The head slot could be used to wear a head lamp, with which you could light up a part of a dimly lit area in front of you. Like for example in a cave or at night.
@DevDuck4 жыл бұрын
Love that idea!
@Toopa884 жыл бұрын
It could also be used to wear a face mask to protect yourself against the virus.
@EPC_18684 жыл бұрын
Scuba or snorkeling equipment could come handy too!
@d0_z3n4 жыл бұрын
@@DevDuck it could be used as an anti corrosion helmet, or a crab hat from shells
@isaacmanahan80474 жыл бұрын
these dev logs are relaxing and overall fun to watch, keep it up!
@XanderwoodGameDev4 жыл бұрын
I love a good dev log. That's why I'm making one for my own game 🤣👍❤
@BigToeDev4 жыл бұрын
Agreed 😄
@boomboompower4 жыл бұрын
Regarding keybinds, just allow users to rebind/configure control schemes Nice video as usual - the new inventory looks really good
@DevDuck4 жыл бұрын
Yep I definitely plan to do this.
@atharvadeshpande47494 жыл бұрын
yeah that would actually help a lot
@justinhageman13794 жыл бұрын
@@DevDuck I think doing a circle selection for items would be best because then you could choose from cycling with mouse numbers or using wasd to select an item based of its position in the circle
@Atlas_of_the_universe3 жыл бұрын
@@DevDuck try making biomes like desert or tundra
@InTheDeepEnd.4 жыл бұрын
I’m def gonna buy this when it comes out
@dein_tod50064 жыл бұрын
Where can I pre-order? XD
@XanderwoodGameDev4 жыл бұрын
I looks great. I'm creating something just as big using construct 3 engine
@LaylaSheep4 жыл бұрын
@@dein_tod5006 lol same
@falkfabri7394 жыл бұрын
For Keybinds: Left click for weapon attack. Right click for spells, because they have to be aimed with the mouse. A key assigned to performing an action with the tool. For example, press E to use the tool. I think the mouse buttons are much more suitable for combat.
@dashiefiles4 жыл бұрын
Yeah
@ubgamer97024 жыл бұрын
Idea: Instead of modulating an organism’s sprite to show corruption, you could create a second corrupted sprite that normally hides the normal one and will fade away depending on the amount of corruption the organism has. That way corrupted organisms could not only have different colors but also have different visual attributes like multiple eyes or tentacles.
@pij0n4 жыл бұрын
though that is cool, the only reason he used the overlay shader is because it would be too hard to animate and create sprites for everything corrupted. Hope this helps!
@isaacmanahan80474 жыл бұрын
it would be cool if that if too much corruption is around, your brightness would go down a bit and maybe some sort of morale would go down too? Idk just a idea i thought would be interesting, (side note) maybe when you are in this lowered moral, and brightness, area you yourself can become slowly corrupted?
@DevDuck4 жыл бұрын
I agree - I think just having some trees and bushes look purple isn't enough. I have to find a way to create a bigger shift in aesthetic and mood in places with a high level of corruption.
@dein_tod50064 жыл бұрын
@@DevDuck you could combine this idea with the from me mentioned "head lamp" - idea. I think they would compliment each other pretty well.
@robertonome24484 жыл бұрын
U could overlap a sine-ing (size) mask over the corrupted objects
@cineblazer4 жыл бұрын
@@DevDuck Maybe some form of procedural gradient between corrupted colors and uncorrupted colors (instead of just a hard edge) would help blend the two together?
@durp_kid82064 жыл бұрын
@@DevDuck the caves should have the most corruption so the player stays away from the cave unless they have to
@Flipercat4 жыл бұрын
Yes, two minutes in! Edit: for the inventory, I would like to see the pencil have an eraser
@pencilRC14 жыл бұрын
0-0
@_DigitalData4 жыл бұрын
@@pencilRC1 Kids named Pencil and Eraser
@pofferfish75804 жыл бұрын
I think it is a pen but Idk
@Nephryte4 жыл бұрын
I think a day and night system that makes different things spawn and can close/open shops would be super cool!! Love the work so far. :)
@skosalat4 жыл бұрын
Finaly love ur devlogs continue the good work and stay strong
@BigToeDev4 жыл бұрын
Finally! Another Dauphin devlog 😄
@alennaspiro6324 жыл бұрын
You sir, make the most aesthetically pleasing devlogs in the entire community.
