possibly, but that could be said for literally any RPG game with stealth mechanics. And since you gain xp from enemies, you're encouraged to enter combat. However stealth mechanic is back burner right now and not planned for the demo, so I'm not considering it at the moment. :) Was just a random thought.
Can I suggest a small thing? Try lessen the chance of enemies droping their heart (the one who gives you lives) when killed so the player that have only few lives will be more determined to kill more enemies to regen himself rather than just killing a few only. I think this will add more balance to the game cause if it stays the same way, if you have only 3 hearts left, you could just kill only 3 enemies and ignore the others. Yes, if this stays the same way, the player will still kill enemies for experience but having this low chance of droping will also give them more will to fight. Thats all, I love your vids and keep up the good work.
@@GameEndeavor Its okay just go and continue your development we will still support you, I just think its a pretty thing to add in your game though. Well, still goodluck for you and you game! Also Im just new to Godot so goodluck for me also!
As for the auto-collect, I think its radius should be much smaller so that you still have to get fairly close to the items to pick them up. Maybe holding a charged attack could increase the radius, similar to Metroid Prime.
Maybe an audio aid to help the player know the are entering a battle mode "battle mode"? EG: two versions of a music track? One slightly tame compared to the other, the battle one sounding way more intense as you are entering a battle sequence. For example: when banjo, in Banjo Kazooie, submerges into the water, the music tambre changes to a stripped down version of what the initial soundtrack is like upon entering the level. I know it's not a fighting example, but its one where it helps the player identify their scenario or predicament has changed. Once the danger is averted, return to the "normal music" Could defiantly have many variations of the same music but just altered in such a way that it suits the environment/atmosphere you're after. Repetition legitimises
have you seen Gonkee's video on using CastleDB with Godot to store game data? it stores the data in JSON, but provides an Excel like interface to maintain the data.
I'd say no to auto-collect, maybe on a small radius directly around the player so they get feedback that it's now safe to go collect all the other collectables as the battle has ended
I think XP should go towards you automatically (albeit a bit slower than that almost instant super-speed); as a level up during combat could be a cool interaction, depending on how that is designed. Money should always be collected manually, because it is loot (imo). Hearts, or other unknown drops could float at you after combat, perhaps. Although, maybe Hearts should float at you during combat, and XP should wait until after. Or maybe both during combat. But I'd like to see the money be a pickup thing. Maybe you can aquire some magnet to get that auto eventually?
warning ya, this is a long one but I'm loving what I'm seeing so here you go. maybe try and implement a strategy layer to the enemies? the alert system lets you see how many enemies are in a fight so then you can have them have different behaviors depending on their types more organized enemies like wolves would circle the player before one gets bold enough to attack and the others follow. Skeletons will normally attack while trying to envelop but once a lot of them go down some may try and play dead to then re-engage the player once they enter another fight. Lil tree guys may be bold in numbers but flee if they are few. heck if you want to get fancier you can have mini-bosses that are not a lot stronger than normal variants but instead change the behavior of other enemies to be more intelligent
I feel some movement should be added to the level. The trees can sway, there can be bushes that also sway, rivers that flow, the lakes have small ripples, and trees can also have leaves fall once and a while. The whole scene just seems “static” and in turn a little boring. It’s almost there, but just needs that little extra to go over the edge. Also, I feel the level up isn’t too noticeable, maybe have an animation play around the character where he rises up, holding his sword up, and have some light or particles go around him in an aura. Just something to emphasize that you just leveled up.
That's all polish that I'm not at all concerned with right now. :) Stopping to add in all of those animations would drastically bog down development when I don't even have the first dungeon, first boss, or gameplay fleshed out to a minimum viable product. I will focus on that closer to the demo's release after I have the core gameplay implemented. Same with the level up. I made it in 5 minutes and moved on to implementing the mechanics.
I watched all these devlogs back to back to back.... hahah One thing I noticed: the sword seems extremely overpowered compared to the mage and archer. The fact that you can hit an infinite number of enemies with one swing is OP. I think you should limit sword hit to 3-5 enemies.
Thanks for watching. :D Yes, but that's not a concern imo. Each class has their pros and cons. While the sword can hit more enemies in one swing, you also need to be much closer to enemies, which puts you at greater risk of taking damage. Especially with the work I've been doing this week in making enemies more dangerous. Traditionally bows hit fewer targets and are slower than swords, but they're also safer because you can attack from a much larger distance. Consider other RPGs where you might initiate combat with your bow, but once an enemy gets to close you switch to a sword. In that sense I'd argue that bows are OP because the player moves fast enough to keep out of enemy range. There's no need to ever switch to a melee weapon because you can easily keep your distance, which is something I'll need to balance. But I haven't actually worked on combat balance all that much yet. I'm mostly focused on getting the vertical slice ready for the demo. Once I have that I'll start polishing these things. :)
Also, about limiting what the sword can hit. I feel like this would confuse the player, because it would look like they hit an enemy but for some reason a few enemies don't take damage for what would seem to them to be arbitrary reasons. So I don't believe this would be a good solution to the problem. Also I don't expect the player will ever need to fight more than 5 enemies grouped together at a time. If in this video I showed a bunch of enemies then it was likely for demonstration purposes only.
What if autocollect only collected one thing at a time (in rapid succession, so like 20 drops/second)? That way, you still get the satisfaction of larger numbers, but with the convenience of autocollection.
make an enemy camp with a traveller stuck in it when you defeat all the enemys the traveller will unlock trades and can sell maps to other enemy 's camp
do chests respawn contents after you loot them? if not, maybe you want to leave the chest in an open state after it's looted so people don't click on it again and find an empty chest?
How I'll handle chests is still up in the air atm. I'm probably not going to handle it how I am currently except for player placed chests. The ones in world are just placeholder and very much subject to change.
