Tools I use for Indie Game Dev
14:21
9 сағат бұрын
Why I Turned Down a Publishing Deal
8:55
21 сағат бұрын
Godot Scripts I add to Every Game
12:34
How I make my VFX in Godot
9:25
14 күн бұрын
I Ranked all the Godot 2D Nodes
30:56
Пікірлер
@Skeffles
@Skeffles 2 сағат бұрын
Thanks for sharing. It's really interesting to see how you're fairing after 6 months and I hope you're able to make it work!
@QuanNguyen-cr7
@QuanNguyen-cr7 7 сағат бұрын
Hello can you make a video about the environment like rain, sun, snow?
@shindig9000
@shindig9000 9 сағат бұрын
I would be interested in a video on the sound manager.
@savascidoner
@savascidoner 10 сағат бұрын
same, i love coding on scratch
@WesleyChapman-04
@WesleyChapman-04 13 сағат бұрын
Im not sure if you have made a video like this already but it would definitely help me if you did your roadmap to learning godot. The resources, videos, which order and things like that which could help me and others learn what we need to learn in godot
@jasonclark1149
@jasonclark1149 Күн бұрын
This was an excellent video. I've been a professional developer for over 30 years, though never a game dev (yet!). This stuff really resonated with me. I have a library of useful code that I include in most of my projects, honed from my experience. And the advice to just try something and learn from it is spot on. Dev is something you learn by doing, so when it doubt, write some code and learn from it. Also - Hexagod looks l like fun, but I only see a Windows version of the demo. Do you have plans for Mac support?
@andreoshea283
@andreoshea283 Күн бұрын
Tons of AI image generation models are trained ethically just like that music model. Just has a bad reputation due to open source models
@AtelicDev
@AtelicDev Күн бұрын
Not sure if that's already to complex, but there could very rarely spawn a city with which you can trade. Also the citys could provide quests. You can even combine that with enemies. Enemies are going for citys and you have to defend them with your villagers. This would create some tricky situations e.g. there's a city pretty far from you, but gives you some passive bonuses, will you defend that city from enemies? Or will you be the city raider and raid the city?
@manticser7299
@manticser7299 Күн бұрын
An interesting watch. Gave me some encouragement for my own plans. Good luck and look forward to seeing you make it.
@itaykalininsky1684
@itaykalininsky1684 Күн бұрын
Hi! Thanks for the awesome contents. I was wondering if and how you collect data during the testing phase of your games? And if you could make a video on this topic.
@loveboat
@loveboat Күн бұрын
Are you inventing Civilization from scratch?
@garrettharney9573
@garrettharney9573 Күн бұрын
i would love an in depth ENUM tutorial
@foldupgames
@foldupgames Күн бұрын
What about natural disasters instead? I worry that combat will angle this into an RTS game. But you follow your gut!
@eldor3971
@eldor3971 Күн бұрын
Awesome video, I am new to godot and didnt know about autoloads!
@erictrinque6513
@erictrinque6513 Күн бұрын
I like the idea that He Is Coming brought to the table and used a periodic force to push against. Random boss every so often that you know what it is and have a way to prepare for it.
@cheeseoncheese
@cheeseoncheese Күн бұрын
Could you have some cards that act as a barrage of arrows or magic spells, that you could drag over enemies when you feel overwhelmed? If it was something rare, or expensive to make, it could be kinda fun to have that direct control with your UI setup
@sweatyeti
@sweatyeti Күн бұрын
It's coming along really well! I played it early on and enjoyed it so far, but since there wasn't much to do after getting the basics down, I'm simply waiting for more to be added. I'm also trying to develop a game myself (thank you for your tutorial videos) and I relate that it's hard, but I really like the direction you're going and admire the progress you've made -- it has a lot of potential and a nice art style, so keep at it!
@Demnchi
@Demnchi Күн бұрын
Admittedly I only played it once, but I can see why you want something to add pressure to the game. Currently I won with ease by simply having the first villager do basically everything until I had a ton of food. Then having enough Favor for the packs that had tiles that gave me victory points was trivial. Maybe I got lucky but the demons never dealt enough damage to be scary nor have a need for a second villager to take over. If you expand it, the pressure could help me prove to be more time efficient and getting that second villager online sooner even if it's risky resource wise. The item/role thing also seems like a step in the right direction. I see a lot of potential for longer games, especially if you add in different victory conditions (think scenarios). The game also runs really smoothly, which is nice for the simplistic style. I do feel like the UI kind of blends together though, I'm not a UX guy so I'm not sure what to say to that. Took me a bit longer than I care to admit that the length of the day was at the bottom in the middle. The only one I can say for sure is that it wasn't clear to me what the Ritual card was giving me, I did eventually realize it was Favor but I thought it was six tiles at first. The hex that gives Favor has the same icon, so maybe that's on me. I also feel like Tile placement didn't matter that much, which is kind of uninteresting. Also as a side note: your help menu for instructions has a typo that says were building a Villager out of VILLAGERS, instead of a Village. Funny image of the villagers coming together to form one mega villager though. I'll be keeping an eye on this one and your channel. Hopefully this feedback is helpful, I know I can be a bit wordy.
