Considering it's a game about a marine biologist and the ocean it would be neat if you could find plastic in the ocean (as sad as it is) like a sort of material for crafting at some point, or you could trade it with an NPC that would give you new weapons/items for it. Like gather 10 "plastic" and in return, you get a new piece of armor or cloathing.
@@DevDuck If you can do something like this, and also not manage to be overly preachy, it would be really good, lol. XD I as much as anyone agree that it's horrid that there is plastic in the ocean, among other trash, but it _is_ a game, and the last thing I want is to feel like I'm being proselytized to. The best way I've seen to achieve something like this is to have one particular character who is more passionate about it than others, or with whom you can agree or disagree.
Yeah, perhaps have an overlay shader that allows the player to see their character at the helm through the window, and maybe have the door open so you can see the player character's backside (this second one makes slightly less sense but hey).
I had an idea. As the player get corrupted, the footprints that the players leave behind are also corrupted until they disappear. Basically, the player is sort of leaving a corrupt essence behind momentarily.
The ocean part of the game will greatly benefit from being able to view the vessel from more than 4 directions. Turning looks unnatural in the current example. If you still want to do it hand-animated, the diagonal versions will obviously need to be drawn separately, because as you saw, trying to rotate the sprite to get a good pattern for the wood won't work. I'm unfortunately not a sprite artist so I can't help you there, though I do think it'd be possible to find a pattern that looks good if you experiment. You could also switch to pre-rendered 3D. I.E. model the ship in blender, texture it with pixel art, and render as many orientations as you want with an orthographic camera, a small frame size, and transparent background. This is a good way to have a large number of orientations without having to put in extra work. It might be hard to get it to fit with the art style of your game, but don't write it off immediately.
The problem with the research vessel facing south is that you would not see the wood panelling on the front since the tip hangs over it. That‘s what destroys the illusion :)
This depends entirely on the angle of the view as well as the angle of the paneling. Considering that the paneling is almost vertical, as defined by the east and west views, you'd definitely still see it in the south view.
i have a cute idea. if all standards are met you should be able to upgrade boats or even a boat building system... the boat base is upgraded and then you can place the rooms anywhere on the boat base
Maybe try to separate the animations of the waves on the beach, so you can put them out of sync. As it is now it looks like the whole island is floating on the Ocean
I think that having the player start on an "island" that's just a strip of beach wouldn't be a bad idea for the finished game. It would give the impression that you left the mainland to go work on the ocean/islands.
One idea for the research vessel would be to use a technique called sprite stacking, you'd need to draw your ship in a way as if your ship was cut into horizontal slices which needs a bit of adjustment to get used to think in that way, but I think it would be worth it since you only need the create the art for the ship once and it will work smoothly for every angle.
@@dugtrioramen I don't want to post links in here, but if you just google "sprite stacking" you'll find a bunch of articles about it. It is a pretty common technique by now.
@@TackerTacker wow, that's actually genius. It's like making voxel art with pixels. Thanks for sharing, I'm super excited to try this. I found a good tutorial here if anyone else is curious, www.davidepesce.com/2020/06/26/sprite-stacking-in-godot/
Something I really like about Starbound that would be awesome in this game is randomized bosses. They have random attacks and colors etc. Most of the time they match the biome they are in. This would work awesome in this game! Imagine going into the sea and a giant AI-made kraken tries to attack you with a ton of wacky random abilities. This would add a ton of content to the game, it would be so fun in my opinion! :D
I was thinking something similar with ambient noise. Have a wave sound loop on sand and slowly transition it to a bird and tree sound loop on entrance to the forest layer
Could you do something like seasons. Maybe orange leaves for autumn snow for winter etc. They could all have different creatures that come out only in that season.
I always thoroughly enjoy these devlogs + I get free aquarium inspiration which is always nice! I feel like it would be cool if you add the occasional piece of aquatic vegetation or silhouette of a school of fish swimming just under the surface to add visual variation to the open ocean.
I think it would be cool if you added little side-quests like clean up 50 pieces of trash and get a new weapon, or uncorrupt 100 enemies and get a new fishing pole ect. Each island could have a npc hidden on it and they would give a side quest for that island or one npc who talks to you from a radio could give them. Just a suggestion but I think it’d fit great
Nice video! And I think I have some suggestions that you may like A neat detail in the research vessel would be the player showing up behind the window when the boat is facing south. Maybe a sail? And about the issue with the wood planks, I may suggest you could try to make something more modern, like a 21 century fishing boat, the flat textures of painted metal would probably solve it. Anyways great video! Keep it up, your devlogs are a neat way to enjoy a Sunday afternoon
Oh, and I'd like to re-extend my request for eight sprite directions instead of four. If you want proper polish and "game feel," _that_ is huge. Edit: Oh, and you actually made a suggestion of doing that with the ship. I think eight directions should be applied to it, too.