Hey, I just recently startet seeing your videos but im eager to play the game when it's finished. I am sorry if someone has said this already but I have a thought: I share you opinion, that the brute wouldn't look for others to help him. But maybe he could alert the others so they can watch him fight? Because he want's to show off by crushing this little player. So little skeletons watch you and him fight until he dies and then they storm you :D
What do you think about a group alert? It looks great on one or 3 but I think it might be jarring to see so so many exclamations pop up on screen all the time. Like a single alert to tell you enemies in the area are alert.
Maybe, thought I like seeing who specifically has been alreted. When I used a lot of enemies in the video though it was for demonstration purposes. I don't expect to ever have more than 4-5 enemies grouped together at once. Unless you think that's too much.
4-5 exclamations isn't too much but the thing is I Actually loved the horde 😁. Please put some horde areas. Also, now that you've mentioned specific enemies being alerted, I also thought you could add some reason to want to attack enemies in a certain order for a strategic advantage. That'd would make me pay more attention to who I'm alerting. (while typing this, I realized you must have already been doing this but yeah.)
Heavy attack, possibly but not likely. I personally almost never use it in other games, and abilities are common which I feel would make it obsolete and just add an extra input without much contribution. I don't like combos. It creates this noticeable pattern that breaks up the flow of combat and actually irritates me.
Hello Mr. Game endeavor. I have a suggestion for this game. Specifically your code. Instead of worry about the enemies infinitely alerting, mabey u could have 2 different types of alerts in the code. One could be for spotting the player and the other alert could be the enemy being alerted by another enemy These to types of alerts could be different functions or variables. Or something like that. Any ways just a suggestion. Hope u see this comment
It's a really simple solution to just not alert if it has already been alerted though. :) If I go with the single fire it will be a boolean though, but that will likely require a refactor of my state machine to implement it, which is why I didn't bother with it yet.
Hey there! I saw your first devlog and I can't believe how far you've come! Congratulations man, and keep it up! One quick question though, do you have any tips for creating the same kind of sword slash that you do? I'm thinking that you made yours through code using tweens (I know how much you love tweens and trig functions ;P), although I might be entirely mistaken and you did it through animation tracks.
Thank you! lol, you know me too well. :) Indeed it is handled via tween, though possibly not as much as you might think. When you initially attack, the rotation is actually set instantly and a two frame swoosh is played. This makes the attack responsive but has a sense of motion. Collision is checked and damage dealt immediately. However what is tweened is the overshoot and recovery animation where the sword swings too far and returns. This is just to add weight to the attack and tell the player when they can attack again (when the animation stops). I actually created this on stream (A twitch one possibly, so it may be lost). Some people suggested animation player, and we attempted it, but would've required me to have a left and right attack animation, but with the tween I can just invert the direction variable and it works as is.
@@GameEndeavor Oh! I thought you were tweening the entire rotation, but I guess I was just overthinking it. What about the enemies? Do they use Godot's pathfinding, or are you using your own solution?
@@redrobinnnn My own solution which is a context based boidlike behavior. Boidlike in that it looks at the environment around it, but context based in that it checks multiple different directions and chooses the best one based on a weight system.
@@redrobinnnn The pathfinding is a bit too complex to quickly explain. I might dig into it a little more when I do a video expanding AI behaviors. ie when I implement the pet mechanics.
@@GameEndeavor I see! I was having a lot of trouble with working with Godot's pathfinding, what with all of the y-sorts and tilemap layers. Thanks for answering my questions, and I'll be looking forward to that AI video!
Obvious would be an option to enable/disable auto collect - but this only leads to gaming the system. Auto collect after battle as an item that takes 10%? To simple - make a magician that gives you the item for free "and it only takes 30% of your lot" and then latter, it can be upgraded. That way, people feel like it is in universe, there is a benefit of not using it, but also no big deal to when using it.
I don't think autocollect is necessary with your map sizes and it would probably feel more like rushing through the game and less interactive. If you have to go to each dead body to collect the loot, you need to make a short break before you run off again. I do feel like this break fits your stile of game more than when you would just run from one fight to the next without stopping.
That's a good point. This isn't supposed to be a fast paced game. I want to encourage exploration and in general just taking your time with the game. I hadn't considered how an auto collect system could conflict with that and potentially send the wrong message to the player.
I tired quickly of Forager (the game) because everything was too snappy. Auto-pickup seems like it should be a perk only for parties with telekinetic abilities. Games that play themselves aren't fun if the player doesn't feel clever about it. Also I'm wondering if you're implementing controller support early on (if at all). I'd like to hear your take on it. Maybe you already covered it, I haven't been watching your stuff in order.
Agreed. I get a lot of comments pushing that kind of thing too. I've decided to not go with autocollect because it just doesn't feel as good imo. I think I did. I want to say it was the 2nd devlog but I could be wrong. However I haven't looked at it in a while, so I need to do so again soon. I highly recommend implementing it early on, because it's going to influence how you design your game. It's difficult mapping all the buttons you want to a controller. It's a bit tricky for this game because of the twin stick aiming. It means the thumb buttons aren't available when aiming, which reduces the buttons even more. It's a hassle, but something I want to do because sometimes it's nice to just sit back with a controller and play a game.
That's something I was discussing with another commenter. I was thinking distance and they suggested a limited number of iterations. I think it's a great idea. It shouldn't be messy but might require modifications to my state machine to pass in arguments when changing states, because the process gets started by setting the enemies state to alert and it will then alert nearby enemies when entering that state.
Because I don't like auto collection for design reasons. It changes the feel of the game to "fast paced high action game", where this is a more "laid back, take your time roleplaying game". It's the same reason I don't have an "enable bazooka" setting.