@Aarimous
@Aarimous Күн бұрын
Thanks for sharing your thoughts and checking out the demo. Helps a ton!
@CreedenceTheBass
@CreedenceTheBass Күн бұрын
P.s. UI/UX is like saying Engine/Driving. I know some companies have used this in their job postings, but UX is a psychological approach to designing software that utilizes Human Computer Interaction, UI is just the thing that a UX person is typically editing to improve that experience. There's a lot of things that we can do to improve the UX of something that are unrelated to UI.
@OldRod99
@OldRod99 Күн бұрын
I like the idea of an end boss that spawns after a certain amount of time, and you have to use all your villagers/weapons to defeat it. It gives you a goal that you're constantly working towards.
@nephew_tom
@nephew_tom Күн бұрын
How did you code the Debug Tool? Is it just a UI thing with control nodes in Godot? When I did UI for testing in C++ I used Imgui, but asking what is the typical thing to do in Godot.
@Aarimous
@Aarimous Күн бұрын
I'll make a tutorial video soon sharing how I made it. Saved me a ton of time for testing stuff.
@nephew_tom
@nephew_tom Күн бұрын
​@@Aarimous Great! In the prototypes I started I always arrived to the conclusion I would need to craft a debug tool for better testing. What comes in Godot by default seems to be insufficient and extend development/testing cycles too long.
@kamohelot8677
@kamohelot8677 Күн бұрын
Bro. this game needs a lot of learning to have an advantage in the game, can you simplify it coz iyohh 🤯😫
@Brekfestus
@Brekfestus Күн бұрын
I appreciate your videos and how honest you are about the honestly shitty parts of gamedev (not here in particular but in general), it feels really good to be able to relate to someone with more experience
@Aarimous
@Aarimous Күн бұрын
I'm glad you were able to relate and good luck out there!
@Brekfestus
@Brekfestus Күн бұрын
@@Aarimous thanks dude same to you as well
@maxxbassett8594
@maxxbassett8594 Күн бұрын
I just tried the demo, was pretty fun👍, found a bug when I placed a villager just before the day ended and he died even though I had more than enough food, I reckon delaying the death function till after you click "feed villagers" would fix this and also tighten the game loop since I didn't like that the villagers die instantly at the end of the day if you don't have enough food, it turn an "oh I guess I didn't have enough food.." to an "WHICH ONE OF YOU WILL STARVE!!".
@Aarimous
@Aarimous Күн бұрын
Good idea! I'll add it to the list. Thanks for sharing!
@OnyDeus
@OnyDeus 2 күн бұрын
Villager classes open up a whole extra layer of gameplay. How many other villager types were you thinking? I propose: trader villagers that connect to a randrom group of 'other village' tiles. Similar to combat, devote one trader for each other village tile for economic victory.
@Aarimous
@Aarimous Күн бұрын
In my head the "class" of villager will be based on the item you give them. So the limit to different classes would be based on how many different types of items I add.
@erkling5865
@erkling5865 2 күн бұрын
is it true that using scripts can be dangerous (like collecting data)? then maybe they should check and collect the verified safe ones in a single website
@Devrier_Dev
@Devrier_Dev 2 күн бұрын
Pls provide a tutorial 😢
@alexanderzaugg4484
@alexanderzaugg4484 2 күн бұрын
There's a pretty clean tutorial in the demo. Have you tried it?
@Devrier_Dev
@Devrier_Dev Күн бұрын
@@alexanderzaugg4484 like , I wanted a tutorial for learning game development as a beginner 😀
@Devrier_Dev
@Devrier_Dev Күн бұрын
@@alexanderzaugg4484 btw , I played the demo like more than 200+ hrs , loved it , definitely gonna buy the game when its released, very addictive game 👍
@remingtonlewis2000
@remingtonlewis2000 2 күн бұрын
So this game is basically stacklands but you build the map. I love it
@Aarimous
@Aarimous Күн бұрын
Yas! It's kinda turned into "what if Stacklands and a Civilization game had a baby"
@devlober
@devlober 2 күн бұрын
The first thing that popped into my head when you said that the food problem of the game is done after a few villagers, is to have either some random events in the game where maybe a tile is having harsh weather which cripples the gathering modifier, much like Stellaris do it. Or, since the player is the god (I think?) perhaps you are forced to use cards that are in fact negative for the game. Frostpunk style, where you have to choose between two bad options and part of the game is to prepare for those bad options. I haven’t played your game, so I’m not sure if you can have several villagers on the same slot to gather faster, but with penalties it might be a good idea to spread out harvesting on several tiles even if the max number of villagers on them isn’t reached. Just brainstorming here, perhaps you already have these kind of things in the game 😂
@Aarimous
@Aarimous Күн бұрын
Thanks for sharing your ideas! This will help me figure out interesting design things to solve the food "inflation" issue.
