lol at me forgetting to mute my mic for the new b-roll. I participated in Ludum Dare this past weekend! I made a breakout inspired game where you smash all the bricks with op powerups. You can play it now at: game-endeavor.itch.io/brickd-out
Thank you! It's surprisingly easy but they might not think to since I rarely see level editors in games. (Or there's some other reason which I will learn of and regret later, lmao)
what you manage to do in one week is so absurdly impressive. if it wasn't for your livestreams, i'd be forced to wonder if you built the game in advance and are only teasing us with snippits of it here! keep up the great work i already can't wait to see next week's stuff!
lol. I'm not usually one to toot my own horn but I did all of this in one day. After the livestream Tuesday I went into hibernate mode to catch up on a lot of lost sleep. Slept like 22 hours in 2 days. Woke up Thursday morning refreshed and made this, Friday morning writing the script and last night cutting the video. :) Thanks for watching the streams!
I keep hearing "Zoe and the Cursed Streamer" when you say the name of the game. The level editor is exciting news, I'm curious to see how that turns out in the final version.
lol, I'm pretty needy with all the features I want though. There's a lot more features I have planned with this. :D Plus it'll make it easier for the community to design levels, so I think that's really cool.
I’ve never used Godot, but typically the solution for this is to use a background thread like you’ve suggested to load the assets, which should be thread safe on its own, and then return to the main thread to place them in the world. One major optimization for this (assuming these are individual tiles) is to keep a cache of tiles already loaded, and to use those loaded tiles where possible (for example, a grass tile out of view would just get shifted to the new grass tile coming into view). This is similar to how tables / lists work in iOS applications to allow the user to scroll quickly without any noticeable lag as new cells are loaded. Another optimization is to use smart chunk loading, where the system understands the direction the user is most likely to travel, and loads more information in that direction than the others (this could be as simple as detecting their current direction, or more complicated by adding information to the map about the various paths the user can take, and attempting to determine where the user is likely heading based on those paths. Eg “looks like the user is heading east to town so load more assets in that direction”).
That first point is interesting. I'll take a look at that soon. The tiles are not individual though, it uses Godot's built in TileMap system which I just use a set command to set the tile and it's broken up into quadrants (16x16 iirc). Could do that for entities on the map but there's aren't enough of those that would be an issue I don't think. Juan (the lead developer) even made a tweet once about people asking about object pooling and how he sees it as unnecessary. One approach I have taken for now though is to just gradually load the chunks. Each chunk on it's own isn't an issue but when done a whole bunch you can notice little spikes. But I don't need them to load quickly, so I put a timer on it and just load a lil 16x16 chunk once a second. It works good enough for now.
Because they usually cover more general info and these fun little things are tucked away in the documentation where no one can find them. I love finding these things though, it's like a lil treasure hunt.
One thing I got hung up on with chunk loading is if the player move quickly back and forth between two chunks it could cause a lot of issues with the chunks that are trying to load/unload constantly on the edges of the scene. Delaying when a chunk unloads helped with that, but also having the chunk just verify that it is safe to unload is also important. It needs to be safely out of range and also finished saving whatever it needs to save before it unloads. Otherwise you're going to get weird errors where chunks get corrupted or don't save changes. Looking great so far!
I remember you saying something about delaying the chunk unloading now that you mention it. I'll have to try that. The data and the unloading are separate at the moment. The unloading is for rendering and collisions. I don't plan for the map to be too large so I can probably hold it in memory and manipulate it directly.
Great work! This dynamic tile loading is very similar to what appears to be done in gameboy advance development for platformers etc. The tiles are loaded on demand into tile memory, as the player scrolls around. It's cool how old techniques that are common workarounds for low resources, make their way back into modern development workflows.
@@GameEndeavor if you are ever curious, try a bit of embedded development. It's pretty fun and even modern embedded dev has some of these restrictions. Somewhat tangential, But it seems jobs are more plentiful in distributed systems (I'm an old embedded developer that migrated to distributed).
Me too, there was a hiccup at the last minute that made me pull out though unfortunately. But I did get to participate in Ludum Dare thanks to it, and that was a lot of fun.
It wasn't too painful, tbh. I had a lot of the tools for the job already I just organized things a little better and automated some things. The work I put into making this is absolutely nothing compared to the value I'm going to get out of it.