Hey, im making a game in godot and am wondering how to get the sword to rotate while having the scene in viewport mode to accommodate for my tile map. As of now, when the sword rotates it looks very bad due to the pixels halfing etc. just curious how u got urs the way it is. Thanks
With viewport stretch mode you most likely won't be able to. Viewport is native resolution. Everything is pixel perfect. So when you rotate a pixel, it looks like poop. I only get away with it by using 2D stretch Mode which scales everything up individually, and low resolution art so that it has a lot of room for scaling. So for example 1 pixel in-game might be 3 pixels rendered. So when I rotate a pixel, it's rotated over multiple pixels to help smooth it out a little.
Definitely needs auto collect for currency and health items. For things like armor/weapons/accessories or picking up temporary abilities those shouldn’t be auto collected. Just my opinion
You skimmed a bit over the loot table system you plan on fully implementing, but something you said minorly concerned me. I don't see the point in taking away the access to anything other than for your own convenience, however it seems more like you want to restrict what players can do with the game rather than save yourself trouble. I'm of the belief that if you're building tools to allow players to personalize their experience of your game such as the loot-tables, there's no reason not to let them run wild with it. Most people who get into modification of games understand that they can brick the game. There's a massive community of people who enjoy modifying games, instead of making it more difficult for them to do what they will do anyhow, it's likely you'd get some praise from those who would otherwise have to break into the game to mod it in certain ways. Even if you're building the loot-tables for your own convenience and not to allow players some control, you probably shouldn't restrict yourself in what you can do with it besides adding in some fail safes as you could come up with some very clever uses for it.
The alert system actually gave me ideas for 2 enemies
Namely, something with a wide alert range, but no attack. Instead they would alert nearby enemies, and then run away to find as many enemies as possible to alert before you catch up and kill them.
Also, a big guy, probably sleeping, who doesn't attack until alerted but is super strong. Combining these 2 could make for fun parts where the first enemy is in a group of skeletons and then runs away in the direction of the sleepy dude, so you're frantically chasing him, moving around other enemies before he gets there.
We mentioned something like the first one in one of our enemy streams. Specifically a sad spirit that wore its own skull and would flee from the player while crying out. That behavior isn't decided on yet though. An alternative that I also liked was it turning into a shadow, leaving its skull on the ground and popping up near the player to attack it then returning to its skull. If I decide it's going in the demo then you should hear more about it soon. :)
you should make a silence spell that stops enemies from alerting others.
Oh I like that idea, thanks for the suggestion. :)
nice pfp
For magic users I've always been a fan of Transmutation, Illusion, and Enchantment spells over your more traditional fireball and lightning bolt blasters. Even just using the mechanics built in so far, I could see a "Charm" spell where an enemy temporarily fights on your behalf, a "Decoy" spell that spawns an illusionary copy of the player that draws their attacks, a silly spell like "Stench" that causes poison damage while all other enemies to temporarily flee from the enemy you cast it on, or "Vortex" that drags enemies within a certain radius of a spot on the map toward that spot and deals greater damage the closer they get to it.
@@blackshard641 plz do its a sick idea
regarding auto-pickup: a compromise is player pickup radius that is dependent on whether they are in battle. Smaller pickup radius while in battle, because you should be concentrating on the fight.
Oh that's interesting and would just be a single line of code with the tweaks I made this week. I'll try it out. :)
Also maybe an ingame option that allows you to toggle autocollect!
Edit: Such as a keybind!
One thing I would suggest having in mind. I always gets scared when I hear the word "compromise"...
Because it means you are probably trying to make someone who your game is not intended for like it.
And in that action ruining what your target group like about it. (Thus the reason I hate next gen games)
For this particular mechanic, it might not be such a critical thing though.
Personally, if I get the feeling like the game is playing itself I would not be so into it.
@@auseawesome9112 in game option are weird - in game item that you can buy from a store and takes a revenue share.
@@sarowie I prefer being able to choose from the getgo not having to pay to buy an autocollect upgrade i may never use
This gem of a quote: "It's important to determine when a battle has ended to level up the character because it's rude to celebrate in front of the loved ones of the recently deceased."
"Hey buddy, I see the player! Let's attack!"
"You're right- hey buddy, I see the player! Let's attack!"
"You're right- hey bud-"
Anyways, great job with the game, it's coming together wonderfully ;)
lol, indeed. Thank you. :)
Oh yay recursion. That's never caused a problem for CompSci students or anyone learning how to code.
IMO colleting items should be active as that's more satisfying to me.
This was a more indirect form of recurssion, which is always fun. :)
Glad to hear it. It feels a lot better to gather them up.
Recursion (noun)
see *recursion*
everything is looking really good man, keep it up
Thanks, will do!
I feel like there should be less coins from each enemy. Maybe their could be different colors of coins and some of them just give you more money so there would be less items on the field.
lol, I actually never intended there to be so many coins. I think I threw out a lot either for testing purposes or exaggeration, and I just never reduced it. But yeah, I plan to reduce the number of coins. I had planned on maybe 3 or so per common enemy. And different coins are planned as well. :) Could go the whole "bronze, silver, gold" route. But I literally just had the thought while typing this, so I haven't considered it. Was gonna do bigger coins or maybe gems.
@@GameEndeavor what about something like zelda games = rupees ?
@@GameEndeavor Yeah I like the idea of gems for coins that give a lot. So like bronze coins for 1, silver for 5, gold for 10, and then different types of gems for 50, 100, and possible 500 for a boss or something
@@matiasp3127 I'm trying to not rip off too much from that series. :) Adding rupees would be a little too on the nose.
@@nullFoo I like that. Might do that. Makes me think of Spelunky in a way, and that doesn't stand out too much, but enough to get you excited about gemstones and such. Though it does fit their theme of spelunking moreso than mine of open world RPG currency.