@goldone014 жыл бұрын
Finally a new devlog! The new inventory looks great! One warning though - from own experience: Having your item logic on the player rather than the item can get out of hand pretty quickly if you have different items with vastly different mechanics, as your switch statement will get massive. Not sure how to do this in Godot, but in Unity, what worked for me was to use a separate class that on initialization pulls the right components (e.g. the Animator) from the player, and has an ExecuteAction() function that the player object calls when you left click (not sure if that brief description makes sense).
@benl90694 жыл бұрын
I love this devlogs series so much!!! Is one of my favorites
@cashwarior4 жыл бұрын
One inventory management system I really enjoy is the one in Legend of Zelda A Link Between Worlds. You have two slots you can assign items to and you could open up your inventory and move it to the slot. In addition to this, they also have a quick equip option that allows you to hold a button to scroll through your list of items, then press the action button to assign it to that slot. For your system, I imagine you could have a menu you can scroll through (either have it appear when you scroll or require an input to bring up) then you click the left or right mouse to assign it to that hand. It'll make swapping equipment able to be done on the fly and have a better flow.
@mitchcameron4 жыл бұрын
Great video! As an idea, when selecting items, having the relevant inventory slot light up on the side it works on would help users equip the right items intuitively to the correct slot.
@DevDuck4 жыл бұрын
Great QoL enhancement - will write that down!
@mitchcameron4 жыл бұрын
@@DevDuck No worries! Amazing work!
@montizima4 жыл бұрын
I feel like having to press the number buttons to cast spells while fighting to be very awkward. I keep picturing fat fingering which spell I want to cast and get punished with the cool down. A better idea, in my opinion, is having both tool and weapons be left click, but you need to toggle between them with a button. Then, have right click be set to the player chosen spell. You can have that spell be changed with the number keys, with a scroll bar or a spell wheel, it doesn’t really matter. Also, if you put the journal for the player to put down the notes themselves, I don’t see much use for it. If I was playing, I’d rather bring my own notebook, or open a notepad on another screen to take notes. I suggest either turning the last tab into a save/load screen, or a settings screen.
@KotCR3 жыл бұрын
A button to swap between weapon and tool just sounds more clunky to me, but at the same time I can see the benefit in your suggestion from essentially switching the player from "combat mode" to "exploration mode". But with a control scheme like that, you'd probably have to design the game so that there is never any reason to use a tool mid-combat, else the controls will just end up feeling awkward. It probably would make the game more mobile-port friendly though.
@liampeterson82994 жыл бұрын
You could transfer spells into a tool item to make them be used with a right click, and I enjoy the idea of no toolbar, but it restricts the diversity a player can have in their setups. Great work so far!
@Choco____14 жыл бұрын
Tree: gets corrupted Dauphin: cuts down tree Dauphin: Done, Uncoruppted!
@nojustno42094 жыл бұрын
Umm acthualy it’s spelled “dolphin”
@atharvadeshpande47494 жыл бұрын
@@nojustno4209 No. just, no it's Dauphin watch at 0:02
@nojustno42094 жыл бұрын
@@atharvadeshpande4749 Did you think I wrote “acthualy” un ironicaly?
@MrXhukari4 жыл бұрын
Looking great, DevDuck! Just some ideas for ya... Replace the empty-slot dots for the equipped gear to an icon that represents that slot. Would be cool if some tools had a combat use too (e.g., the fishing pole can act as a way to pull smaller enemies closer to you, the shovel a weak weapon before you get a proper weapon, etc). The corruption needs something more to it too, I feel (especially if there's a lot of corruption in an area). So maybe corrupted static objects could start to spread corruption across the ground.
@DevDuck4 жыл бұрын
Love all of this feedback! Thank you! I agree that a highly corrupted area needs to really have a different vibe to it.