Incredible that you got all that done in the better part of a day! Goes to show your experience can save you tons of time - I could see that taking me most of a week or more. It's going to save you so much time in the future, too!
Thank you! It certainly helps having experience with this kind of stuff. :D You work at a break neck speed too so I know better. :P I'm always impressed with the updates on your Discord and Twitter. And for sure with how much time this is going to save me. I could literally sketch out the world map in minutes and then just start rendering the details much like a painting. Very excited with the potential for this. :)
Indeed, will be especially nice once I get everything else implemented and automated. Really looking forward to automating the grass decor process. Then the new areas will really start to pop.
I love how the outside blackness of the map looks like huge trees standing over your area. On that note, I think it'd be fitting to have something like huge tree trunks sticking out of the bushes underneath the blackness. Not sure how that'd look, though, or if it'd fit.
Brilliant work on your level editor! For your game it seems much better than standard godot editor and the chunk system looks awesome. It'll be interesting to see how you use this for the player designed dungeons.
I think so too. :) Since I'm not doing any major procedural content, I'd like to increase the value to the community by allowing them contribute to continuous content. Like was made LBP so great to me.
lol well I hate to disappoint but this will probably be pretty far from Dark Souls. :) I prefer simple easy going games. Combat isn't likely to be over challenging.
I highly recommend it. The chunk management was the trickiest part, but if you're not doing that then it's easy peasy imo. And the value you'll get from it is way more than the work you put into it.
Mr. Endeavor, I've been binging your devlog videos over the last couple of days. Your work and videos are intriguing and inspiring. I both want to play your games and make my own. Question: I know you are still working hard on your games and systems but have you considered releasing you tools as Godot plugins or stand alone tools for novice game developers who want to create similar types of games? RPGMaker needs some more competition.
Howdy. :) Whenever I create a tool, I develop it in a way that is extremely specific to my projects, and I implement the bare minimum needed to do the task I need it to. Like this level editor for example, you couldn't use it to create interesting terrain. That's why the demo I released is very flat vs my latest video. I also abandoned this tool and moved onto something else. I'm using a custom plugin now that knows the layout of my room scenes to manipulate the tilemaps. I would need to develop the tools to be used by a more general user instead of just "getting the job done" hacky approach that I currently use to speed up my development. :) So yeah, no real interest in maintaining my tools publicly. They're just to speed up my own development, sorry.
I had the same stuttering problem when loading the chunks in a game I'm making. I fixed it by using two simple steps: 1- made a delay as in get_tree().create_timer(idle_frame, timeout) for each iteration of the map creation loop, meaning it won't create everything in the same frame but every row (or column) of tiles in a different frame, which is still very fast 2- for the player not to notice the map creation, I changed the direction the map is loaded from (the loop iteration order) so that it happens from the player outwards, which means that even if the chunk is not totally loaded, the player won't notice it. It worked very well for the mobile game I'm making, and my phone handles it like a charm!
16 hours ago, 84 comments, 266 likes, 0 dislikes, 1,715 views, nice progress of growth, I think you`ve gained like 2K subs since I found your channel, I`ll not say like good job u best because that will have the completely ooposite effect, since the person would know that somebody likes something but wouldn`t know why and what, here`s that and yeah, just keep doing what you`re doing, your channel is going consistant road, not the hype road where you get very popular but then overnight lose everything, you can do mistakes and just keep up with this because a game like this is indeed a dream game of many.
This video is actually under performing relative to my growth trend so far though. :) My guess is that "level editor" isn't as hot of a topic as "base building" and "custom lighting".
Hey dude, nice work! I am trying to implement a chunking system like this too, but I am alas not as proficient at coding as you, would you care to do a tutorial on how you managed to pull this off?
starting to come along really, really well....do you think you are going to do different biomes..like dessert or snowy? I think that would really make it pop...and bring it up to a a very high level...it already looks on par with commercial products...I know you're one guy...so...kudo's really amazing. I will pick up a copy.
Yeah, I'm considering different biomes. Though I don't want to do desert, imo they're usually very meh and cliche. Unless I can find some way to spice it up. Snowy is really cliche too, but I think it could have a nice aesthetic, so I'm considering it. :)
I feel like they don't have it in there for performance reasons? It's only a couple lines of code, and might affect performance when setting a lot of tiles, idk.
