I once added "C scripting" (or just dll hot-reloading) to an application as a proof of concept. It was pretty much as good as any scripting language in speed (just compile it after saving. 2 seconds for reasonably sized files) and you can add optimisation flags for release mode. I much preferred that over the scripting languages, because I don't want to ship an interpreter in my game nor do I want the overhead.
Really cool to hear that you are wanting to support modding with Lua (and your data driven systems will make it even easier). If I can recommended one thing in the process of adding modding support it is always helpful to have some small documentation for how any internal systems work. Like for instants if you have a hard cap on the size that a texture for a model can have, or if certain files are always loaded before others. This way modders don't have to struggle unnecessarily with getting things working (and you can use it internally which is helpful to lol).
I'm making a similar game on Unity. And when I saw yours, I realized that this is exactly what I would like to do. To be honest, I was even upset, because many things you have implemented better. Now I don’t know whether to continue mine, because I started to doubt it. In any case, good luck to you - this is really cool!😊
This looks awesome!! Congrats on the successful play test! I'd be interested in knowing more about the technical details for the lua integration. Im actually working on integrating lua with my engine written in rust, and it's been... Slow haha
Maybe I might show it off a bit more once we're a bit more settled in. But I'm always up for talking about it on Discord if you're curious about any specifics :D
Good video! Question, do you still plan on adding the ability to destroy the terrain? I believe you mentioned that in a much earlier devlog. I imagine you'd have to do a bunch more playtesting if you added that on top of the content you have now. (A lot of new bugs and exploits)
Yess! One of the things I'm working on now is reworking the way that the voxels are rendered & how the meshing is done. (Purely from an optimization standpoint, there will be no visual changes.) Didn't wanna do any terrain related stuff prior to having that done. But that is definitely still planned!
It's not quite ready to release yet :P, but on release it will have full Lua support. It will be as open as possible, I definitely don't want to lock things down :D
WOW I CANT BELIEVE HOW GOOD THIS GAME LOOKS!!!
Bruv
big progress, cant wait for the next devlog!
I once added "C scripting" (or just dll hot-reloading) to an application as a proof of concept. It was pretty much as good as any scripting language in speed (just compile it after saving. 2 seconds for reasonably sized files) and you can add optimisation flags for release mode.
I much preferred that over the scripting languages, because I don't want to ship an interpreter in my game nor do I want the overhead.
this is awesome. can't wait to try your game myself when it's ready for the public.
So happy I stumbled across this and will keep an eye out for the release!
it took so long for this developed to come out but it looks good keep up the good work Giant Sloth Games
Really cool to hear that you are wanting to support modding with Lua (and your data driven systems will make it even easier). If I can recommended one thing in the process of adding modding support it is always helpful to have some small documentation for how any internal systems work. Like for instants if you have a hard cap on the size that a texture for a model can have, or if certain files are always loaded before others. This way modders don't have to struggle unnecessarily with getting things working (and you can use it internally which is helpful to lol).
great devlog, and the game looks great !
Thanksss 💖
I'm fan of your devlogs the game looks amazing, i'm really looking forward to see the progress u'll make !
Really exciting update! I'm impressed every time with the technical challenges you take on and the quality of work you put out. Keep going!
Thanks a lot dude! I appreciate it
I'm making a similar game on Unity. And when I saw yours, I realized that this is exactly what I would like to do. To be honest, I was even upset, because many things you have implemented better. Now I don’t know whether to continue mine, because I started to doubt it. In any case, good luck to you - this is really cool!😊
just finish it, learn from it, then make it again but better. Leaving it won't make you better and won't add a project to your portfolio.
This game is looking great. Keep up the good work it is inspiring 👍👍
Wow it’s looking really good
Can't wait for this
youre back!!!!
This looks awesome!! Congrats on the successful play test!
I'd be interested in knowing more about the technical details for the lua integration. Im actually working on integrating lua with my engine written in rust, and it's been... Slow haha
Maybe I might show it off a bit more once we're a bit more settled in. But I'm always up for talking about it on Discord if you're curious about any specifics :D
hey how to make a renderer from scratch , like a 2d graphics renderer like opengl or sfml but from very scratch
best indie idea i've seen yet. Also, try working on the setting, cause for now, it looks like a faceless rpg
also, adding different attack patterns would be a great idea for the drive of battle. Now enemies look too predictable
Don't pay too much attention to the setting & creatures etc yet! It's gonna change completely soon :D This is basically just prototype stuff
Good video! Question, do you still plan on adding the ability to destroy the terrain? I believe you mentioned that in a much earlier devlog. I imagine you'd have to do a bunch more playtesting if you added that on top of the content you have now. (A lot of new bugs and exploits)
Yess! One of the things I'm working on now is reworking the way that the voxels are rendered & how the meshing is done. (Purely from an optimization standpoint, there will be no visual changes.)
Didn't wanna do any terrain related stuff prior to having that done. But that is definitely still planned!
I don't know about the rest of your audience, but I would really enjoy a video discussing how you optimized terrain meshing and rendering.
@@jacksonwaschura3549 I'm definitely planning to do a video on that once I'm done with it! :D
nooo wayyyyyy. nooo f word wayyyy. ARE YOU MAKING A GAME IN OPEN GL????? TRULY A GAME DEV MOMENT
true & real
@@GiantSlothGamesTHATS A GREAT ACHIEVEMENT. I WANTED TO LEARN UNREAL AND MOVE TO DIRECT 3D / VULKAN INSTEAD OF OPEN GL
I think you accidentally left caps lock on
please make it a COSMIC HORROR SURVIVAL SANDBOX GAME
Btw, you could open the game up for modders, I would personaly like to give it a go
It's not quite ready to release yet :P, but on release it will have full Lua support. It will be as open as possible, I definitely don't want to lock things down :D
you can use SEH with c++ scripts to avoid crashes
3:30 damn NEDERLAND #1 fuck belgie :D prenk
yay
damm looks good
yeey, new video)
I have awakened from my slumber once more.
Hey its Valheim
Haha bare in mind the art, terrain & world will change a lot. It looks a bit valheimy now but it wont for long.
So when is the release?
what engine do you use or you use your own engine?
Hey! I'm using my own engine for this.
yuh
what engine is this and how can i use it
This is made using my own engine. It is not really 'fit' for general use yet though.
Not first
Clearly not dedicated enough