@ZsoftZ4 жыл бұрын
@@DevDuck You could tint the screen slightly like the air is getting corrupted and all that, maybe even give it a small wavy effect or something
@BumpDev4 жыл бұрын
@@ZsoftZ yes! I strongly agree
@thisexistsoicancomment90984 жыл бұрын
@@DevDuck if you ever add weather such as rain high areas of corruption could make the rain turn to a purple corruption color
@KotCR3 жыл бұрын
I was going to comment something along the same lines; It'd be nice if you could still equip tools into the weapon slot and use them as weapons, for desperation situations. Afterall, no reason you can't still hit something over the head with a fishing rod, spade or pickaxe. Still generally more effective than fisticuffs. If he continued with a limited inventory system, it'd ask some risk-reward to your expeditions too. Do you forgo bringing any ACTUAL weapons with you in order to carry more tools? It'd guarantee you'll be able to acquire every resource node or w/e that you come across that is generated on the island - but at the cost of battles essentially becoming much more difficult, but still possible.
@lucaspratt47704 жыл бұрын
You could have the corruption really be like an oil spill kind of situation. As the character gets damaged he gets more and more dirty that apply debuffs until you shower or something
@mariaclarasal87514 жыл бұрын
Really like the new look for the inventory system! But you need to adjust some visual things so the players can navigate it more easily. Here are some comments that might help! -The buttons for the bag, the vest and the jars look the same as the equipment slots and don't come off as buttons (they look like equiped things), maybe add a shadow underneath and a change of color when they're selected? -The equipment slots don't really have a way for the players to know what goes on which one, you can put some icons to indicate that. -The inventory system looks really good and interesting to use, but maybe you can play with the whole "notebook" aesthetic and instead of buttons and separators (the four colored thingys on the right) you can make sort of an index with the names of the categories on it Aside from all that i really like the idea and i think it can go really far! Love seeing your dev logs and watching the game grow! 💜
@ivanbarnard94524 жыл бұрын
The balance was great! Focusing on making progress more is definitely the play in my opinion but not loosing the irl touch. Which i believe you have achieved with this one. 💚
@ZachA-T4 жыл бұрын
Yes!! Just as I sit down to watch some KZbin this gets uploaded! Love the channel and I’m looking forward to continue watching this game continue on development!
@enderlord694 жыл бұрын
5:27 the fishing pole could have an attack that dosent do that much damage but has a long range and grabs enemies and pulls them towards you, as well as possibly works as a grapling hook. The attack could be just a sweep of the line and hook, in this attack if the enemy gets hit by the rod they take more damage. Another possible tool could be the umbrela, alowing you to jump up into the air and glide, as well as stomp the enemies, you could also have a poking attack that would do decent damage, but be very thin and have a short reach, thus making it hard to aim. The umbrella stomp would also be hard to aim, and very risky, but would dish out an epic amount of damage. The umbrella's stomp attack could allow for you to explore new areas so long as it was high enough to reach the new area and the celing isnt too low. You could also add the bucket which alows for a quick swing or to throw a huge amount of water in front of you, which would do a lot of damge but not reach that far, it could also allow for you to drain pools of inffection that block the players path thus allowing for more exploration.
@Glaceer114 жыл бұрын
Your dev logs are incredibly inspiring. As an amateur developer working on projects in my freetime, watching your process and learning about your work ethic has been very helpful. Thank you! I can't wait to see what you do next with Dauphin!
@devsauce4 жыл бұрын
Really enjoy watching these devlogs, gives me ThinMatrix channel vibe. Keep it up !
@LaylaSheep4 жыл бұрын
i think we need some vanity clothes to makes the marine biologists more personal to other users, u could have really silly ones and maybe they are rare drops from enemies or like hidden in caves
@DevDuck4 жыл бұрын
I definitely plan to have the player character be more customizable!
@ThePixelExpedition4 жыл бұрын
This new corruption system is looking much more robust. I'm still very impressed with the whole concept. Thank you for another relaxing and informative dev log!
@jazzediceberg11754 жыл бұрын
This is very nitpicky but it's about the tabs in the inventory system. I'm assuming the inventory is like a book with tags on different pages, so when the page turns any of the tags on previous pages would be on the left side because the page had flipped. Also these devlogs are really cool thanks for them.
@gazz16174 жыл бұрын
Loving these dev logs! So intriguing to see what you're doing and how you're going about it. Fantastic to see as well that you're not always getting it right first time and are redoing things as and when they need to be redone!