@TEFalcon1
@TEFalcon1 2 күн бұрын
i mean if you are working as a solo dev on a project there is way less use for the branching in git makes sense, still could be useful but only in specific things and no need for all the time
@brunovieira3316
@brunovieira3316 2 күн бұрын
I would suggest Pixelorama. It's a great option over aseprite
@gdomjan83
@gdomjan83 2 күн бұрын
This was a great video. Usually gamedev content creators recommended the same programs over and over (aseprite, GIMP, Inkspace, Krita) but you threw in a lot of interesting stuff there. Zapsplat and soundraw could be very good tools for me.
@Lorry127
@Lorry127 2 күн бұрын
It's not normally my type of game, but the concept is exciting, and I'm currently playing the demo, and I'm enjoying being inspired by the mechanics. The combat mechanics sound exciting and engaging. Definitely on the Steam Wish list, keep it up.
@CatGut420
@CatGut420 2 күн бұрын
First thing I thought of was making it so that assigning 1 villager to a demon would "hold" it. Like it would put the 2 into a combat that neither could win, a stalemate. Then a 2nd villager would be required to kill 1 demon. Giving the player the choice to hold back the problem or to use more resources to deal with it. It could also create natural defensive lines. Just my thoughts.
@ThomasStewartDev
@ThomasStewartDev 2 күн бұрын
I can see why this is a complex problem, but I think combat adds a lot to the game!
@Aarimous
@Aarimous 2 күн бұрын
So do think combat will combat ruin Hexagod? Please help me out by playing the demo (combat patch should be live by the end of today): store.steampowered.com/app/3059390/Hexagod/
@Luc_ienn
@Luc_ienn 2 күн бұрын
Your disrespect for GitHub decorum and etiquette is highly respectable, have a round of applause
@JEsterCW
@JEsterCW 2 күн бұрын
*The cat tho*
@mikecodev
@mikecodev 2 күн бұрын
Your "stuff" is my "misc". Nice video :)
@realpunkfruit
@realpunkfruit 2 күн бұрын
Ill play your games if you play mine 😘 Jk lol, just found your channel! Definitely earned a sub 🙏
@krish-ut9de
@krish-ut9de 2 күн бұрын
this is sooooo interesting, thank you for the video
@KlonoaDreamer
@KlonoaDreamer 2 күн бұрын
So can you make games with the Godot Web version because I only have an iPad Pro with Apple Pencil 2ndGen and the typecase and an iPhone, I model in Blockbench and Sprite in Pixquare. Godot’s web version looks to be the current version
@ultimaxkom8728
@ultimaxkom8728 2 күн бұрын
You(?) can, but size is very important for web. Godot's (4.0) default *empty* project for web is about ~10MB.
@KlonoaDreamer
@KlonoaDreamer 2 күн бұрын
@@ultimaxkom8728oh I see that’s what I wanted to understand. I wanted to understand what the limitations were compared to the actual app that people can download to a computer. OK well then looks like I’m going with Gdevelop which is made for the iPad, everyone talks about how great Godot is so I was hoping the web version would be just as usable, I wish they would make an app for the iPad already. I don’t know if that’s something in the works though.
@jmdeejay
@jmdeejay 2 күн бұрын
That GitHub segment is utterly painful to watch. If you intend to do game development professionally, never do that "stuff" thing. Here are some of the key benefits of using a clean, readable and clear commit messages: - Improved Clarity: Descriptive commit messages make it easier for you to understand the purpose of each change, reducing confusion OVER TIME. - Better Collaboration: Maybe since your the only one working on those project, you don't mind not sharing what has changed. But it's a good practice in addition to all the other benefits I'm listing here. - Easier Debugging: When debugging, clear commit messages allow you to pinpoint when a bug was introduced, making it easier to trace back and fix problems. It is not necessarily strictly a question of being able to revert. I can help you identify when a bug was introduced and why (not just because stuff). - Enhanced Documentation: Your commit history acts as a form of documentation for your project, detailing the evolution of features and bug fixes over time. Eventually you will want to publish changelogs to your released steam games. Commits can help you with that. - Simplified Maintenance: Projects with clean histories are easier to maintain over time, as future developers (including yourself) can understand the history of changes without needing to decipher vague messages. - Better Issue Tracking: When you reference issue numbers in commit messages, it creates a direct link between code changes and the problems they address, enhancing traceability.
@lHuskyy
@lHuskyy 3 күн бұрын
Small note, Aseprite is free if u compile it yourself. Give it a try!