Actually, I mentioned something simialr to this in a previous video, but although I like to collect items as I run across them, I think that an animation addendum here would be that as you move across them, the items lift up and draw back a bit, hover for a moment, then zoom into you. It would be supremely satisfying an animation, and would satisfy the condition of running over them _and_ the simple pleasure of seeing a neat animation.
That would be incredibly satisfying
Yes! Always a good day when Game Endeavour posts a new video!
Glad to hear it! Thanks for watching!
Have you considered a decay of the alert range? That way the chain reaction will terminate after n hops
I did actually, but it was after I posted the video, lol. :) I was thinking about reducing the radius by a percentage, but n_hops could work as well and would be more consistent.
auto collecting stuff should be some sort of thing you can level up for how good the effect is. I don't know how the games handles stuff like that but, I fell like auto collecting should be a thing, but as something you level up, so that if you like collecting coins yourself, you can spend your time leveling other stuff up instead
I had originally wrote into the script that it could be like an enchantment or something but took it out. But still something I'm considering. Or something similar to that.
@@GameEndeavor Making an enchantment that raises the radius of the autocollect sounds like a fun way of doing it. That way you can also limit the range to a few predetermined ranges. At least if you go the Minecraft route of enchantment where there are only one to a few levels of enchantments possible.
The amount you do or think of within one week is astounding! Please remember to take breaks if u need to😭 really im sad im getting caught up but very excited!
Hahaha. Yeah I make sure to take breaks. I'm not doing weekly videos at the moment because it was getting rather taxing mentally. Mostly for the devlog though, so you're about to find out that I made crazy progress in the next couple devlogs, lmao.
The alert system alone had opened up my eyes to a lot of ideas and possibilities for level and enemy designs. I think you already talked about having a full level editor in 1 of your other videos but I may be wrong but that would be a cool addition and let me + others help design levels while not having to code as I have no idea how to do that! Either way I'm excited to see the development continue!! 🎉🎉
Yeah, I'm building a level editor for myself and intend to make it available for players to build their own maps with. I always loved playing with level editors so I think this could be a lot of fun for others.
Some random ideas that could go with an alert system: 1- The capacity for agents to be distracted. Either by looking away, or some idle animations like 'nap' or 'following butterfly' (possible extension with one type of enemy waking up other in the 'nap' idle and engaging in a 'reprimand' idle). 2- Tasks that are like distractions, but aren't an idle. Perhaps they have some 'focus' requirement that boosts the alert delay. Ex fight a wizard in a library but wait for him to be distracted by a book before you aggro his skele guards. 3- a 'confidence' metric, something like the sum of allied power level in view radius. If it's too low they might flee to try and alert the next group of enemies. Expand this by having the players threat level change. Like at game start it's 1 but at the end it's 10 so skeles automatically run and try to group up. (And I guess return to last seen location of the player. Could be annoying, but could also allow for trap laying and ambushes). 4- Things other than the player that cause an alert. Skele finds a necroflower, and invites those in radius to come gawk at it.
Lots of ideas, not necessarily for your game, but this devlog is great and it's gonna be what comes up on Google for this kind of thing.
I may be late to the game, and I'm still going through your devlogs here on youtube, but in regards to your auto-collect: I feel that as you're fighting and you see your loot amassing it builds a nice tension. You see the rewards you CAN get, if you survive. Then when the battle ends, you get that feedback. I can see this possibly being an issue with lag, if your battles leave a lot of loot on the ground. But I think the sense of "play" being enhanced is worth it. Especially for some of us that actually get excited when there's so much loot on the screen it slows down your computer!
That aside, the mechanic makes for a few good item rewards: Magnet rings, enchantments, character enhancements. If you divide them up, you can make undesirable game mechanics and obstacles into great avenues for gear. Make a ring that extends magnetism range, or allows magnetism during battle. You can take it even further, by making environmental obstacles run the risk of destroying drops (lava), and that magnetism becomes a choice for the player: "Do I wear a ring that increases damage, or one that removes the chance at losing items to lava (Or mob theft)?" Those kinds of meaningful choices extend play and redirect the "blame" of item loss off the game and onto the player by their choices, "Oh man, I should have worn my magnet, not my strength ring!"; or my dynamically, if your game allows: "Oh man I need to SWITCH to my magnet!". these dynamics make undesirable results less punitive, and way more engaging.
Good luck man, I'm really liking your designs so far, and am actually really looking forward to playing it when it's done.
Actually lag isn't really a concern. I've spent more time than I probably need to optimizing the performance of items on the ground, to the point where there can be hundreds with little concern. :) Also I accidentally raised the amount of loot too high for testing, and forgot about it for a really long time. So in the devlog me re items drop than would be expected in game. At least early game.
I had considered an item, maybe like a ring. But an enchantment sounds really cool.
An interesting idea regarding loot would be to give a sort of bonus multiplier for completing an encounter without taking damage, or for beginning an encounter with low health, while the bonus could be extra money and exp, it could also restore a portion of your health (or increase the likelihood of an enemy dropping a health pickup) instead.
Regarding the auto loot collection, it would make a good item / upgrade, sort of like the magnet badge in A Hat in Time.
Game looks Amazing and the Devlog is very in-depth and detailed. I like the alert system as it keeps the gameplay fast rather then enemies being picked off one by one. Looking forward to the next one. 👍 Subbed
Very cool, Game Endeavor! People like you keep me motivated to work on my own game
Glad to hear it!
If enemies ever drop stuff like swords, carrots, etc then those shouldn't be auto collected cause it's waaaay more satisfying to end a fight then see what they dropped.
P.S I think that the auto collect you have now should be an unlockable thing.
I agree with both of those points. :) I was thinking an enchantment or something but I don't think I want the player to choose between buffs and utility function. Unless it's like a ring enchant that only accepts utility enchants.