Hey awesome videos man! I heard that you are looking to add it so that the player can upload their own hand-crafted map for others to download and play. How are you planning to do this because I want something very similar for my game however I have only been programming for a year and a little bit and this seems quite confusing and complicated to me as I have never delved into networking. ( If you could do the general process rather than the Godot specific that would be great as I am currently using Unity )
Question: When you said that it would not be possible to make the whole game into one single map, would it not be possible to make it into a single huge map, create an algorithm that breaks it into several smaller cells and dynamically renders only the cells around the player but keeps calculating events outside of the player field of view, so that it seems and feels that the whole world is one single living entity and things keep on happening even when you are away?
Possibly. The alternative I had in mind would be to store a time hash (in-game time) for when it was unloaded, and when it's loaded back it simulates how much time has passed. This would only work for simple time based things like plant growth, maybe a furnace, or something like that. :) I haven't tried it but that's what I was thinking of going with.
Besides. This is my lifelong passion project. I honestly don't care if there were 50 just like this. If you don't like it, I honestly couldn't care less.
@@justanameonyourscreen5954 Figured that's where you were going. This game and archvale is nothing alike. Archvale is a high action procedural roguelike. This is a roleplaying game more in the vein of Final Fantasy with a splash of Zelda. Only similarity that I'm aware of the fact that we have floaty hands, which is a common mechanic in games where you need to separate the attack animation from the body in order to allow for 360 degree combat and not disrupt the running animation. Also the lack of a front and back animation but that's purely because I'm lazy and hate doing art. Thanks. Hopefully it does, but tbh it's just a game I've always wanted to make. If it does well then that's just a bonus for me.
@@GameEndeavor Yeah it's my favourite game of all time I had so many memories and friends on it, it's practically the reason why I love game dev so much and level design and all that. Great video btw
Inside the LevelEditor scene I set the scale to 1 so it doesn't parallax while editing. And I have it set up in such a way that it aligns with the grid when it has a scale of 1. I can't remember how tbh, because it has been a while, but yeah. It's using a CanvasLayer psuedo 3D parallax, which scales up the texture, so I made the texture bigger and scaled it back down iirc. It doesn't look right though, because it's not pixel perfect. But I'm thinking I can fix this by emulating my own pseudo 3D parallaxing with a parallax layer and the larger texture. I've done this before just not with this texture. It has the exact same effect but hopefully without the scaling up and then back down.
After looking a few of your videos I'm asking myself: Wouldn't it be more skeleton-like if they collapse for a while and stand up with a second life? Also they could give the player half the loot at the first death and the other half after the second one...
Not at all off-topic. I actually don't like this in games though where the skeleton gets back up. And skellies are a common enemy, so I wouldn't want them to be frustrating. :) They're meant to be a quick and easy kill.
@@GameEndeavor Ah. I understand. But it can give some breath, if the player hits them twice and knows, the next hit after the comeback kills em. Also instead of colapsing, it could them be shaking standing up and refocusing. I just think they are missing something skellie-like... Maybe something making 'em bad to the bone. ;-) So maybe they drop bones as a currency (bone meal for growing seeds) or they lose a bone after a hit, and have to take the sword in the other hand or are croushing towards the player like terminator or.... I don't know.^^
Hmmn I thought godot managed large tilemaps pretty well by not rendering tiles that are off screen. But you must have a reason you did it in the first place. Then again i have a mid-high end workstation so im not sure.
It's pretty good but it does seem to start bogging down as the levels get bigger. It's an issue I encountered on another game. I also have mid-high end computer and still encounter issues with a large enough map, though it may not have been entirely the fault of TileMaps but everything else in the scene. Which this thing is going to manage as well. I didn't get it implemented in time for the video but it'll unload entities that are within the chunk boundaries so that I don't have a skelly running around a mile off when he can't influence anything the character does.
@@GameEndeavor Yeah its probably all the other objects in the world that is using the process and physics_process functions. My approach would be to have a manager that loads the objects that are within a certain range to the player (on a different thread) and despawn stuff outside that range, but youre already deep in your approach to it already😅
wow the game looks amazing! I totally going to buy it when its out :D i think with more enemy npc's and pets this game can be better then minecraft :O you got sub and like from me :)
Haha. That's quite the compliment, thank you. :) There will be plenty of NPCs and pets. I'm in vertical slice mode atm, so I wouldn't expect it for a bit, but definately will see more as the game progresses. :)
Naw Godot has great docs... Just some features are documented better than others. I think it's just a matter of folks that commit the features creating follow-up stories and PRs to document their work. As always improvement needed
@@GameEndeavor That's what I enjoy the small TH-cam channels (that have actually content worth watching). They reply and the reply is not some generalized answer. I know some channels that basically only write "thanks for watching" no matter what the comment was.