I already like how the boat looks while driving. I personally don't need a 45° angle. But perhaps on a bigger screen and while playing myself it would be different.
The boat turning does look kind of jarring, and someone suggested making it top-down (and maybe zoomed out) which is a great idea. If you don't want to change perspective, then maybe try only displaying diagonal frames when turning, instead of when traveling diagonally. That way the sprite change is smoother, but the player won't have time to notice the weird texture. Don't know if it would work though.
You could also create or use a 3d model and render for example 8 sites or how much you like. Change the resolution of the output image so that it matches your game style. Factorio also does this that way
Love this series! I will be studying Games Programming at University starting in September. Watching your videos are incredibly motivating to keep learning! Can't wait to play Dauphin!
Nice work! I've been following this devlog series for a while and always look forward to seeing what you create next :) I also have a (weirdly specific :D) remark about your south facing boat sprite: I noticed how the line where the roof ends (and the shadowed wall underneath begins), the point where the railing tapers off towards the rear, and a seam in the wood panelling are all nearly at the same y-value and create a strong visual line. It visually seperates the upper and lower half of the boat. At first glance, I was slightly irritated by what I was looking at, until after a moment my brain was finished computing and realised that these lines where just arbitrarily at the same height. I prefer how this is handled in the north-facing boat a lot more, where none of these lines meet. :)
I think to help break the monotony of the design, the boat can have a different texture other than just wood panels. That way you could eliminate the messy diagonal lines from dominating and being distracting to the eyes. And for the sake of upgradability it can be a bit of a dull paint maybe, that says the boat is a bit old? Add a bit of weathering to the textures of the design.
I loved the in-depth review of the footprints in the sand solution! Most devlogs don't go this deep into the technical stuff, and as a unity developer, I am jealous of the call function track on animations!
Idea for the Research vessel: When you decide to leave the island you're currently on, the vessel's entrance closes and you get to control it. Once you get to shallow waters the game allows you to stop and exit the vessel. I've been loving your devlogs so far and can't wait to see more. Good luck with the development!
Hello DevDuck, this is my first video watching you and I really like it. About the sailing, you could use a similar system as Don't Starve Together where if you press Q or E you turn your perspective. That way you could sail while only seeing the boat from "behind" like when it is sailing to the north. You would need to add some sort of compass in the HUD but i think you will be able to do it. Good luck with your game
I just wanted to say you're my favorite game dev You Tuber and biggest inspiration on here. I appreciate your style being more relaxed/chill instead of grinding the video to a halt every 2 seconds to inject some kind of meme. This is the only game from all the You Tubers that I'm genuinely exited to play other than Miziziziz
I love how professional and well thought everything is. Also seeing your constant progress is the biggest motivation for me to wake up early and do something productive.
As someone from your future, I'm going to say you're in for a well-deserved ride. I hope that you continue to make innovative changes to your game (recording footprints was genius since it's so modular) and it gets shipped soon!
Just some things I’m guessing will be in the game and that I’m excited for First off, more varied island environments. Like a rocky island or a freezing cold island, or a desert island. Otherwise the game would start to look boring quick Second, diving. It would be cool if you could go underwater to collect sunken items and fight underwater corruption. Most of a marine biologist’s outdoor work would happen underwater, and corrupted dying coral is a real thing
Well there be a corrupted islands ? Like the design change and maybe the corrupted islands are hard island that contain hard bosses and you have to uncorrupt the hole island somehow ?
Regarding the world streaming, maybe think of LoZ: Wind Waker. Its map is divided into 49 chunks, with 1 island in each chunk. Doing something similar would allow you to load basically a 3x3 grid centered on the chunk you're in. In Godot terms, each chunk would be a scene, and the World would handle which scenes to load. Keep up the great work dude, you're a huge inspiration!
Absolutely love the way you do these videos, specially when you explain how you implemented something in details. The way to call a function from the animation key in Godot is awesome!
You could make a smaller version of the boat and islands for traveling between them. It would be easier to create all the sprites for the turning and it might be possible to load the whole ocean at once.
Man, this is looking so cool. Love your devlog style and the level of detail you go into for all the features you're adding. Can't wait to give Dauphin a try!
Great new video! Would be great to see the boat rocking gently in the water both when sailing and docked. Footprints in the sand need to be a little darker.