@@GameEndeavor Wouldn't it be the cleanest to make autopickup an option on the menu? I mean there's any reason to make players who like autopickup do extra work for it? In platformers it can be a challange to get a powerup that fell into an unconvinient place so it makes sense to make it an unlockable ability. But if the autopickup only saves some time for the players, then I think it should be available from the beginnig, otherwise you just deliberately make the gameplay more tedious for those, who don't like picking things up themself. Also, I'd consider lowering the pickup range for self-pickup, so players can save hearts for later in the battle.
Cleanest sure but not as satisfying imo. It would also be more convenient to just auto-complete a level immediately on entering it but that's not as satisfying. :)
As for the option in a menu, no. Not even considering that tbh. I want to avoid cluttering up my options menu like that. I dislike having too many fine grain settings, especially for things that affect gameplay.
@@GameEndeavor I can understand the joy of running trough colorfull pickups to collect them, and I think it's probably even fits better the type of immersive gameplay you're aiming for, so I I think it's absolultly legit if you don't include autopickup at all. I just had the impression that you want to leave open the option in case someone prefer it that way, and I tought, it's better then include the option from the beginning, than making it an in-game ability. But it also makes sense that you don't want the player go trough many options before jumping into play, so I understand why wouldn't you make it a menu option. Great work by the way, I'm really enjoying your videos and would absolutly play the game :)
I'm glad you're enjoying them. :) I wouldn't say I don't want it at all, just considering all of the possibilities at the moment, so your suggestions are very useful, thank you! I expect this feature to differ a lot in people's preferences. I've gotten a lot of comments about it already.
Big fan of the recursive chain alert. I think it just comes down to level design/generation to make sure there are decent breaks between clumps of enemies
Right, that's the plan. :) The large number of enemies were for demonstration purposes. I plan to have segment little groups that will probably never alert other groups. Except we did design an enemy in a stream once that would run away to alert other enemies. So that'll need some testing.
@@GameEndeavor Sounds really cool. Would be pretty fun to have massive mob agro you like that as a part of a boss or event though. It really feels like a medieval battle with how they all alert.
This game looks so polished and fun, and gives me huge NES Zelda vibes, which I love. Just a suggestion, a super simple way to add difficulty options would be changing the rarity of health drops from enemies. It's surprising how changing 1 thing like that can drastically change the difficulty of a game.
Indeed, I was thinking the exact thing recently in fact. :) Currently I don't have to use any healing items because I get plenty of hearts. I'm polishing up combat and such right now with some testers though, so I'll tweak that a bit. :)
Its nice the alerts system
Thank you. :)
I like the idea of giving your Rogue class a "sneak" ability that shrinks the radius at which enemies detect the player, and a "lure" ability that allows the player to alert a specific enemy from a distance, while greatly diminishing the chance of that enemy alerting their allies. This could give Rogues the ability to pick off enemies in smaller numbers. I think it would also be cool to give your Rogue class a "trap" ability that lures in enemies and then explodes. This could further differentiate your Warrior and Rogue playstyles so that the former relies on lots of health to wade into groups of enemies, while the Rogue relies on stealth and deception to avoid getting hit. Obviously, this means your "adrenaline" meter would have to work differently for your Rogue, which could make your class system less fluid, but maybe if you think of adrenaline like a direct reward for the amount of risk taken by the player, Rogues should gain adrenaline faster because of their lower health, and Warriors gain it slower.
It would be interesting if various enemies had different reaction times and maybe even different "reaction variations" for the randomization. It would also be funny to watch a slower reaction time enemy realize a fight is happening after all of their friends already started fighting you.
You should make the endgame weapon that combines all three classes. I was thinking a thors hammer type, where you can throw it (rogue), swing it (warrior), and every time it hits an enemy it summons lightning (mage)
I like the autopickup as it is now. It feels fluid and polished. If this mechanic were deleted from the game, it might maybe feel little stiff.
And I'm all in for options for players. A simple button to 'on' and 'off' loot autopickup in settings might solve the problem.
Everything looks good man, you should have a buffs on armor and weapons. Like boots let you pick up coins and exp in a giving area.
I'm thinking about it. :)
Mate, Your game looks crisp, can't wait to play it ♥ I love the SNES aesthetics and all of fun mechanics, also enemies are looking actually fun to fight with. I always wanted Zelda to be little bit more deep combatwise.
Thanks also for the tips, they're much appreciated
Thank you! The SNES aesthethic is exactly what I'm going for! You're the first person to mention it, believe it or not. xD For me, I always wanted Zelda to be more deep roleplaying wise, but also excited for the combat to be more engaging as well. :) Thank you for watching!
I was always a fan of how the experience orbs in the first fable game acted and got retrieved.
It has been a while since I played that. I'll take another look, thank you. :)
Every episode it gets better and better keep it up bro
Thank you!
When talking about loot: How about adding some "monster parts" like a plant seed from the little guy, bone from the skeleton, and so on, that can be taken to an alchemist to brew healing potions and such?
Nice...looks like you added a touch of fun!
you could make it so the enemies that are farther first have to slowly walk and check if there are enemies. Or to make them more realistic, the more Skele there are, the more nonchalant the other Skele get because they are not worried with their numbers. So if there are only 2-3 of them, then they get into action almost instantly.
You could choose a solution in between the 2. Auto collect coins, but only when you get close enough to them.
That's already a thing. What I mean by auto collect is that once a battle is over it will gather up all of the coins in a large area. The purpose being to gather up everything dropped from the battle (coins and exp that is).
You can implement the autocollection system and make it toggable in the configuration, so if you want to collect gradually your xp you can but I personally dislike to have to remember every time to grab the xp so getting it automatically would be super convinient
Nice this alert system is cool and give depth to the gameplay.
I think so. :) It really makes combat feel more immersive. Previously it felt a little silly when nearby enemies didn't join in the fight. Been wanting to add this for a bit.