I have an idea how about you can find after you exit the dungeon three tents with three elven brothers in them and they are for each class so there is the oldest one who is a roug and pretty cocy there is the middle child the warrior he's a nice guy but also a bit dumb and then there is the junges one who is a small wisard maby with glasses and he is a bit shy and a huge nerd
I'm not able to give one-on-one help right now, but there's a link in the description to my Discord where you'll find a questions channel. Many capable people hang around there that love to help. :)
lol at me forgetting to mute my mic for the new b-roll.
I participated in Ludum Dare this past weekend! I made a breakout inspired game where you smash all the bricks with op powerups. You can play it now at: game-endeavor.itch.io/brickd-out
Thank you! It's surprisingly easy but they might not think to since I rarely see level editors in games. (Or there's some other reason which I will learn of and regret later, lmao)
When the game will be released
@@Nodata404_ Demo is expected around March, full release I expect to work on the game for around 3 years on this.
@@GameEndeavor I will be looking up for the demo . Have good time making the game
The LD game was really cool!
what you manage to do in one week is so absurdly impressive. if it wasn't for your livestreams, i'd be forced to wonder if you built the game in advance and are only teasing us with snippits of it here! keep up the great work i already can't wait to see next week's stuff!
lol. I'm not usually one to toot my own horn but I did all of this in one day. After the livestream Tuesday I went into hibernate mode to catch up on a lot of lost sleep. Slept like 22 hours in 2 days. Woke up Thursday morning refreshed and made this, Friday morning writing the script and last night cutting the video. :) Thanks for watching the streams!
Im really happy to wake up at this! I can't wait until this game comes out.
Thank you! The full release will be quite a ways away, but the demo is fast approaching!
I'm looking forward to it too!
I keep hearing "Zoe and the Cursed Streamer" when you say the name of the game. The level editor is exciting news, I'm curious to see how that turns out in the final version.
Oof. Hopefully that's not an omen. xD Me too, I'm looking forward to seeing what people do with it.
@@GameEndeavor prolly just gonna throw an arena together and play it every now and then
If we only had a good tileset editor in Godot 😭
Really interesting stuff! it is looking great!
lol, I'm pretty needy with all the features I want though. There's a lot more features I have planned with this. :D Plus it'll make it easier for the community to design levels, so I think that's really cool.
A rpg that allows you to build your base in story mode And DUNGEONS OUTSIDE OF STORY MODE thats gonna be the best rpg ever
Devlog finally, great as always!
It's here! Thank you. :)
I’ve never used Godot, but typically the solution for this is to use a background thread like you’ve suggested to load the assets, which should be thread safe on its own, and then return to the main thread to place them in the world. One major optimization for this (assuming these are individual tiles) is to keep a cache of tiles already loaded, and to use those loaded tiles where possible (for example, a grass tile out of view would just get shifted to the new grass tile coming into view). This is similar to how tables / lists work in iOS applications to allow the user to scroll quickly without any noticeable lag as new cells are loaded.
Another optimization is to use smart chunk loading, where the system understands the direction the user is most likely to travel, and loads more information in that direction than the others (this could be as simple as detecting their current direction, or more complicated by adding information to the map about the various paths the user can take, and attempting to determine where the user is likely heading based on those paths. Eg “looks like the user is heading east to town so load more assets in that direction”).
That first point is interesting. I'll take a look at that soon. The tiles are not individual though, it uses Godot's built in TileMap system which I just use a set command to set the tile and it's broken up into quadrants (16x16 iirc). Could do that for entities on the map but there's aren't enough of those that would be an issue I don't think. Juan (the lead developer) even made a tweet once about people asking about object pooling and how he sees it as unnecessary.
One approach I have taken for now though is to just gradually load the chunks. Each chunk on it's own isn't an issue but when done a whole bunch you can notice little spikes. But I don't need them to load quickly, so I put a timer on it and just load a lil 16x16 chunk once a second. It works good enough for now.
This is really insane man, there are a lot of Godot tuts online but none of them really explore the engine in this kind of way.
Because they usually cover more general info and these fun little things are tucked away in the documentation where no one can find them. I love finding these things though, it's like a lil treasure hunt.
