@devduck, little remark for your water system. Now it looks like your ocean is about as deep as a foot bath. I would add some form of gradient to gradually obscure the view the further it gets from the shore. This will add a lot of realism! You can even use this system similar to how pokemon ruby/saph did and only allow "diving" over dark blue spots because they indicate a "deep" part of the ocean
I haven't watched the full vid yet but one thing I'd like to suggest is that you use Noise for the clouds as it makes them more organic and unique. Great devlog as always!
11:43 The first thing that I noticed during the thunderstorm is that the tides are still extremely gentle. Even if you don't want to manage multiple animation sets (bigger and smaller waves), I would love to see the animation speed linked to the wind to indicate a more choppy surf.
Love the video! Game is coming along nicely! Would love an overall update on how much is left on the game, what the scope is, if you’re going for full release, early access etc! Keep it up man!
Something that might be cool is to have the corruption particles change with the wind conditions too. For instance, if it's very windy the particles could start skewing off. And this could even go further to increase the spread of the corruption to neighbouring plants. This could also introduce adding wind directions.
One thing I noticed, particularly at 6:20 is that now that you can see underwater it might make sense to make an anchor visual for the boat since the rope just seems to disappear under the water's surface
That weather system looks fantastic! I'm wondering if you'll make travelling between islands more difficult / different based on weather? Maybe during a hurricane you can't travel or you can but risk losing stuff or getting ship damage?
7:18 Dude, with all love, this code looks like hell, the toggle for the current rain, the function in line 32 looks like a helluva spaghetti code, I recommend you rebuild it in a more modular way, for example your clean, shower, raining and pouting will be created from abstract rain objects, and they will all have toggle functions, etc. with their own implementations, and you just need to call the function of the rain object, now you can extend your rain and debug it more easily.
Had some thoughts while watching this devlog. Firstly the clouds seem a bit too smooth compared to the more pixelated style of the rest of the game. Secondly when it's raining I feel like the surface of the water should be far more rippley with lessened visibility below. Perhaps visibility from the surface could also lessen a bit under cloud cover too? That gives the weather a bit of gameplay impact. Anyway great devlog as always! Looking forward to the next one.
The tank looks sick!! Also, thank you for giving us insight into your creative process. As a newbie, the way you explain your thinking behind your systems is so easy to understand. The game looks great and I can tell your passion for marine life in your devlogs. Thank you as always, keep up the amazing work!!
I've been following Dolphin since 2020, and every detail, every vlog about you or Dolphin has been a source of joy and tranquility for me. Your videos have evolved beyond just showing progress; they now represent the essence of our favorite content creator,We need more videos on TH-cam because whenever I receive a notification from your channel, I drop everything and watch your video. Keep up the great work, and I sincerely hope the game is released as soon as possible.
When I see "No Views" on one of my favorite Godot gamedev-ers, you know I have to watch this video instantly! Anyways I really love this system! I've usually seen people something similar in regards to rain but they always forget the little splash effect, so I'm glad it's here - it makes the ambience of the game 10x better! Great work as always
If you really want your aquarium to be like a river, you could use a tiny wave maker? The smallest I can find is the SCO-50 cross flow pump by Jebao. I’m planning to get one for my 67L / 20gal. I don’t know if it’s over powered for your little guy, but could create a neat flowing effect
This is so cool 😎. This game has improved a lot. A few ideas I have to make the weather have more effects are, downpours where the rain will be a lot heavier than it was in the video, maybe making climbing harder. Fog, maybe it will block most of your screen, and you could use a lantern or a light to help see through it. Maybe if wind is blowing in the opposite direction of you it would slow you down.
I recently stumbled upon your channel again. I'm a fan. Watching your other videos has motivated me to do better and pursue the same dream of developing video games. Gotta stick with it.
I just wanted to say it has been a while since I checked in with this channel, this is going so well! Congrats on making so much progress on Dauphin! Honestly, I can't wait until this is up on steam because I would love to preorder it. You are an inspiration to my development goals! P.S. In general I think its cool that you are making weather a singleton, but what if you want to create different areas in dauphin that have different weather for region. I only mention this because in Stardew Valley there is an island that was created that had different weather patterns(it was additional content to continue to generate player interest), just be careful creating a singleton because its will be hard to untangle that.... anyway...I am happy things are going well!