Auto-collection saves the player from missing drops they didn't see. I think it should exist, just cause it is more friendly to the player.
It would probably only be for coins and exp though, as auto-collecting junk you don't want might be annoying. So I don't see there being much of a penalty if someone doesn't see a few coins.
Awesome update! I like the enemy alert system. Perhaps you could make it so if only 1 enemy is alerted it will investigate before alerting others.
That's an interesting idea. I'll add it for consideration as polish. :) Would be real nice if I go with a Skyrim style stealth system.
@@GameEndeavor Stealth mechanics are cool although some players will try and never get into combat.
@@Skeffles Possibly, but that could be said for literally any RPG game with stealth mechanics. And since you gain xp from enemies, you're encouraged to enter combat. However stealth mechanic is back burner right now and not planned for the demo, so I'm not considering it at the moment. :) Was just a random thought.
I'm really loving what you are doing with this game. Great dev logs :)
Thank you!
@@GameEndeavor You're welcome!
Can I suggest a small thing? Try lessen the chance of enemies droping their heart (the one who gives you lives) when killed so the player that have only few lives will be more determined to kill more enemies to regen himself rather than just killing a few only. I think this will add more balance to the game cause if it stays the same way, if you have only 3 hearts left, you could just kill only 3 enemies and ignore the others. Yes, if this stays the same way, the player will still kill enemies for experience but having this low chance of droping will also give them more will to fight. Thats all, I love your vids and keep up the good work.
I haven't attempted to balance any thing yet. All chances are placeholder for the devlogs so they show up more often for the footage. :)
@@GameEndeavor Its okay just go and continue your development we will still support you, I just think its a pretty thing to add in your game though. Well, still goodluck for you and you game! Also Im just new to Godot so goodluck for me also!
@@johnbenjaminvistan6013 Thank you. :)
this looks so cool and i am waiting to see that total game good job mate :)
As for the auto-collect, I think its radius should be much smaller so that you still have to get fairly close to the items to pick them up. Maybe holding a charged attack could increase the radius, similar to Metroid Prime.
Nice! Keep adding to the game, It looks great so far! :)
Thank you! Still lots to add. :)
Maybe an audio aid to help the player know the are entering a battle mode "battle mode"? EG: two versions of a music track? One slightly tame compared to the other, the battle one sounding way more intense as you are entering a battle sequence. For example: when banjo, in Banjo Kazooie, submerges into the water, the music tambre changes to a stripped down version of what the initial soundtrack is like upon entering the level. I know it's not a fighting example, but its one where it helps the player identify their scenario or predicament has changed.
Once the danger is averted, return to the "normal music"
Could defiantly have many variations of the same music but just altered in such a way that it suits the environment/atmosphere you're after.
Repetition legitimises
That's a really good idea. I'll probably play around with some music which could be fun. :)
Time for my weekly devlog juice
have you seen Gonkee's video on using CastleDB with Godot to store game data? it stores the data in JSON, but provides an Excel like interface to maintain the data.
I haven't. I'll have to take a look. Gonkee has some really good videos.
I'd say no to auto-collect, maybe on a small radius directly around the player so they get feedback that it's now safe to go collect all the other collectables as the battle has ended
I think XP should go towards you automatically (albeit a bit slower than that almost instant super-speed); as a level up during combat could be a cool interaction, depending on how that is designed.
Money should always be collected manually, because it is loot (imo).
Hearts, or other unknown drops could float at you after combat, perhaps.
Although, maybe Hearts should float at you during combat, and XP should wait until after. Or maybe both during combat.
But I'd like to see the money be a pickup thing. Maybe you can aquire some magnet to get that auto eventually?
You could have the auto collect feature tied to an armor/weapon upgrade or pick up
I already want to play your game by the looks of it :D
warning ya, this is a long one but I'm loving what I'm seeing so here you go.
maybe try and implement a strategy layer to the enemies?
the alert system lets you see how many enemies are in a fight so then you can have them have different behaviors depending on their types
more organized enemies like wolves would circle the player before one gets bold enough to attack and the others follow.
Skeletons will normally attack while trying to envelop but once a lot of them go down some may try and play dead to then re-engage the player once they enter another fight.
Lil tree guys may be bold in numbers but flee if they are few.
heck if you want to get fancier you can have mini-bosses that are not a lot stronger than normal variants but instead change the behavior of other enemies to be more intelligent
Thanks. :) Have you seen the latest devlog?
Can I please download this I was looking for a game EXACTLY like this one. if not I understand, keep it up, man!
The game is still in early development, but I am hoping to have a demo ready by March of 2021. :)
I feel some movement should be added to the level. The trees can sway, there can be bushes that also sway, rivers that flow, the lakes have small ripples, and trees can also have leaves fall once and a while. The whole scene just seems “static” and in turn a little boring. It’s almost there, but just needs that little extra to go over the edge. Also, I feel the level up isn’t too noticeable, maybe have an animation play around the character where he rises up, holding his sword up, and have some light or particles go around him in an aura. Just something to emphasize that you just leveled up.
That's all polish that I'm not at all concerned with right now. :) Stopping to add in all of those animations would drastically bog down development when I don't even have the first dungeon, first boss, or gameplay fleshed out to a minimum viable product. I will focus on that closer to the demo's release after I have the core gameplay implemented. Same with the level up. I made it in 5 minutes and moved on to implementing the mechanics.
I watched all these devlogs back to back to back.... hahah
One thing I noticed: the sword seems extremely overpowered compared to the mage and archer. The fact that you can hit an infinite number of enemies with one swing is OP. I think you should limit sword hit to 3-5 enemies.
Thanks for watching. :D
Yes, but that's not a concern imo. Each class has their pros and cons. While the sword can hit more enemies in one swing, you also need to be much closer to enemies, which puts you at greater risk of taking damage. Especially with the work I've been doing this week in making enemies more dangerous.