When started brushing in those skellies! 😱.
Really nice tile script! I built something similar for my game and know how relieving it feels to have tiles on the map blend correctly
Indeed. :)
One thing I got hung up on with chunk loading is if the player move quickly back and forth between two chunks it could cause a lot of issues with the chunks that are trying to load/unload constantly on the edges of the scene. Delaying when a chunk unloads helped with that, but also having the chunk just verify that it is safe to unload is also important. It needs to be safely out of range and also finished saving whatever it needs to save before it unloads. Otherwise you're going to get weird errors where chunks get corrupted or don't save changes.
Looking great so far!
I remember you saying something about delaying the chunk unloading now that you mention it. I'll have to try that.
The data and the unloading are separate at the moment. The unloading is for rendering and collisions. I don't plan for the map to be too large so I can probably hold it in memory and manipulate it directly.
Great work! This dynamic tile loading is very similar to what appears to be done in gameboy advance development for platformers etc. The tiles are loaded on demand into tile memory, as the player scrolls around.
It's cool how old techniques that are common workarounds for low resources, make their way back into modern development workflows.
That is very cool. Developers back then we're amazing though. I love learning about how they did things.
@@GameEndeavor if you are ever curious, try a bit of embedded development. It's pretty fun and even modern embedded dev has some of these restrictions.
Somewhat tangential, But it seems jobs are more plentiful in distributed systems (I'm an old embedded developer that migrated to distributed).
Yay more Game Endeavor! Missed not having a video last week
Me too, there was a hiccup at the last minute that made me pull out though unfortunately. But I did get to participate in Ludum Dare thanks to it, and that was a lot of fun.
All these neat tilemap tricks you come up with are really interesting! Respect for the steady progress you're making
Thanks! You know me, I love learning fancy pants Godot tricks. :D
Absolutely agree!
Interesting devlog, the pain to create a level editor is mandatory for rpg I guess.
Hope to see new added in-game features for the next one.
It wasn't too painful, tbh. I had a lot of the tools for the job already I just organized things a little better and automated some things. The work I put into making this is absolutely nothing compared to the value I'm going to get out of it.
RPG Maker and Little Big Planet, oh yes. The more videos I watch of you, the more I like this game and also you. Cant wait to play this tbh
Those games are such a big influence on my level editor, and my approach to user made content. Glad you're enjoying it. :D
Great devlog and progress. I'm impressed as usual.
I wish there were some tutorials for some of these things. Maybe once the game is finished. :)
I'm considering doing some courses to help fund this project, but this is pretty advanced for what I'd have in mind for the courses. :)
Incredible that you got all that done in the better part of a day! Goes to show your experience can save you tons of time - I could see that taking me most of a week or more. It's going to save you so much time in the future, too!
Thank you! It certainly helps having experience with this kind of stuff. :D You work at a break neck speed too so I know better. :P I'm always impressed with the updates on your Discord and Twitter.
And for sure with how much time this is going to save me. I could literally sketch out the world map in minutes and then just start rendering the details much like a painting. Very excited with the potential for this. :)
This is on a WHOLE NEW LEVEL!
hehe level
These video's are so fun to watch! Looking forward for more
Thank you! They should be interesting as we start closing the gameplay loop. Adding the dungeon and the boss. :)
It has become a bit of a weekly highlight to watch your devlogs. Keep it up!
Glad to hear that people regard them so highly. I'm honored.
It aways feel very satisfying to watch tilemap painting
Indeed, will be especially nice once I get everything else implemented and automated. Really looking forward to automating the grass decor process. Then the new areas will really start to pop.
Seeing your development process is always so inspiring! Hope to play the finished product when it comes.
Thank you. :)
I love how the outside blackness of the map looks like huge trees standing over your area. On that note, I think it'd be fitting to have something like huge tree trunks sticking out of the bushes underneath the blackness. Not sure how that'd look, though, or if it'd fit.
Brilliant work on your level editor! For your game it seems much better than standard godot editor and the chunk system looks awesome. It'll be interesting to see how you use this for the player designed dungeons.
Thank you for the inspiration! Now I'm rewriting a huge chunk of my game. ))))
I love how you think ! You tools are awesome :D Keep it up
Thank you! You're very kind. :D
Man, your tutorials are great, and your dev logs even better, can’t wait for the game
Thank you! :D I'm very excited to release it.