It would be kinda cool if the boat from 11:58 would be used in sinking animation. (or even a sinking animation would be cool. And you have to doge sharp rocks close to the island which would also be an indication that an island was nearby) It would be used if you like crashed into the island and then you incorporate a feature where you have to drive the research vessel.
my suggestion is: when you turn the boat in any direction, you should keep the cabinet in the center of rotation, this way the transition might look smoother
I know you've probably already considered this, but I have to mention it just in case: You'll probably want the ship to bob a bit in the water as it's sailing (or even docked), and I would also consider using tank controls to pilot the ship. So W to move forward and A and D to rotate the ship. Or if you want to keep the swaying motion, maybe Q and E to rotate and A and D to move side to side. That to me would feel a bit more natural, though I know a lot of people don't like tank controls. Great video as always! Cheers!
Please 🙏🏻 more Dauphin devlogs please! Your devlogs have been a huge inspiration for my game development journey. I hope all is well and I eagerly await your next update!
For the boat/research vessel's animations, I have 2 other potential solutions: 1: You could of course just rotate the boat in Godot where the resolution is much higher and it won't look so muddy. So like the left and right-facing sprites would be able to rotate 45º in either direction 2: Try just rotating the ship body, but not the floor texture. Then crop the floor texture to fit in the boat.
for turning the boat I would suggest turning the actual object the sprite is on to a certain point then change the sprite also I think the chunk loading could be kind of like minecraft's chunk loading I don't know exactly how it works but here is a suggestion have chunks a certain size and when a certain percentage or all/any of the chunk is within a collider it will load that chunk and "wake up" the nearby chunks starting their checks for the player's loader it would be the opposite for unloading if the chunk is not being touched by the loader it will unload and tell the nearby chunks to go to sleep it would be interesting to see if this actually works Good Luck!
Check out don't starve shipwrecked, there they keep the north south east west rotation, but when you want to go 45 degrees, you can rotate the view / sea. This might be a solution to your problem.
Hey man I just wanna say that I love your devlogs so much and every single Devlog always gets me motivated to work on my own game. Keep up the amazing work!
I think you can also use object pooling for the footsteps, I don't know how godot engine handles Instantiate functions, but if it is like unity, you can improve your performance by having a set of already instantiated objects and reusing them as needed. I think you did that for something in your UI. Great job
Hi DevDuck! You are a huge inspiration to me, being that you can balance work and also make amazing games. I love your art too, and your game is amazing so far! -a 12 year old :)
Really useful info in this video. Thanks for sharing! I've enjoyed following along on your progress and it inspires me to chip away at my own Godot projects.
To make the diagonal angle of the boat. Just make the boat not diagonal but from that perspective if you were looking at it from the side then rotate it when you put it into gadoh
Hey, awesome develog. I would recommend that you keep only N,S,E,W sprites for slower boats. On the faster ones, the players won't notice it after a little cleanup. Also, the bubble particles can be used to trade turn of they turn with the boat turning (I have no idea how boats turn but I feel it can work). I feel that solves a problem. 🙃 Been really off from this channel for long due to exam preparation for JEE, would love to see more of these coming.
My 2 cents on the research vessel rotation is don’t worry about the intermediate directions. Works fine for the older pokemon games and it’s not core to what’s going to make your game fun!
I love the videos, one idea for the boat driving would to have the boat stay facing north on screen and the world rotate around it. Upside the boat would remain looking really nice, the downside is to pull this off the pixels for the background have to be rotated so it wouldn’t be a real pixel game, but it would still look cool in my opinion.
Hey,Dev Duck so when ship is rotating u could make a transition frame between rotations(like this u can still make boat look clean bc its just 1 frame when changing).
Really good progress. I like those four cardinal directions of the boat. It would be kinda cool if there were sharks in the ocean too as the player was traversing the open seas.
For the boat turning, you could use for example the east facing sprite and rotate it 30 degrees up so the pixels are off axis. Then switch to the north facing sprite rotated 30 degrees the other way.
I definitely agree with what someone said about having a birds eye view of the ship to help with the diagonal angles. That still doesn't help with the floor paneling however. I think you could change the style of the boat to be a bit more of a modern fishing boat and have it be white with maybe some red accents and a red roof (or whatever color). That way you can have flat textures on the walls and floor.