@zoelastname47534 жыл бұрын
your videos help me go to sleep. keep doing what you do! :)
@ob-iwankenobi55714 жыл бұрын
A bar on top of the screen that says how much corruption is in the area
@microdavid70984 жыл бұрын
This is actually a very cool idea
@hyverian11654 жыл бұрын
I really like the equipment system! Its kinda new, or at least not as „overused“ as the scrolling/hotbar one. However, I do think it‘ll need some improvement, mostly in the speed category, because if you‘re like in a fight with a seamonster, you should be able to switch weapons fast. Maybe add a separate melee and ranged weapons slot? Anyways, love the game and vids!
@sinisterxyz84924 жыл бұрын
Why did you abandon making videos?
@HelperWesley4 жыл бұрын
I love the in detail break downs of how and why you're doing the things you are in your devlogs.
@hectorragofi36404 жыл бұрын
Very cool man, keep up the good work
@andrewolson45384 жыл бұрын
Nice progress, quality of life suggestion: ctrl + click on an item could automatically equip the item to the given slot and ctrl click an equipped item would put the item back to the inventory. Keep up the dev logs, love seeing godot in action.
@mattfromwiisports62564 жыл бұрын
This is literally my favourite series on KZbin. The production quality is fantastic and they are very relaxing. Thanks for such great content 👍
@sourwatermelons65364 жыл бұрын
Im always excited for your videos :)
@enderlord694 жыл бұрын
3:03 thats actually really good that means that if the player takes longer he will be more prepared but the area will be harder, but if he goes quickly, he will be less prepared but the area will be easier, thus making the game alwayse balanced
@enderlord694 жыл бұрын
However that means that you computer might die so it might not be that good of an idea
@Vexxestt4 жыл бұрын
I'm loving these videos so far and would like to put in a couple of suggestions. First off the accessory slot would probably work best as just a general "clothing" slot due to the somewhat minimalistic design of the menus, and second I would love to see some sort of terrain corruption caused by boss mobs to help give the feel of a corrupted world being taken over by some unnatural force. I'll love the game either way and look forward to seeing more in the future!
@TheOriginalTim4 жыл бұрын
I agree, terrain corruption could be an excellent player notification device. Perhaps a purple shade could be applied to the terrain when corrupted entities walk on it, with that shade fading and/or spreading over time, creating an organic-feeling area of corrupted terrain. This could be "darker" the more often a particular area was traversed by corrupted entities, giving player feedback as to how many corrupted entities and/or the strength of their corruption. Plants would merely corrupt the terrain in a range around them, whereas crabs and bats could spread by wandering. I am imagining something similar to the Zerg's "creep" from Starcraft, which affords similar player feedback about hostile entities in the area.
@BanditBrawler4 жыл бұрын
i have been watching the devlogs since one of the beginning ones and am really enjoying it. cant wait for the full game
@anter11074 жыл бұрын
The ground around the bosses should be corrupted, and when you beat the boss it should slowly fade back to normal. Like the boss, by existing, is spreading corruption.
@laromlabmaybe16364 жыл бұрын
This idea seems great, it or something similar will probably be added
@timothymclean3 жыл бұрын
Adding corruption to the ground seems like it would be tricky (unless tiles can have corruption, in which case the simple solution would look really blocky). But it would be neat!
@bitbraindev4 жыл бұрын
The way how I am going to solve the "tool" + "weapon" problem in my game is to use the mouse wheel click to "toggle" the mode: attack mode or tool mode. Additionally, with mouse scroll, I will be able to scroll through various weapons or tools that I collected. (alternatively, I will also configure keyboard and controller bindings) I really like the progress on your videos, Ben! Looking forward to the next one. ❤🐟
@jerin_dd55864 жыл бұрын
You know, watching these devlogs gives me inspiration to work on my own game on unity, keep up the good work!
@haydendavies28624 жыл бұрын
I'd like to perhaps see you implement a cooldown for things getting corrupted as in the cave scene it seems that the bats are corrupting each other again faster than you can cleanse them
@wooperthebestt4 жыл бұрын
I have two ideas: Idea 1: Add a skill tree system. Although the magic is cool, I think it should be something you unlock, not from the start. Idea 2: After saving a creature, you should be able to buy a collar from the shop, and use it on one to tame it (maybe like a 25% it will be tamed). The pet could aid you in combat.