Wow man, that's a great idea! Keep it up. Creating a world editor is fundamental to create a long, endless and self sustaining community in a game.
I think so too. :) Since I'm not doing any major procedural content, I'd like to increase the value to the community by allowing them contribute to continuous content. Like was made LBP so great to me.
@@GameEndeavor Awesome! I'm really hyped for this project :D good job!
Your videos are very inspirational. Thank you!
Thank you for watching them. :)
0:54 rolling around skeletons, makes me think of Dark Souls :D
lol well I hate to disappoint but this will probably be pretty far from Dark Souls. :) I prefer simple easy going games. Combat isn't likely to be over challenging.
This is pretty damn inspiring... Makes me reconsider adding a level editor to my game!
I highly recommend it. The chunk management was the trickiest part, but if you're not doing that then it's easy peasy imo. And the value you'll get from it is way more than the work you put into it.
This game just gets better and better
Thank you!
Thank you! Keep it work! Very cool!
Mr. Endeavor, I've been binging your devlog videos over the last couple of days. Your work and videos are intriguing and inspiring. I both want to play your games and make my own.
Question: I know you are still working hard on your games and systems but have you considered releasing you tools as Godot plugins or stand alone tools for novice game developers who want to create similar types of games? RPGMaker needs some more competition.
Howdy. :) Whenever I create a tool, I develop it in a way that is extremely specific to my projects, and I implement the bare minimum needed to do the task I need it to. Like this level editor for example, you couldn't use it to create interesting terrain. That's why the demo I released is very flat vs my latest video. I also abandoned this tool and moved onto something else. I'm using a custom plugin now that knows the layout of my room scenes to manipulate the tilemaps. I would need to develop the tools to be used by a more general user instead of just "getting the job done" hacky approach that I currently use to speed up my development. :) So yeah, no real interest in maintaining my tools publicly. They're just to speed up my own development, sorry.
@@GameEndeavor Thanks for the quick reply. That's understandable. I look forward to trying your games soon. Best of luck!
I had the same stuttering problem when loading the chunks in a game I'm making. I fixed it by using two simple steps:
1- made a delay as in get_tree().create_timer(idle_frame, timeout) for each iteration of the map creation loop, meaning it won't create everything in the same frame but every row (or column) of tiles in a different frame, which is still very fast
2- for the player not to notice the map creation, I changed the direction the map is loaded from (the loop iteration order) so that it happens from the player outwards, which means that even if the chunk is not totally loaded, the player won't notice it. It worked very well for the mobile game I'm making, and my phone handles it like a charm!
In other words, the tiles are loaded at runtime, and according to where the player comes from!
OMG I can't wait to straight-up fill a dungeon with 999999999 skellys and see if someone survives that :D
Great job man!
lol, I'd be surprised if their computer could run that. xD Thank you!
My God this is good. Thank you
This game looks fun!
Thank you!
Oooh, very nice!
Thanks!
I like this mate
Me or the devlogs? o.O
All you and devlogs and your tutorials helped me a lot I am learning godot your videos inspire me a lot 😄 good work we expect more from you
16 hours ago, 84 comments, 266 likes, 0 dislikes, 1,715 views, nice progress of growth, I think you`ve gained like 2K subs since I found your channel, I`ll not say like good job u best because that will have the completely ooposite effect, since the person would know that somebody likes something but wouldn`t know why and what, here`s that and yeah, just keep doing what you`re doing, your channel is going consistant road, not the hype road where you get very popular but then overnight lose everything, you can do mistakes and just keep up with this because a game like this is indeed a dream game of many.
This video is actually under performing relative to my growth trend so far though. :) My guess is that "level editor" isn't as hot of a topic as "base building" and "custom lighting".
Great devlog.
Thank you!
YAY NEW DEVLOGGGGGG love these vids
Thank you for watching them. :D
XD
Do you think it would be possible to add a custom tile system? Like if I wanted to customize my house with my own hand-made flooring pattern?
Omg, this is simply amazing... Planning on tutorials on this?
Very cool!
Indeed. It was a lot of work, but super worth it.
Could you make a chunk loading tutorial sometime?
Would be very helpful.
Hey dude, nice work! I am trying to implement a chunking system like this too, but I am alas not as proficient at coding as you, would you care to do a tutorial on how you managed to pull this off?
starting to come along really, really well....do you think you are going to do different biomes..like dessert or snowy? I think that would really make it pop...and bring it up to a a very high level...it already looks on par with commercial products...I know you're one guy...so...kudo's really amazing. I will pick up a copy.