I have an idea for your ship's rotation; Sprite Stacking. It will give you a clean, fully 360° rotation of your ship, whilst keeping the smooth pixels. It would take a bit of work to convert your current ship to that, but once you made it Sprite-stackable, you'll have all 360° covered. Have a look into it! Essentially, you design the boat at pixel layer by pixel layer, with each layer being a separate sprite. The layers will be placed a pixel higher than the last one, then you just have all layers rotated by the same angle value at runtime. It's a cool psuedo-3D effect which keeps the pixel feel. :-)
Nice work as always! To answer the question of the boat, hmm personally I'd say for now don't retexture and keep just the 4 directions, in the future if you look at it and don't like not having those extra directions add them in, but for now, I wouldn't say its a necessity. Also I love the start of sailing! It would be really nice to add weather in that could affect the quality of your sailing i.e. sea storms or icy weather with large chunks of ice you need to avoid :D
I love the idea behind this game. Keep it going. It'd be nice to see some crazy unique island designs. Like a coral Island run by your shrimp in the tank, Jungle Island with dinosaurs, or a mountain volcano that goes to a hidden underground laboratory. I'm sure you can come up with something better than that. 😅😅
I do think that something as long as the boat needs a 45 degree sprite, but let me pitch this: have separate art for the sailing, which is a bit zoomed out, so that the paneling of the wood is implied but not fully rendered. That'd help with the aliasing issues you pointed out, and also with the fact that when sailing the sense of scale needs to be different.
One technique commonly used, especially when dealing with an object that is hard to visualize from differing perspectives is to actually create a rough 3D model of the object with the basic textures you want to use, set the rotation and camera positions, then from the rendering clean up any artifacts and replace any crude textures with the final artwork. It can take a little more time up front, but gives more accurate visualization that isn't possible for objects you aren't as familiar with. It especially helps with scaling issues where when changing the orientation and vantage point create a difference in scale that you might not recognize by simply rotating the already flattened object in a 2D art program.
Considering it's a game about a marine biologist and the ocean it would be neat if you could find plastic in the ocean (as sad as it is) like a sort of material for crafting at some point, or you could trade it with an NPC that would give you new weapons/items for it. Like gather 10 "plastic" and in return, you get a new piece of armor or cloathing.
maybe a collectable?
Maybe corrupted islands can have trash around them and when you destroy the islands corruption the trash dissapears
I kind of have something in mind for this! Apart from saving organisms, you'll also have opportunities to help clean up the ocean in general.
@@DevDuck If you can do something like this, and also not manage to be overly preachy, it would be really good, lol. XD
I as much as anyone agree that it's horrid that there is plastic in the ocean, among other trash, but it _is_ a game, and the last thing I want is to feel like I'm being proselytized to.
The best way I've seen to achieve something like this is to have one particular character who is more passionate about it than others, or with whom you can agree or disagree.
@@DevDuck What if there's a 'garbage patch' island that you can find late-game with unique enemies and materials?
It’d be cool if the player could see the character through the windows while he travels in the sea :)
Yeah, perhaps have an overlay shader that allows the player to see their character at the helm through the window, and maybe have the door open so you can see the player character's backside (this second one makes slightly less sense but hey).
I had an idea. As the player get corrupted, the footprints that the players leave behind are also corrupted until they disappear. Basically, the player is sort of leaving a corrupt essence behind momentarily.
Metal.
Yeah I actually thought I saw that but it was just the player emitting it
The crabs should shoot a green liquid,if ue miises it it should be on the ground,touching it would damge your hp
Maybe when your sailing, your perspective changed to a birds perspective. So you can only see the top side of the boat.
That might be a good idea, then there wouldn't be a problem with pixel art perspective. And there could be nice smooth rotation
That would be really smart
Smart!
I agree. That way the sprites could be smaller and bit less detailed
Yeah. Look at the original version of Sid Meier's Pirates! - the Amiga or Atari version maybe. That's exactly the art I envisage for this.
The ocean part of the game will greatly benefit from being able to view the vessel from more than 4 directions. Turning looks unnatural in the current example.
If you still want to do it hand-animated, the diagonal versions will obviously need to be drawn separately, because as you saw, trying to rotate the sprite to get a good pattern for the wood won't work. I'm unfortunately not a sprite artist so I can't help you there, though I do think it'd be possible to find a pattern that looks good if you experiment.
You could also switch to pre-rendered 3D.
I.E. model the ship in blender, texture it with pixel art, and render as many orientations as you want with an orthographic camera, a small frame size, and transparent background. This is a good way to have a large number of orientations without having to put in extra work. It might be hard to get it to fit with the art style of your game, but don't write it off immediately.
I think that is how the Factorio developers do their graphics in for the newer high res versions.