@hyperbotzz4 жыл бұрын
I really like the notebook asthetic of th inventory! Great job!
@jookie84694 жыл бұрын
I love these dev logs they always make me feel better and I'm happy to know thousands of others are ready to play this when it comes out
@jonathankessler46844 жыл бұрын
If you were coding to allow the player to use a controller, I’d say you could have left trigger be to attack, right trigger to use a tool and the “magic” could be used via a hold command so like hold left trigger and release to activate magic. You could do the same with a mouse just swap the word trigger for mouse button. As a composer also these dev vlogs did give me some inspiration for some of my own music too so thanks for the great content!
@setteplays4 жыл бұрын
The new inventory is amazing, I love it! It feels more involved, immersive. Good job. And if you're going with the weapon and tool slots being separated, I'd suggest to make it more clear on the inventory itself which item goes where. Like written "weapon" and "tool" on the top of the slot interface, different colors or shapes. Just to communicate the concept more smoothly to the player. And the ability to equipe weapons and tools and they appearing on the character's back is so so so cool. I feel satisfied for you just to see this system properly working lol
@enderlord694 жыл бұрын
0:14 Dev Duck: talking about working on dauphin Me: WoAh loOK aT tHe SHighNey StaRs!
@sinisterxyz84924 жыл бұрын
Same XD
@superdude15424 жыл бұрын
These dev logs are awesome! They’ve really inspired me to get into game development. Keep up the good work!
@hyverian11654 жыл бұрын
Oh boy, can‘t wait to play Dauphin! Keep the great work up!
@michaellese36044 жыл бұрын
Always love when these dev log videos come out. Keep up the good work
@zerb66214 жыл бұрын
Perhaps maybe add an effect when you stop the corruption on a creature? It seems like it would be tough to tell if it was still corrupted or not, so maybe like an explosion of black particles to show the corruption is no more?
@gemzi14264 жыл бұрын
Sorry por bad English I don't know much. Man thanks for this relaxing devlogs even though everyone makes like these over the top devlogs you are so much different, this relaxing stuff made me realize how much I needed to relax more while coding thanks a lot wish you luck with this proyect
@ostrich12354 жыл бұрын
Love these dev logs! I’m buying this game when it comes out.
@dancinspace4 жыл бұрын
Thank you for sharing progress! I love the interstitials with aquariums and the outdoors.
@icantdraw37814 жыл бұрын
My thoughts are that you should remove the tool/ weapon restriction and allow tools, weapons, and spells to be bound in the inventory, rather than a tool and a weapon. I honestly don't really like the idea of number keys for spells because it feels way too different from the rest of the combat system, and this approach would lead to a lot more flexibility in how you approach combat and construction.
@Alche_mist4 жыл бұрын
I'm also for doing away with the tool/weapon distinction. Just allow two tool-type items to be used at once. It would also make more sense from the "cleansing biologist" perspective, who probably wouldn't want to use dedicated weapons, but the weaponized use of the fishing pole (for the mid-range hitting of weak spots or grabbing and dragging smaller enemies closer to you) or a machete (that makes far more sense for a biologist that a sword, while retaining the "slashing weapon" behavior and also being able to cut through vines and bushes). It would also allow combining the "weapontools" in creative ways, allowing for fun bossfights (regarding boss vulnerabilities) and letting players create their own playstyle throughout the standard exploring (a fishing pole for grabs and machette for swipes would play far different than, say, the Bubble shooter for the water projectile and a Throwing lure that baits enemies, thus putting a distance between the player and them while also clustering them, giving a target for the Bubble shooter projectile). Also, I'd say that empty inventory slots might be standard "Punch" (low damage, close to no knockback) and "Kick" (even lower or no damage, solid knockback). Or swap "Punch" with "Shove" ("Kick" would then be the damaging default, while "Shove" would be the knockback one).
@Noctureal4 жыл бұрын
I would probably just remove spells completely. Instead of make ranged weapons (like water gun) which feels more connected with game you being marine biologist. You are not meant to be Gandalf casting spells and whole spell idea feel like it's not part of game's world.
@Toopa884 жыл бұрын
I agree with you guys.