Nice progress! I recently made a tutorial on godot autoloads, and I used 'Weather Manager' as the example. I got clowned on a bit for my choice, as apparently I picked "the worst possible example of a singleton". Nice to see my example validated a bit here 😎
I really wish you would get a steam page posted, to my understanding as somebody else working on a game solo its very important to get Wishlist's. You already have the amazing TH-cam channel to build those wish lists up to a successful number before launch, I just want to help by adding to that number.
it would be cool if the fishing rod is affected by the wind! For example if you cast the rod against the direction of the wind, you can not throw it that far - it may even come back to you depending on the strength of the wind...
Liking the updates! Also, I am a sound designer and would love to help on your project if you are looking. I figure its a bit of a longshot since this is likely a solo dev situation, but wanted to throw it out there on the chance you needed one. Also, you may have inspired me to put an aquarium on my desk Haha
I gotta say, I was wasn't sure about this game when I started watching this series a while back... but wow, it's starting to look really good! My one big request would be that you natively support Linux when this game is released (which I believe is easy to do with godot?).
I think the smartwatch should be on the bottom left or right, like in fps games you see the items in big (i dont say items should be vidible but if the watch was down then I think it could resemble it beein at your arm
If you know the direction of the wind, could you use the weather to spread the corruption over the island? Could be a trash idea but I thought it might be cool 😊 awesome effort as always on the game!!
I'm gonna have a look at GoDot at some point. I'm an old skool coder tho, I use straight C# Monogame (well .. .XNA lol) - I just love building something from nothing! I've been working with procedural generation, making random terrain using perlin noise :D Keep up the great work! Love the chilled atmosphere of your Videos.
Weather system is looking good - would be interesting to see it affect the corruption - blowing corrupted particles to other trees and animals. Not sure how as a player you would influence that and also be fun and not frustrating, maybe an accompanying wind waker style wind direction mechanic?
8:46 - finally!!! some aquarium love! Thank you! More please (red cherry shrimp owner here!) PS will you put your game into early access? And get feedback from people?
Have you had any issues with the player being able to "outrun" the weather? I did my weather system a bit back and it's basically a particle generator that follows the player just above the screen. Rain falls fast enough that it isn't a problem, but if the player runs fast enough in one direction, they can outrun the snow (the generator can't make it fast enough in the new locations). The only solution I've found so far is just making the generator bigger.
Hey DevDuck, I have been trying to figure out how to do a fishing action in Godot, where the player casts and a line goes out into the water. This would also include reeling in the line as well. Can you recommend any tutorials or give me some advice on how I would do this? Thanks!
honestly the rain particles look good , however I would try to add a way for the raindrops to collide with the ground when they reach it and not go down diagonally inifinitely. for example if your game would be from a side viewpoint (for exmaple like terraria) if the raindrops hit the ground they would splash and not keep going, I think it would add to the immersion of the game, and not make it feel like you just put on a visual effect on the the screen.
Maybe it's me being unrealistic, but the trees swayed by gusts of wind don't seem to match the strength that the effects display? Like I get that it's a tree, not supposed to sway insanely, but those big swoosh of winds (during gusty) look stronger than what little the tree moves... 🤔 Same for the rain+gusty, the rain seems violently shaken, but the tree barely moves... I get the difference in weight (and anchor point) and I imagine balance between movement and stillness is key, just thought I'd point it out.
While it's some nissan past nobody would play 2d game now, but you try to swear you be good at that 16/32 bits history again so please have me swimming in Nazmir pond again with more coffee and not so much VR VSCode.
Love the progress, but... why? What purpose will it serve? Can you be killed by lighting if you raise your "sword" in thurderstorm? Can your ship be sunk by high winds => waves? Will some dangers be more dangerous since they'll be swinging in the wind, that kind of thing.
I would quit the day job if you can, or at least think about it. I notice a big difference in quality of what I make when I can just immerse myself in the craft, vs when I was filing away at it in spare hours here and there after work. If not, keep up the good work.
It's crazy how far this has come since I started watching.