Traditionally bows hit fewer targets and are slower than swords, but they're also safer because you can attack from a much larger distance. Consider other RPGs where you might initiate combat with your bow, but once an enemy gets to close you switch to a sword. In that sense I'd argue that bows are OP because the player moves fast enough to keep out of enemy range. There's no need to ever switch to a melee weapon because you can easily keep your distance, which is something I'll need to balance. But I haven't actually worked on combat balance all that much yet. I'm mostly focused on getting the vertical slice ready for the demo. Once I have that I'll start polishing these things. :)
Also, about limiting what the sword can hit. I feel like this would confuse the player, because it would look like they hit an enemy but for some reason a few enemies don't take damage for what would seem to them to be arbitrary reasons. So I don't believe this would be a good solution to the problem.
Also I don't expect the player will ever need to fight more than 5 enemies grouped together at a time. If in this video I showed a bunch of enemies then it was likely for demonstration purposes only.
If there was a mushroom biome you should make the seed boys that spawn have a mushroom cap on
maybe have a skill tree where you choose what to level up manually
I think the wait time imbetween the alert state and attack state should get higher per enimys alerted
i love ur game it’s AMAZING!!!!
Thank you!
Auto collection could be something optional you can get from a dungeon
What if autocollect only collected one thing at a time (in rapid succession, so like 20 drops/second)? That way, you still get the satisfaction of larger numbers, but with the convenience of autocollection.
make an enemy camp with a traveller stuck in it when you defeat all the enemys the traveller will unlock trades
and can sell maps to other enemy 's camp
and when it enters the camp it could go to that fithg scene you show wen it was in develepement
Interesting idea. I might do something like this. :)
do chests respawn contents after you loot them? if not, maybe you want to leave the chest in an open state after it's looted so people don't click on it again and find an empty chest?
How I'll handle chests is still up in the air atm. I'm probably not going to handle it how I am currently except for player placed chests. The ones in world are just placeholder and very much subject to change.
Hey, I just recently startet seeing your videos but im eager to play the game when it's finished.
I am sorry if someone has said this already but I have a thought:
I share you opinion, that the brute wouldn't look for others to help him. But maybe he could alert the others so they can watch him fight? Because he want's to show off by crushing this little player.
So little skeletons watch you and him fight until he dies and then they storm you :D
What do you think about a group alert? It looks great on one or 3 but I think it might be jarring to see so so many exclamations pop up on screen all the time. Like a single alert to tell you enemies in the area are alert.
Maybe, thought I like seeing who specifically has been alreted. When I used a lot of enemies in the video though it was for demonstration purposes. I don't expect to ever have more than 4-5 enemies grouped together at once. Unless you think that's too much.
4-5 exclamations isn't too much but the thing is I Actually loved the horde 😁. Please put some horde areas. Also, now that you've mentioned specific enemies being alerted, I also thought you could add some reason to want to attack enemies in a certain order for a strategic advantage. That'd would make me pay more attention to who I'm alerting. (while typing this, I realized you must have already been doing this but yeah.)
oh yeesss another devlog
You can add a heavy attack too or combos idk
Heavy attack, possibly but not likely. I personally almost never use it in other games, and abilities are common which I feel would make it obsolete and just add an extra input without much contribution. I don't like combos. It creates this noticeable pattern that breaks up the flow of combat and actually irritates me.
Hello Mr. Game endeavor. I have a suggestion for this game. Specifically your code. Instead of worry about the enemies infinitely alerting, mabey u could have 2 different types of alerts in the code. One could be for spotting the player and the other alert could be the enemy being alerted by another enemy
These to types of alerts could be different functions or variables. Or something like that. Any ways just a suggestion. Hope u see this comment
It's a really simple solution to just not alert if it has already been alerted though. :) If I go with the single fire it will be a boolean though, but that will likely require a refactor of my state machine to implement it, which is why I didn't bother with it yet.
looks cool!
Hey there! I saw your first devlog and I can't believe how far you've come! Congratulations man, and keep it up! One quick question though, do you have any tips for creating the same kind of sword slash that you do? I'm thinking that you made yours through code using tweens (I know how much you love tweens and trig functions ;P), although I might be entirely mistaken and you did it through animation tracks.
Thank you! lol, you know me too well. :) Indeed it is handled via tween, though possibly not as much as you might think. When you initially attack, the rotation is actually set instantly and a two frame swoosh is played. This makes the attack responsive but has a sense of motion. Collision is checked and damage dealt immediately. However what is tweened is the overshoot and recovery animation where the sword swings too far and returns. This is just to add weight to the attack and tell the player when they can attack again (when the animation stops).
I actually created this on stream (A twitch one possibly, so it may be lost). Some people suggested animation player, and we attempted it, but would've required me to have a left and right attack animation, but with the tween I can just invert the direction variable and it works as is.
@@GameEndeavor Oh! I thought you were tweening the entire rotation, but I guess I was just overthinking it. What about the enemies? Do they use Godot's pathfinding, or are you using your own solution?
@@redrobinnnn My own solution which is a context based boidlike behavior. Boidlike in that it looks at the environment around it, but context based in that it checks multiple different directions and chooses the best one based on a weight system.
@@redrobinnnn The pathfinding is a bit too complex to quickly explain. I might dig into it a little more when I do a video expanding AI behaviors. ie when I implement the pet mechanics.
@@GameEndeavor I see! I was having a lot of trouble with working with Godot's pathfinding, what with all of the y-sorts and tilemap layers. Thanks for answering my questions, and I'll be looking forward to that AI video!
i think the water could have an animation, it looks a little bit like carpet.
That's polish that doesn't affect gameplay and comes later in development.
Obvious would be an option to enable/disable auto collect - but this only leads to gaming the system.