@AsteriosChardalias4 жыл бұрын
You can actually go for all 3 in 1 and have spells as 'enchants' on (weaponizable) tools. So say an 'enchanted' shovel can be used to dig, bash and cast a ground spell.
@Jack-fg9qp4 жыл бұрын
I think it would be a cool idea if the journal part of the inventory was for crafting recipes instead of notes from the player. Personally, if I was given a note system, I wouldn't use it very much because I would rather be playing the game instead of writing stuff down (like homework almost xD). I don't know what your crafting system (if you will even have one) will be like, but I think showing crafting recipes the player has learned could be shown there. You could implement some system where the player could maybe find recipes, but it should be simple enough that the player could somewhat guess how to craft things, and learning the recipes is not necessary. If you are reading this, just wanted to say your doing a great job on this game, and I can't wait until it comes out! (no pressure though :P)
@adamkonig37534 жыл бұрын
I often try to stream every time I do some game dev work but I've realized I've been LESS productive trying to run the stream and dev at the same time so good on you for giving yourself the space to work on it outside of these recordings to make progress! Also I had an idea for your corruption system: What if every time a creature corrupts something else, it keeps track of what entities it corrupted and THEN when you un-corrupt something, it will un-corrupt everything down the chain of things it has corrupted. It would allow you to have like a big boss as a SOURCE of the corrupting and upon beating the boss, it would clear a whole area :)
@jackmcgrath95703 жыл бұрын
Great devlog. Your channel is my favorite devlog channel.
@notteddy40154 жыл бұрын
Finnaly a gamedev youtuber who uses godot!
@leftwingdragon62354 жыл бұрын
I am so happy this video has happened.
@Skeffles4 жыл бұрын
Fantastic update! The inventory system is looking super cool and I can't wait to see what kind of fishing you implement.
@RustyWater63 жыл бұрын
I've been watching you since you had about 10k subs! Your "slice of life" style has always been very inspiring for me, not only to work on things I am passionate about but also to better myself physically and mentally. Keep up the great work!
@bilel1144 жыл бұрын
Great work! I would suggest adding a cooldown to corruption spread. As in if a corrupted entity gets hit by the player, it would take a second or so before the corruption level can increase again. I saw a bat get corrupted immediatly after getting hit, it can get overhelming fast with many enemies on scene.
@madmanmax1204 жыл бұрын
The whole weapon swapping thing, if you don't use numbers or scroll wheels, reminds me of dark souls in a way. You have a very deliberate loadout that you equip and changing that requires a lot of time and effort. I'd maybe take a bit of inspiration from that and maybe allow for a backup weapon or tool, meaning you can press a key and quickly swap back and forth between your alternate tool/weapon. It would allow players to vary up their playstyle for different scenarios and avoid the whole cluttered toolbar issue you mentioned.
@FentonReid4 жыл бұрын
I think being able to shift click a weapon or tool to instantly equip would be a nice qol feature alongside the drag and drop
@micheydev4 жыл бұрын
Great devlog. You show a healthy mix of gameplay & code with a bit of real life shots. The game looks pretty interesting, I hope the art gets a bit upgraded however. :D
@tauheedgamedev23884 жыл бұрын
Maybe add in a hot swap function so that you can cycle through your weapons with one button and tools with another button. Constantly changing equipment in the inventory might get laborious over time. Love the videos it’s always a great day when you upload a Devlog.
@sirianimates89734 жыл бұрын
sharks. lots of sharks. But on a serious note, great job on the devlogs, I've been following them to keep an eye out for Dauphin, and seeing the progress of the game so far! It's looking awesome, and I can't wait to play it...
@Alche_mist4 жыл бұрын
Why not also octopi. And moray eels. And electric eels. Rays. Lionfish. Pufferfish. Medusas. The corrupted ocean biome could be really fun, but also really dangerous.
@sirianimates89734 жыл бұрын
@@Alche_mist That could be super interesting and fun! Maybe some super bosses, that are the sources of corruption. Or maybe even mechanised bosses. They can be a one off, but I think it might be cool
@thomasi.49814 жыл бұрын
I saw a comment about allowing players to change keybinds and I agree, but I think generally for magic and perhaps other skills, shift-click would be a good default trigger, and perhaps a single button to press to cycle through the small amount of spells/skills you'd chose from. You'd get just a little brief fading popup icon for the skill you selected - no menu bar. Left and right click would always be your weapon and tool and only this supplementary skill used with shift-click would have dynamic swapping. I don't know if it sounds clunky, but with no more than 2-4 skills or spells all together, having swap be the press of a distinct button wouldn't be so bad. I agree with you about the messiness of scrolling through hotbars in a panic. That's no good. Thanks for another relaxing video. It's just what I needed tonight.