Slow but steady!
beast@@DevDuck
Yess, I was thinking the same
having 10 gallons of water in an open top container sitting on your desk directly about your PC is a bold move 😅
Your desk setup is simply perfect
@devduck, little remark for your water system. Now it looks like your ocean is about as deep as a foot bath. I would add some form of gradient to gradually obscure the view the further it gets from the shore. This will add a lot of realism! You can even use this system similar to how pokemon ruby/saph did and only allow "diving" over dark blue spots because they indicate a "deep" part of the ocean
I haven't watched the full vid yet but one thing I'd like to suggest is that you use Noise for the clouds as it makes them more organic and unique. Great devlog as always!
yes, definitly
That did not cross my mind! Thanks for the suggestion!
oh i just commented the same thing and then scrolled down and saw this :D, imma delete my coment
11:43 The first thing that I noticed during the thunderstorm is that the tides are still extremely gentle. Even if you don't want to manage multiple animation sets (bigger and smaller waves), I would love to see the animation speed linked to the wind to indicate a more choppy surf.
Love the video! Game is coming along nicely! Would love an overall update on how much is left on the game, what the scope is, if you’re going for full release, early access etc! Keep it up man!
I think it would be nice to blur out a bit the edges of the clouds' shadows, so they feel a bit less like a giant cardboard cutout in the sky
Something that might be cool is to have the corruption particles change with the wind conditions too. For instance, if it's very windy the particles could start skewing off. And this could even go further to increase the spread of the corruption to neighbouring plants. This could also introduce adding wind directions.
One thing I noticed, particularly at 6:20 is that now that you can see underwater it might make sense to make an anchor visual for the boat since the rope just seems to disappear under the water's surface
Good catch! Something I forgot to refactor with the new water.
That weather system looks fantastic! I'm wondering if you'll make travelling between islands more difficult / different based on weather?
Maybe during a hurricane you can't travel or you can but risk losing stuff or getting ship damage?
the realtime gusts is crazy cool. one variable influences so much.
7:18 Dude, with all love, this code looks like hell, the toggle for the current rain, the function in line 32 looks like a helluva spaghetti code, I recommend you rebuild it in a more modular way, for example your clean, shower, raining and pouting will be created from abstract rain objects, and they will all have toggle functions, etc. with their own implementations, and you just need to call the function of the rain object, now you can extend your rain and debug it more easily.
Another great video. Combing my 3 favorite things programming, videogames and aquariums!
Dude no way. I saw the very first Dauphin devlog!!! Back when it was nothing like this! That seems like so long ago now, I swear I was just a kid.
The effects look great. But the new aquarium is even better!
Had some thoughts while watching this devlog. Firstly the clouds seem a bit too smooth compared to the more pixelated style of the rest of the game. Secondly when it's raining I feel like the surface of the water should be far more rippley with lessened visibility below. Perhaps visibility from the surface could also lessen a bit under cloud cover too? That gives the weather a bit of gameplay impact.
Anyway great devlog as always! Looking forward to the next one.
This weather system looks fantastic. It'd be cool to see leaves blowing off trees when it's very windy.
The tank looks sick!! Also, thank you for giving us insight into your creative process. As a newbie, the way you explain your thinking behind your systems is so easy to understand. The game looks great and I can tell your passion for marine life in your devlogs. Thank you as always, keep up the amazing work!!
I've been following Dolphin since 2020, and every detail, every vlog about you or Dolphin has been a source of joy and tranquility for me. Your videos have evolved beyond just showing progress; they now represent the essence of our favorite content creator,We need more videos on TH-cam because whenever I receive a notification from your channel, I drop everything and watch your video. Keep up the great work, and I sincerely hope the game is released as soon as possible.
When I see "No Views" on one of my favorite Godot gamedev-ers, you know I have to watch this video instantly!
Anyways I really love this system! I've usually seen people something similar in regards to rain but they always forget the little splash effect, so I'm glad it's here - it makes the ambience of the game 10x better! Great work as always
I love the way you made a part of yourself built in the game. I believe this is what gamedev should be. I cant wait till Dauphin is finally out :)
Love it! Please remember to add on option for toggling lightning for players who have seizures!
I feel that something magical is taking shape everytime i watch a devlog.
Keep up the good work!
I love all the tiny baby shrimp floating around lol.
I'd love a video about how you started you career as a Software Developer, what you studied/used and etc...
Love your vids!