Another idea is to build it in 3D and then use that as a reference for the pixel art
He could then put the images through a pixelate filter, like the one in paint.net ( actual link is getpaint.net )
@@CraftyDWB with blender you dont really need to download extra software
@@aitor.online hm. I don't use blender so I wouldn't know
The problem with the research vessel facing south is that you would not see the wood panelling on the front since the tip hangs over it. That‘s what destroys the illusion :)
Oh nice catch! This is exactly the thing I struggle with. Thank you!
Sometimes pixel art looks way harder than 3d modeling
@@dugtrioramen well this is kind of 3d pixelart in a way. Maybe 2.5d pixel art?
This depends entirely on the angle of the view as well as the angle of the paneling. Considering that the paneling is almost vertical, as defined by the east and west views, you'd definitely still see it in the south view.
Adding shadow could help too
i have a cute idea. if all standards are met you should be able to upgrade boats or even a boat building system... the boat base is upgraded and then you can place the rooms anywhere on the boat base
Maybe try to separate the animations of the waves on the beach, so you can put them out of sync. As it is now it looks like the whole island is floating on the Ocean
I think that having the player start on an "island" that's just a strip of beach wouldn't be a bad idea for the finished game. It would give the impression that you left the mainland to go work on the ocean/islands.
One idea for the research vessel would be to use a technique called sprite stacking, you'd need to draw your ship in a way as if your ship was cut into horizontal slices which needs a bit of adjustment to get used to think in that way, but I think it would be worth it since you only need the create the art for the ship once and it will work smoothly for every angle.
You mean like ysorting different parts of the ship? That sounds cool, but how does it work with different angles?
@@dugtrioramen I don't want to post links in here, but if you just google "sprite stacking" you'll find a bunch of articles about it. It is a pretty common technique by now.
@@TackerTacker wow, that's actually genius. It's like making voxel art with pixels. Thanks for sharing, I'm super excited to try this.
I found a good tutorial here if anyone else is curious, www.davidepesce.com/2020/06/26/sprite-stacking-in-godot/
Another good video on it is 2Kliksphilip's "The Day of the Dolly-Mixture" He even uses it to make a boat.
You are *SEVERELY* underrated man. Your content is amazing and I can't stop watching it.
Something I really like about Starbound that would be awesome in this game is randomized bosses. They have random attacks and colors etc. Most of the time they match the biome they are in. This would work awesome in this game! Imagine going into the sea and a giant AI-made kraken tries to attack you with a ton of wacky random abilities. This would add a ton of content to the game, it would be so fun in my opinion! :D
After seeing the vessel in motion, I think that a 45 degree sprite would make it look a lot nicer if pulled off correctly
That terrain layering will help you with sound effects too, like walking on grass vs sand, etc
I was thinking something similar with ambient noise. Have a wave sound loop on sand and slowly transition it to a bird and tree sound loop on entrance to the forest layer
Make sure you delete your footprint instances after they are completely invisible to save memory and not running in any performance issues.
I like your solution to adding the footsteps in the sand
after coming out of the water the footprints should be a bit darker for some time
Could you do something like seasons. Maybe orange leaves for autumn snow for winter etc. They could all have different creatures that come out only in that season.
I'd really like to do this!
I always thoroughly enjoy these devlogs + I get free aquarium inspiration which is always nice! I feel like it would be cool if you add the occasional piece of aquatic vegetation or silhouette of a school of fish swimming just under the surface to add visual variation to the open ocean.
Really cool! I like the way you added the footprints, I didn’t know you could do that
I think it would be cool if you added little side-quests like clean up 50 pieces of trash and get a new weapon, or uncorrupt 100 enemies and get a new fishing pole ect. Each island could have a npc hidden on it and they would give a side quest for that island or one npc who talks to you from a radio could give them. Just a suggestion but I think it’d fit great
DevDuck: (uploads Dauphin Devlog)
My body: *S E R O T O N I N 1 0 0*
love this devlog. also they're getting progressively longer, im excited for the feature length film
Nice video! And I think I have some suggestions that you may like
A neat detail in the research vessel would be the player showing up behind the window when the boat is facing south.
Maybe a sail?
And about the issue with the wood planks, I may suggest you could try to make something more modern, like a 21 century fishing boat, the flat textures of painted metal would probably solve it.
Anyways great video! Keep it up, your devlogs are a neat way to enjoy a Sunday afternoon
Oh, and I'd like to re-extend my request for eight sprite directions instead of four. If you want proper polish and "game feel," _that_ is huge.
Edit: Oh, and you actually made a suggestion of doing that with the ship. I think eight directions should be applied to it, too.