@adityapawar46924 жыл бұрын
I think the uncourrupted crabs should run away from corrupt things or the player might get stuck in a loop where he cant cleanse crabs faster than courruption can spread. And also he might be better to maybe instead of hitting the courrupted plants with a shovel the player should go close to them and maybe apply a solution or in the future have spraygun and spray a pesticide or something like that. The game looks great by the way! Good job👍 For the problem of keybinding issuse u can have to modes one combat mode and one exploring mode. When u are in combat mode it should automatically change the left click to sword and in exploring mode the left click should be the tool and the right click should always be the ranged
@GamesBySaul4 жыл бұрын
Looking great, I love how your inventory systems looks aesthetically, and I definitely agree with you on the scroll bar inventory getting annoying. One thing that has been bothering me though, when you uncorrupt creatures you swing a shovel/sword at them which imo doesn't seem to fit properly, maybe it gets explained in the lore or something but maybe the player could have a permanent item or something that means all "weapons" rather than do damage cause this uncorruption to take place....I hope that makes sense. Keep up the good work! :D
@tassaron4 жыл бұрын
The scrolling-hotbar controls are so common for games that look like this. I feel like players might expect it. But if you have a good alternative that's easy to understand then it should be fine. Good episode! Cant wait for the next 👍
@katrinamoores40164 жыл бұрын
you could always have a selection wheel pop up for the middle mouse button. It'll allow the player to quickly select a tool, weapon, or spell and it could (optionally) pause the game- so the player could decide what the best weapon is for their current scenario. Just spitballing here :9
@TheYoungestof64 жыл бұрын
Another great video! I think it might be nice if the tool or weapon automatically goes into the active slot if there’s not already one equipped. That way if you have something like in the demo, you don’t have to high tail it out of there just to equip your weapon.
@DevDuck4 жыл бұрын
Totally agree. Will jot that down!
@mmaaauuuuiiiii4 жыл бұрын
Great devlog as always =D Although regarding the new control scheme, as far as I can tell spells will mostly be attack spells, this causes a problem putting them on the number keys. You would have to move your fingers from the movement keys to the spell keys. So you won't be able to avoid and counter attack with a spell. I think a better system would be to put the spell cast action back to the right click and use the scroll wheel to choose a spell. Then since tool actions are things that will be done in a stationary action (you don't move to dig or fish) you can put the tool button as the E key. Which can also be an interact key. The benefit of also having cast on the mouse is that it cares where the cursor is. This scheme would also better reflect how other games handle similar systems, making it easy for players to adjust to the controls as it would feel natural.
@crupplemcsplits7924 жыл бұрын
Here's a suggestion I thought of: at the end of some missions or levels there could be some kind blob of corruption that you need to destroy. almost like the heart of all the corruption on that island. Maybe once you break it a boss can come out of it as well.
@creekworks4 жыл бұрын
Idea, the more corrupted things that are on an island the island also gets a purplish tint
@TheProfessionalReject4 жыл бұрын
I love your progression keep the good work up, I have a suggestion that the player should make footprints in the sand as they walk by
@papafhill91264 жыл бұрын
My supervise just mentioned "Dauphin Island" and I immediately checked your channel to find a new video.
@hdhwkq4 жыл бұрын
Ooooooooh Man I was waiting for this thank u very much bro
@garfielf63014 жыл бұрын
For a control scheme you could do something with the SHIFT key, like left click is melee, right click is magic, SHIFT left/right is a tool(s); or you could do left click is melee, SHIFT left click is magic
@Y.F.4 жыл бұрын
Some ideas I think would be cool in the game( us if you wanted) 1: if you walk on sand you make foot prints 2: add a food system like apples in the trees ,berries in the bushes ,coconuts in the beach trees etc 3: a crafting system so you want to help the crabs and not run past them 4: make it so you can find map in caves that will lead you to X on the ground you can dig up with shovel 5: some type of base building 6:a day and night cycle 7:light for night and thats all i can think of
@aydenmcgonigal40814 жыл бұрын
The slot up top could be used for magic. Then that magic could be mapped to a certain key then the magic isn’t 5 slots and you find a use for the slot above the player.