If you really want your aquarium to be like a river, you could use a tiny wave maker? The smallest I can find is the SCO-50 cross flow pump by Jebao. I’m planning to get one for my 67L / 20gal. I don’t know if it’s over powered for your little guy, but could create a neat flowing effect
Your desk set up and general routine is life goals for me
you handled that topic with such grace and professionalism.
cool another devlog :) your videos inspired me to start using godot and making videos.
Hats off buddy ! The weather system looks fab. I'm really happy with how this development is going !
Love your videos man! It inspires me as a fellow developer.
I JUST REALIZED THAT THE OPENING SCREEN HAS A TINY BOAT THAT'S SO CUTE 😭😭😭🙏🙏🙏🙏❤❤❤ Can't wait to see more stuff soon! Thanks! c:
It's super interesting to watch your progress. There are a lot takeaways for other aspiring gamedevs. :)
This is so cool 😎. This game has improved a lot. A few ideas I have to make the weather have more effects are, downpours where the rain will be a lot heavier than it was in the video, maybe making climbing harder. Fog, maybe it will block most of your screen, and you could use a lantern or a light to help see through it. Maybe if wind is blowing in the opposite direction of you it would slow you down.
So much progress. Loving the game changes and the new weather system is great!
wow this is really cool and so inspiring!
I honestly cant wait for you to finish the basic mechanics and start working on smaller stuff like fish varietie, enemies, islands and all that.
Very nice, I was always intrigued by the idea of adding weather into my future game :)
I look forward to these videos so much. I love the chill vibes and watching all the progress. This game is really shaping up!
Your weather system looks like a cool addition to the game!
I want to play Dauphin SOOO bad. The progress looks amazing!
I recently stumbled upon your channel again. I'm a fan.
Watching your other videos has motivated me to do better and pursue the same dream of developing video games. Gotta stick with it.
I just wanted to say it has been a while since I checked in with this channel, this is going so well! Congrats on making so much progress on Dauphin! Honestly, I can't wait until this is up on steam because I would love to preorder it. You are an inspiration to my development goals!
P.S. In general I think its cool that you are making weather a singleton, but what if you want to create different areas in dauphin that have different weather for region. I only mention this because in Stardew Valley there is an island that was created that had different weather patterns(it was additional content to continue to generate player interest), just be careful creating a singleton because its will be hard to untangle that.... anyway...I am happy things are going well!
Nice progress! I recently made a tutorial on godot autoloads, and I used 'Weather Manager' as the example. I got clowned on a bit for my choice, as apparently I picked "the worst possible example of a singleton". Nice to see my example validated a bit here 😎
I really wish you would get a steam page posted, to my understanding as somebody else working on a game solo its very important to get Wishlist's. You already have the amazing TH-cam channel to build those wish lists up to a successful number before launch, I just want to help by adding to that number.
I just love seing this game progress makes me so happy!
Rain drops should definitely have different splash effects based on the surface they hit (i.e., ocean vs land).
Cool! Can't wait for the game to come out. I think I'll end up using godot for my game.
Heck yeah, your dedication is inspiring
it would be cool if the fishing rod is affected by the wind! For example if you cast the rod against the direction of the wind, you can not throw it that far - it may even come back to you depending on the strength of the wind...
Liking the updates!
Also, I am a sound designer and would love to help on your project if you are looking. I figure its a bit of a longshot since this is likely a solo dev situation, but wanted to throw it out there on the chance you needed one. Also, you may have inspired me to put an aquarium on my desk Haha
Hopefully the SFX are nice and satisfying, like Minecraft. Keep up the amazing work!
I gotta say, I was wasn't sure about this game when I started watching this series a while back... but wow, it's starting to look really good! My one big request would be that you natively support Linux when this game is released (which I believe is easy to do with godot?).
I think the smartwatch should be on the bottom left or right, like in fps games you see the items in big (i dont say items should be vidible but if the watch was down then I think it could resemble it beein at your arm
DevDuck looks and sounds like the nicest person alive
If you know the direction of the wind, could you use the weather to spread the corruption over the island? Could be a trash idea but I thought it might be cool 😊 awesome effort as always on the game!!
Nice weather! I always appreciate a weather system. Subscribing to see where this game takes you!