I really love how you show us what you’ve done and montages, keeping everything feeling calm
The dude even has a full time job and this is just a hobby
@@CraftyDWB I know
The new island looks great! Also I’d eventually re-texture the vessel, but it’s a ton of work and you have more important projects to do rn
Refreshing, refreshing YES A VIDEO
I already like how the boat looks while driving. I personally don't need a 45° angle. But perhaps on a bigger screen and while playing myself it would be different.
The boat turning does look kind of jarring, and someone suggested making it top-down (and maybe zoomed out) which is a great idea.
If you don't want to change perspective, then maybe try only displaying diagonal frames when turning, instead of when traveling diagonally. That way the sprite change is smoother, but the player won't have time to notice the weird texture. Don't know if it would work though.
I would really like a more in depth look at the shaders you made! They add a lot!
You could also create or use a 3d model and render for example 8 sites or how much you like. Change the resolution of the output image so that it matches your game style. Factorio also does this that way
Totally unrelated but man your desk is so clean!
Loved this video Ben. The islands are such a great addition to Dauphin, adds a ton of depth to the game in my opinion :)
Love this series! I will be studying Games Programming at University starting in September. Watching your videos are incredibly motivating to keep learning! Can't wait to play Dauphin!
Nice work! I've been following this devlog series for a while and always look forward to seeing what you create next :)
I also have a (weirdly specific :D) remark about your south facing boat sprite:
I noticed how the line where the roof ends (and the shadowed wall underneath begins), the point where the railing tapers off towards the rear, and a seam in the wood panelling are all nearly at the same y-value and create a strong visual line. It visually seperates the upper and lower half of the boat. At first glance, I was slightly irritated by what I was looking at, until after a moment my brain was finished computing and realised that these lines where just arbitrarily at the same height.
I prefer how this is handled in the north-facing boat a lot more, where none of these lines meet. :)
I think to help break the monotony of the design, the boat can have a different texture other than just wood panels. That way you could eliminate the messy diagonal lines from dominating and being distracting to the eyes. And for the sake of upgradability it can be a bit of a dull paint maybe, that says the boat is a bit old? Add a bit of weathering to the textures of the design.
whoah never thought about using position2d for weapons. thanks for the idea, godot noob here.
I loved the in-depth review of the footprints in the sand solution! Most devlogs don't go this deep into the technical stuff, and as a unity developer, I am jealous of the call function track on animations!
I would add a call to performStep on the stoped animation as well. That way everytime a feet touches the ground it would create a footprint
Idea for the Research vessel:
When you decide to leave the island you're currently on, the vessel's entrance closes and you get to control it. Once you get to shallow waters the game allows you to stop and exit the vessel.
I've been loving your devlogs so far and can't wait to see more. Good luck with the development!
Hello DevDuck, this is my first video watching you and I really like it. About the sailing, you could use a similar system as Don't Starve Together where if you press Q or E you turn your perspective. That way you could sail while only seeing the boat from "behind" like when it is sailing to the north. You would need to add some sort of compass in the HUD but i think you will be able to do it. Good luck with your game
Wow I never knew about the call method track, that is very useful, thankyou for mentioning it in your video
I just wanted to say you're my favorite game dev You Tuber and biggest inspiration on here. I appreciate your style being more relaxed/chill instead of grinding the video to a halt every 2 seconds to inject some kind of meme. This is the only game from all the You Tubers that I'm genuinely exited to play other than Miziziziz
Exploring the sea and underwater caves would be sick and btw the new island is looking great!
Like making some scooba gear and air supply.
I love how professional and well thought everything is. Also seeing your constant progress is the biggest motivation for me to wake up early and do something productive.
You should add rolling! Games like these always feel kind of blank without movement options, and I think it will help with combat and things.
I do plan to add both sprint and dodge mechanics at some point!
Awesome
@@DevDuck I have an ideea for a shrimp/crawdad boss inspired by yours shrimps in the aquarium
As someone from your future, I'm going to say you're in for a well-deserved ride. I hope that you continue to make innovative changes to your game (recording footprints was genius since it's so modular) and it gets shipped soon!
Just some things I’m guessing will be in the game and that I’m excited for
First off, more varied island environments. Like a rocky island or a freezing cold island, or a desert island. Otherwise the game would start to look boring quick
Second, diving. It would be cool if you could go underwater to collect sunken items and fight underwater corruption. Most of a marine biologist’s outdoor work would happen underwater, and corrupted dying coral is a real thing
Well there be a corrupted islands ? Like the design change and maybe the corrupted islands are hard island that contain hard bosses and you have to uncorrupt the hole island somehow ?
Regarding the world streaming, maybe think of LoZ: Wind Waker. Its map is divided into 49 chunks, with 1 island in each chunk. Doing something similar would allow you to load basically a 3x3 grid centered on the chunk you're in. In Godot terms, each chunk would be a scene, and the World would handle which scenes to load.