@curiousnaba54973 жыл бұрын
Minor Recommendation: All your items such as the ones shown in the character's inventory, should also be the same bit size as all your other instances or even with just the journal. It can be changed later but by doing so the game will look more seamless and put together! But everything looks good overall!
@29echo224 жыл бұрын
This is my long term vision of how I would create dauphin (please know, you can take inspiration of an individual piece of my monologue): You are a marine biologist that is concerned by the purple thunderstorms (indicating corruption) on the island. You travel to the island and a corrupted crab walks into the ocean, indicating to the player that water cures corruption. You use a net that you already had to cure the crabs. In the center of the storms on the map, is a boss. Once you reach the center of the storm on the beach, you will face the boss crab and will gain a power during the boss fight to defeat it. Shortly after you defeat the boss crab using the water power, a bat appears carrying treasure, and most notably a spoon ladle to its cave, which is essential to curing plants. If you follow it you will have to lure each bat individually under different stalactites dripping water. Once you reach the boss bat, you will have to use the power you gained from the boss crab to defeat it. Once you defeat the boss bat you will acquire the spoon ladle, and will go around purifying all of the plants. Once you do, you will have a seed attack, in which corruption will make it grow. After you acquire the seed, you will be prepared to face the final boss, which is a giant tree. Additionally please animate foot prints into the sand and the waving of trees. Love the videos!
@mironco95954 жыл бұрын
Woah! That’s a different upload time! :D Anyway, great video! Would love to play this game, and it’s interesting to watch someone use the Godot Engine!
@Fopull4 жыл бұрын
Wow these new features are looking awesome! Can’t wait to see fishing finished :} 🎣
@chappos83184 жыл бұрын
Another great video :) My initial thoughts on the weapon/tool system are that it could feel restricting to the player only allowing very few tools per island. Turning up on an island with the wrong tool set could result in large gaps where the player has nothing to do but walk and look at nodes or places where they could instead be using other tools, and would generally not make them feel good about their decision making. One solution to this problem that doesn't involve increasing the tool cap would be to give the player some kind of detailed information on an island prior to landing, ensuring they make informed decisions on their tool set. Another solution would be to simply weight the spawns of nodes towards the tool set the player chooses. I'm sure there are plenty of ways to make the decision feel meaningful, just be careful in my opinion :)
@devlawg7014 жыл бұрын
beautiful progress. keep it up man. i like how u coded the new corruption system. feels cleaner this way actually
@robina9824 жыл бұрын
Hey man, I love your work and it inspires me to not only make my own games at my own pace but also try to better and balance my life. If I may leave a suggestion for UI in the journal, maybe put some images or letters on the tabs so the player will quickly know which section is which without a growing aggravation of always flipping through the menus. Just a small thing.
@jad86944 жыл бұрын
You keep giving me inspiration Thank you! DevDuck.
@xitecontor85604 жыл бұрын
Really love the fishing Idea maybe there can be a chance to find treasure and u could have a snorkel for the head spot so you could get it. Idk how the swimming would work tho. And you could add a dock for the fishing. Also you could add more creatures like for the beach u could add starfish that are slow but can take more hits and for the cave u could add spiders that are fast. And to the beach u could add like some washed up items like a log or something.
@snoopersnoopy4 жыл бұрын
Awesome! This project will be a masterpiece!
@corrupted_crab55434 жыл бұрын
Can't wait till this game done and we can play it
@wherbe50374 жыл бұрын
It's great to see another video so soon! Big fan of the series, and I hope to get the game whenever it comes out. I'm not sure if this has been brought up before, but I was thinking about a decorrupting system where you 'knock out' enemies with your weapon of choice, but to actually decorrupt them you use some other tool (maybe a serum of some kind?). This way you could just use the serum on stuff like plants, but still have the combat with enemies. Anyways, just a thought, great devlog as always! Can't wait to see what comes next :)