Yeah, I'm considering different biomes. Though I don't want to do desert, imo they're usually very meh and cliche. Unless I can find some way to spice it up. Snowy is really cliche too, but I think it could have a nice aesthetic, so I'm considering it. :)
@@GameEndeavor no need to respond, but, I am really looking forward to what you come up with.
Oh man. Any way you’d want to add your tile system updates to the godot engine itself? The hotkey feature alone would be huge.
I feel like they don't have it in there for performance reasons? It's only a couple lines of code, and might affect performance when setting a lot of tiles, idk.
This is amazing!!!!
Hey awesome videos man! I heard that you are looking to add it so that the player can upload their own hand-crafted map for others to download and play. How are you planning to do this because I want something very similar for my game however I have only been programming for a year and a little bit and this seems quite confusing and complicated to me as I have never delved into networking. ( If you could do the general process rather than the Godot specific that would be great as I am currently using Unity )
This is like the first legend of zelda.
Zelda is a bit of inspiration, but gameplay is quite different. This is more of a western RPG.
Question: When you said that it would not be possible to make the whole game into one single map, would it not be possible to make it into a single huge map, create an algorithm that breaks it into several smaller cells and dynamically renders only the cells around the player but keeps calculating events outside of the player field of view, so that it seems and feels that the whole world is one single living entity and things keep on happening even when you are away?
Possibly. The alternative I had in mind would be to store a time hash (in-game time) for when it was unloaded, and when it's loaded back it simulates how much time has passed. This would only work for simple time based things like plant growth, maybe a furnace, or something like that. :) I haven't tried it but that's what I was thinking of going with.
This is awesome.
Thanks!
WOO-HOO! New video
there's like 4 games exactly like this floating around TH-cam...
What are they because I haven't seen any exactly like this.
Besides. This is my lifelong passion project. I honestly don't care if there were 50 just like this. If you don't like it, I honestly couldn't care less.
Archvale for one...and it's cool man reminds me of old NES games...hope it comes out great
@@justanameonyourscreen5954 Figured that's where you were going. This game and archvale is nothing alike. Archvale is a high action procedural roguelike. This is a roleplaying game more in the vein of Final Fantasy with a splash of Zelda.
Only similarity that I'm aware of the fact that we have floaty hands, which is a common mechanic in games where you need to separate the attack animation from the body in order to allow for 360 degree combat and not disrupt the running animation. Also the lack of a front and back animation but that's purely because I'm lazy and hate doing art.
Thanks. Hopefully it does, but tbh it's just a game I've always wanted to make. If it does well then that's just a bonus for me.
@@GameEndeavor good deal man...that's what it's all about right...the fun!
4:12 LBP MY MANNNN
So many fun times in that game. xD
@@GameEndeavor Yeah it's my favourite game of all time I had so many memories and friends on it, it's practically the reason why I love game dev so much and level design and all that. Great video btw
This is super cooooooooooool!
Wow, really cool
Thank you!
Bro do u use godot or unity?
BTW amazing devlog, keep them coming!!👍
Godot. Thank you! Will do. :)
Not me binging this series
can you please give a tutorial or something on how you made the editor? me and the 3 other people trying to do this are going crazy trying to do it
Are you making new biomes for your game? For example desert?
cant you just scale everything down? giving you more space overall?
Please How can I make shooting in Godot and attack system????
How do you chunk the shade when it has parallax effect?
Inside the LevelEditor scene I set the scale to 1 so it doesn't parallax while editing. And I have it set up in such a way that it aligns with the grid when it has a scale of 1. I can't remember how tbh, because it has been a while, but yeah. It's using a CanvasLayer psuedo 3D parallax, which scales up the texture, so I made the texture bigger and scaled it back down iirc. It doesn't look right though, because it's not pixel perfect. But I'm thinking I can fix this by emulating my own pseudo 3D parallaxing with a parallax layer and the larger texture. I've done this before just not with this texture. It has the exact same effect but hopefully without the scaling up and then back down.
After looking a few of your videos I'm asking myself: Wouldn't it be more skeleton-like if they collapse for a while and stand up with a second life? Also they could give the player half the loot at the first death and the other half after the second one...