Keep up the great work dude, you're a huge inspiration!
Had no idea you had been creating this game for over a year
Absolutely love the way you do these videos, specially when you explain how you implemented something in details. The way to call a function from the animation key in Godot is awesome!
You could make a smaller version of the boat and islands for traveling between them. It would be easier to create all the sprites for the turning and it might be possible to load the whole ocean at once.
Thanks for these videos :) your dev logs always make me calm and happy. Best of wishes ✨
Man, this is looking so cool. Love your devlog style and the level of detail you go into for all the features you're adding. Can't wait to give Dauphin a try!
Great new video! Would be great to see the boat rocking gently in the water both when sailing and docked. Footprints in the sand need to be a little darker.
Maybe you could 3D model the boat, screenshot frames, and then draw over it
Was thinking the same thing but he seems set on the pixel art style.
@@phantasmagoria8228 I think their Idea is use a 3d model as a reference to make the pixel art from, not a replacement of the pixel art.
@@phantasmagoria8228 there are tutorials for 3D pixel art in blender (it's really cool, they make it look entirely 2D)
It would be kinda cool if the boat from 11:58 would be used in sinking animation. (or even a sinking animation would be cool. And you have to doge sharp rocks close to the island which would also be an indication that an island was nearby)
It would be used if you like crashed into the island and then you incorporate a feature where you have to drive the research vessel.
I gave this a thumbs up for excellent editing and direction before you asked! It is really well done.
Beautiful work dude! Much inspiring for fresh indie game developers! Keep up the good work! Love from India! ❤️
my suggestion is:
when you turn the boat in any direction, you should keep the cabinet in the center of rotation, this way the transition might look smoother
I know you've probably already considered this, but I have to mention it just in case: You'll probably want the ship to bob a bit in the water as it's sailing (or even docked), and I would also consider using tank controls to pilot the ship. So W to move forward and A and D to rotate the ship. Or if you want to keep the swaying motion, maybe Q and E to rotate and A and D to move side to side. That to me would feel a bit more natural, though I know a lot of people don't like tank controls. Great video as always! Cheers!
Please 🙏🏻 more Dauphin devlogs please!
Your devlogs have been a huge inspiration for my game development journey. I hope all is well and I eagerly await your next update!
For the boat/research vessel's animations, I have 2 other potential solutions:
1: You could of course just rotate the boat in Godot where the resolution is much higher and it won't look so muddy. So like the left and right-facing sprites would be able to rotate 45º in either direction
2: Try just rotating the ship body, but not the floor texture. Then crop the floor texture to fit in the boat.
it's a game about the life of George Costanza.
haven’t been keeping up with this devlog much, but it’s looking great! can’t wait to see the final thing!
for turning the boat I would suggest turning the actual object the sprite is on to a certain point then change the sprite
also I think the chunk loading could be kind of like minecraft's chunk loading
I don't know exactly how it works but here is a suggestion have chunks a certain size and when a certain percentage or all/any of the chunk is within a collider it will load that chunk and "wake up" the nearby chunks starting their checks for the player's loader
it would be the opposite for unloading if the chunk is not being touched by the loader it will unload and tell the nearby chunks to go to sleep
it would be interesting to see if this actually works
Good Luck!
Your my favorite youtuber/developer rn, this game is going great!
This project is amazing and it's great to see the progress! You're killing it man! Keep up the good work! I aspire to be like you.
It is being very exciting and fun to watch your devlog, I am learning to make games and also want to do a RPG top down game in the near future.
Check out don't starve shipwrecked, there they keep the north south east west rotation, but when you want to go 45 degrees, you can rotate the view / sea. This might be a solution to your problem.
Hey man I just wanna say that I love your devlogs so much and every single Devlog always gets me motivated to work on my own game. Keep up the amazing work!
I think you can also use object pooling for the footsteps, I don't know how godot engine handles Instantiate functions, but if it is like unity, you can improve your performance by having a set of already instantiated objects and reusing them as needed. I think you did that for something in your UI.
Great job
I think Godot does some of this for me under the hood, at least from my initial research. Should probably confirm, otherwise I agree!
Hi DevDuck! You are a huge inspiration to me, being that you can balance work and also make amazing games. I love your art too, and your game is amazing so far! -a 12 year old :)
I think the clunky boat movement looks very boat like and the particle system adds nicely to the effect!
Love your videos man!
There should be currents in the water or wind that lightly pushes the research vessel
Really useful info in this video. Thanks for sharing! I've enjoyed following along on your progress and it inspires me to chip away at my own Godot projects.