I'm gonna have a look at GoDot at some point. I'm an old skool coder tho, I use straight C# Monogame (well .. .XNA lol) - I just love building something from nothing! I've been working with procedural generation, making random terrain using perlin noise :D
Keep up the great work! Love the chilled atmosphere of your Videos.
I dont think those ponds in the middle of the island should have their water borders changing. 12:39
Weather system is looking good - would be interesting to see it affect the corruption - blowing corrupted particles to other trees and animals. Not sure how as a player you would influence that and also be fun and not frustrating, maybe an accompanying wind waker style wind direction mechanic?
0:45 Missis This Is the gigachad
8:46 - finally!!! some aquarium love! Thank you! More please (red cherry shrimp owner here!)
PS will you put your game into early access? And get feedback from people?
love watching ur devlogs buddy!😄👍🏻 godot is expanding too big...
This is unacceptable, I'd like to speak to the WeatherManager!
8:47 nice cup of dirt :)
another devduck vid.. It's a good day
Didn't know you were at GDC! Would have loved to say hello!
Will the weather effect the types of fish that spawn as well as frequency? Because that would be so cool!
When the character is in the cloud's shadow, should his own shadow disappear or be less prominent? 👍
Have you had any issues with the player being able to "outrun" the weather? I did my weather system a bit back and it's basically a particle generator that follows the player just above the screen. Rain falls fast enough that it isn't a problem, but if the player runs fast enough in one direction, they can outrun the snow (the generator can't make it fast enough in the new locations). The only solution I've found so far is just making the generator bigger.
Hey DevDuck,
I have been trying to figure out how to do a fishing action in Godot, where the player casts and a line goes out into the water. This would also include reeling in the line as well. Can you recommend any tutorials or give me some advice on how I would do this?
Thanks!
Hi, Could you give more explanation on rain splash effect? It's awesome!!!
honestly the rain particles look good , however I would try to add a way for the raindrops to collide with the ground when they reach it and not go down diagonally inifinitely.
for example if your game would be from a side viewpoint (for exmaple like terraria) if the raindrops hit the ground they would splash and not keep going, I think it would add to the immersion of the game, and not make it feel like you just put on a visual effect on the the screen.
Dude puts an aquarium above his pc 👀
Gotta risk it for the perfect setup!
such a big monitor! does anybody know what the brand and type of the monitor?
LG C1 48!
love the content but fishtank is dangerously close to all of your electronics. Looks like it's above the tower?
Inspirational
Maybe it's me being unrealistic, but the trees swayed by gusts of wind don't seem to match the strength that the effects display?
Like I get that it's a tree, not supposed to sway insanely, but those big swoosh of winds (during gusty) look stronger than what little the tree moves... 🤔 Same for the rain+gusty, the rain seems violently shaken, but the tree barely moves... I get the difference in weight (and anchor point) and I imagine balance between movement and stillness is key, just thought I'd point it out.
can you record the fishtank setup please ;)
why are the trees purple
For your fishing line is it pixel art or are you using pin joints to create rope? I guess I’m asking how you create your fishing line…
Could you share the laptop holder you use? It looks great!
Hey, would you suggest gamemaker or godot for an absolute beginner looking to get into 2d dev?
honestly hearing you were working in xcode for day job kinda was awesome to hear. I expected you to be in web for some reason
Survey!
People who came here before 2 hours he released this sick video?
Does this mean the gusts can take my sailboat hostage now?
While it's some nissan past nobody would play 2d game now, but you try to swear you be good at that 16/32 bits history again so please have me swimming in Nazmir pond again with more coffee and not so much VR VSCode.
aawesooome
Love the progress, but... why? What purpose will it serve? Can you be killed by lighting if you raise your "sword" in thurderstorm? Can your ship be sunk by high winds => waves? Will some dangers be more dangerous since they'll be swinging in the wind, that kind of thing.
are you planning on adding any other NPC's ?
I would quit the day job if you can, or at least think about it. I notice a big difference in quality of what I make when I can just immerse myself in the craft, vs when I was filing away at it in spare hours here and there after work. If not, keep up the good work.
👍
Crazy how I saw this video 11 min after it was released (:
Lightning
On average, how many hours do estimate you work on Dauphin on a weekly basis?
How long have you been working on this game?
How did you make the tree wind shader?
Nice mouse
Could gusts spread the corruption?