Auto collect after battle as an item that takes 10%? To simple - make a magician that gives you the item for free "and it only takes 30% of your lot" and then latter, it can be upgraded.
That way, people feel like it is in universe, there is a benefit of not using it, but also no big deal to when using it.
Nice ;)
I don't think autocollect is necessary with your map sizes and it would probably feel more like rushing through the game and less interactive. If you have to go to each dead body to collect the loot, you need to make a short break before you run off again. I do feel like this break fits your stile of game more than when you would just run from one fight to the next without stopping.
That's a good point. This isn't supposed to be a fast paced game. I want to encourage exploration and in general just taking your time with the game. I hadn't considered how an auto collect system could conflict with that and potentially send the wrong message to the player.
@@GameEndeavor I'm glad to help you.
I tired quickly of Forager (the game) because everything was too snappy. Auto-pickup seems like it should be a perk only for parties with telekinetic abilities. Games that play themselves aren't fun if the player doesn't feel clever about it.
Also I'm wondering if you're implementing controller support early on (if at all). I'd like to hear your take on it. Maybe you already covered it, I haven't been watching your stuff in order.
Agreed. I get a lot of comments pushing that kind of thing too. I've decided to not go with autocollect because it just doesn't feel as good imo.
I think I did. I want to say it was the 2nd devlog but I could be wrong. However I haven't looked at it in a while, so I need to do so again soon. I highly recommend implementing it early on, because it's going to influence how you design your game. It's difficult mapping all the buttons you want to a controller. It's a bit tricky for this game because of the twin stick aiming. It means the thumb buttons aren't available when aiming, which reduces the buttons even more. It's a hassle, but something I want to do because sometimes it's nice to just sit back with a controller and play a game.
Late to the party, but what about tightening the collection radius when in combat and expanding it when combat ends?
That's a valid option too. :) I'll try it.
maybe the chain reaction range should decrease each instance.
Edit: seems like a messy solution but its a possibility.
That's something I was discussing with another commenter. I was thinking distance and they suggested a limited number of iterations. I think it's a great idea.
It shouldn't be messy but might require modifications to my state machine to pass in arguments when changing states, because the process gets started by setting the enemies state to alert and it will then alert nearby enemies when entering that state.
how did you make text pop up system above the enemies
It'd be cool for there to be some non-white main characters, just a trope in RPGs I wish would end
There will be.
Do you have a method set up so that if the player runs from battle the enemies forget and can be agro-triggered again?
I don't think at the moment, but the game will have that, yeah.
I like running over coins!
It is a lot of fun, lol!
Why not make auto collection a setting players can toggle on / off?
Because I don't like auto collection for design reasons. It changes the feel of the game to "fast paced high action game", where this is a more "laid back, take your time roleplaying game". It's the same reason I don't have an "enable bazooka" setting.
@@GameEndeavor now I wanna see the bazooka setting!
Hey, im making a game in godot and am wondering how to get the sword to rotate while having the scene in viewport mode to accommodate for my tile map. As of now, when the sword rotates it looks very bad due to the pixels halfing etc. just curious how u got urs the way it is.
Thanks
With viewport stretch mode you most likely won't be able to. Viewport is native resolution. Everything is pixel perfect. So when you rotate a pixel, it looks like poop. I only get away with it by using 2D stretch Mode which scales everything up individually, and low resolution art so that it has a lot of room for scaling.
So for example 1 pixel in-game might be 3 pixels rendered. So when I rotate a pixel, it's rotated over multiple pixels to help smooth it out a little.
@@GameEndeavor ah ok, thanks a lot!
@@prismaticjunimo7160 Any time. :)
When game will be available, and how much it will cost
Demo is planned for March of 2021, I'm expecting full release around 3 years later. It'll be $20.
@@GameEndeavor WTH, you will make our purses empty or something? 20$ for game like this, i BELIVE its mistake
@@reglan_dev lol, k.
You can have Expression connect to an Object or Resource, and not a Node, then you aren't exposing the SceneTree.
hi do you have a tutorial for your ai scripts?
Hey how can I get this game
What editing software do you use ?
Adobe Premiere.
Oh thanks
Can you make some new enemies?
Definitely needs auto collect for currency and health items. For things like armor/weapons/accessories or picking up temporary abilities those shouldn’t be auto collected. Just my opinion
That's the plan, if I go with auto collect.
Epic
You skimmed a bit over the loot table system you plan on fully implementing, but something you said minorly concerned me. I don't see the point in taking away the access to anything other than for your own convenience, however it seems more like you want to restrict what players can do with the game rather than save yourself trouble. I'm of the belief that if you're building tools to allow players to personalize their experience of your game such as the loot-tables, there's no reason not to let them run wild with it. Most people who get into modification of games understand that they can brick the game. There's a massive community of people who enjoy modifying games, instead of making it more difficult for them to do what they will do anyhow, it's likely you'd get some praise from those who would otherwise have to break into the game to mod it in certain ways.
Even if you're building the loot-tables for your own convenience and not to allow players some control, you probably shouldn't restrict yourself in what you can do with it besides adding in some fail safes as you could come up with some very clever uses for it.
I see u really love json hmmmm
Not really. It's just very simple to save and load in Godot. :) One line of code and I can load an entire json file and access it like a dictionary.
@@GameEndeavor json is cool tho😎😎
Cool
how do i learn how to make attack and shooting bro help
Was that Kotlin?
Nope, Godot with gdscript and JSON
Pog
:)
I don't think bows are supposed to bend like that.
It's animation and meant to look cartoony. Unless you think it's too cartoony, which is understandable.
@@GameEndeavor But the string barely moves.
This is so EZ game anyone can play this and 😆😆😆😆😆😆😆😆😆😊😆😊
It was intentionally so because some people such as myself prefer that, I've been saying this since the beginning. 😆😆😆😆😆😆😆😆😆😆😆😆🤪