Loved watching your devlogs! They’ve been very inspirational for my own devlog journey! Keep them up :)
To make the diagonal angle of the boat. Just make the boat not diagonal but from that perspective if you were looking at it from the side then rotate it when you put it into gadoh
Hey, awesome develog.
I would recommend that you keep only N,S,E,W sprites for slower boats. On the faster ones, the players won't notice it after a little cleanup.
Also, the bubble particles can be used to trade turn of they turn with the boat turning (I have no idea how boats turn but I feel it can work).
I feel that solves a problem. 🙃
Been really off from this channel for long due to exam preparation for JEE, would love to see more of these coming.
Awesome job! I've been following this project for a while and you/it's really inspiring, I think to leave the boat with 4 directions personally.
My 2 cents on the research vessel rotation is don’t worry about the intermediate directions. Works fine for the older pokemon games and it’s not core to what’s going to make your game fun!
I love the videos, one idea for the boat driving would to have the boat stay facing north on screen and the world rotate around it. Upside the boat would remain looking really nice, the downside is to pull this off the pixels for the background have to be rotated so it wouldn’t be a real pixel game, but it would still look cool in my opinion.
Hey,Dev Duck so when ship is rotating u could make a transition frame between rotations(like this u can still make boat look clean bc its just 1 frame when changing).
Really good progress. I like those four cardinal directions of the boat. It would be kinda cool if there were sharks in the ocean too as the player was traversing the open seas.
I'd love to see a captain on the boat waving you to his direction
For the boat turning, you could use for example the east facing sprite and rotate it 30 degrees up so the pixels are off axis. Then switch to the north facing sprite rotated 30 degrees the other way.
I recommend putting a white highlight when behind an object, like behind the cabin when he is not visible at all
For the boat you could animate it through code like as it’s turning rotate it’s Angel slightly and the swap frames
I definitely agree with what someone said about having a birds eye view of the ship to help with the diagonal angles. That still doesn't help with the floor paneling however. I think you could change the style of the boat to be a bit more of a modern fishing boat and have it be white with maybe some red accents and a red roof (or whatever color). That way you can have flat textures on the walls and floor.
I have an idea for your ship's rotation; Sprite Stacking. It will give you a clean, fully 360° rotation of your ship, whilst keeping the smooth pixels. It would take a bit of work to convert your current ship to that, but once you made it Sprite-stackable, you'll have all 360° covered. Have a look into it!
Essentially, you design the boat at pixel layer by pixel layer, with each layer being a separate sprite. The layers will be placed a pixel higher than the last one, then you just have all layers rotated by the same angle value at runtime. It's a cool psuedo-3D effect which keeps the pixel feel. :-)
Nice work as always! To answer the question of the boat, hmm personally I'd say for now don't retexture and keep just the 4 directions, in the future if you look at it and don't like not having those extra directions add them in, but for now, I wouldn't say its a necessity.
Also I love the start of sailing! It would be really nice to add weather in that could affect the quality of your sailing i.e. sea storms or icy weather with large chunks of ice you need to avoid :D
Totally agree about the weather! I'll add some notes to the backlog.
@@DevDuck Nice! :D I look forward to seeing that!
Just wondering what you are thinking on the boat now that you have more feedback from people?
Cool dev log I love it :D
I love the idea behind this game. Keep it going.
It'd be nice to see some crazy unique island designs. Like a coral Island run by your shrimp in the tank, Jungle Island with dinosaurs, or a mountain volcano that goes to a hidden underground laboratory. I'm sure you can come up with something better than that. 😅😅
Ayy my first devlog I’m caught up for!
It's nice being caught up because they take a lot of viewer suggestions
I do think that something as long as the boat needs a 45 degree sprite, but let me pitch this: have separate art for the sailing, which is a bit zoomed out, so that the paneling of the wood is implied but not fully rendered. That'd help with the aliasing issues you pointed out, and also with the fact that when sailing the sense of scale needs to be different.
I love the effort you're putting into this game. I look forward to playing it.
One technique commonly used, especially when dealing with an object that is hard to visualize from differing perspectives is to actually create a rough 3D model of the object with the basic textures you want to use, set the rotation and camera positions, then from the rendering clean up any artifacts and replace any crude textures with the final artwork. It can take a little more time up front, but gives more accurate visualization that isn't possible for objects you aren't as familiar with. It especially helps with scaling issues where when changing the orientation and vantage point create a difference in scale that you might not recognize by simply rotating the already flattened object in a 2D art program.
Blender is a great tool for this and it is free to use.