Also it could be a nice touch if their eyes glow red in the dark only. ^^
And I know... it's a bit off topic...
Not at all off-topic. I actually don't like this in games though where the skeleton gets back up. And skellies are a common enemy, so I wouldn't want them to be frustrating. :) They're meant to be a quick and easy kill.
@@GameEndeavor Ah. I understand.
But it can give some breath, if the player hits them twice and knows, the next hit after the comeback kills em. Also instead of colapsing, it could them be shaking standing up and refocusing. I just think they are missing something skellie-like... Maybe something making 'em bad to the bone. ;-)
So maybe they drop bones as a currency (bone meal for growing seeds) or they lose a bone after a hit, and have to take the sword in the other hand or are croushing towards the player like terminator or.... I don't know.^^
@@yksnidog Hahaha. I'll make a note of it, thank you. :D
That's pretty darn cool! Do the atlas tiles and stuff still work too?
Indeed, everything works as expected, I'm just managing the TileMaps through code rather than the editor.
Hi do you know any code that would play animations when you move.I’ve looked at tons of tuts but none work I use Godot too
Heartbeast has such tutorials I believe.
You should make a gles2 version, gles3 does not run on a lot of computere
Hmmn I thought godot managed large tilemaps pretty well by not rendering tiles that are off screen. But you must have a reason you did it in the first place. Then again i have a mid-high end workstation so im not sure.
It's pretty good but it does seem to start bogging down as the levels get bigger. It's an issue I encountered on another game. I also have mid-high end computer and still encounter issues with a large enough map, though it may not have been entirely the fault of TileMaps but everything else in the scene.
Which this thing is going to manage as well. I didn't get it implemented in time for the video but it'll unload entities that are within the chunk boundaries so that I don't have a skelly running around a mile off when he can't influence anything the character does.
@@GameEndeavor Yeah its probably all the other objects in the world that is using the process and physics_process functions. My approach would be to have a manager that loads the objects that are within a certain range to the player (on a different thread) and despawn stuff outside that range, but youre already deep in your approach to it already😅
How did you learn Godot so well?
Waddles!
I think you need a boss level
You need a boss that's the epic things in a game
why didn’t you use procedural generation -_-
Because I don't like procedural generation...
How do,you make these pixel
With Aseprite and a drawing tablet.
@@GameEndeavor thanks
wow the game looks amazing! I totally going to buy it when its out :D i think with more enemy npc's and pets this game can be better then minecraft :O you got sub and like from me :)
Haha. That's quite the compliment, thank you. :) There will be plenty of NPCs and pets. I'm in vertical slice mode atm, so I wouldn't expect it for a bit, but definately will see more as the game progresses. :)
My take away: Don’t bother reading documentation.
Naw Godot has great docs... Just some features are documented better than others. I think it's just a matter of folks that commit the features creating follow-up stories and PRs to document their work.
As always improvement needed
I love reading the documentation. It's where I find all the cool stuff.
I guess I will also make a boring nice comment. Level editors are always cool.
And I will make a boring nice reply. Indeed. :)
@@GameEndeavor That's what I enjoy the small TH-cam channels (that have actually content worth watching). They reply and the reply is not some generalized answer. I know some channels that basically only write "thanks for watching" no matter what the comment was.
I have an idea how about you can find after you exit the dungeon three tents with three elven brothers in them and they are for each class so there is the oldest one who is a roug and pretty cocy there is the middle child the warrior he's a nice guy but also a bit dumb and then there is the junges one who is a small wisard maby with glasses and he is a bit shy and a huge nerd
where can I contact to you? i need some help about raycasts
I'm not able to give one-on-one help right now, but there's a link in the description to my Discord where you'll find a questions channel. Many capable people hang around there that love to help. :)
I like your Texas accent,are you from Texas?
I'm not. It's an Appalachian accent. I'm from North Carolina. :)
This game will make me lose my job :D
lol, you have a few years to start saving then. xD
Where u making game ? I mean platform (unity? ) *sorry i from poland i cant speak english* ^^"
I'm using the Godot Engine. :)
@@GameEndeavor ok thank you ^^
nice! lmao boring comment but whatever
lol, less boring though when you joke about it being boring.
First
Plot twist: No one cares
@@acutedog9189 oK but clearly u did
your voice is so monotone hm
Probably due to exhaustion. :) It has been a long couple of weeks. I'm ready for my day off.
@@GameEndeavor I get it