Corrupting Entire Islands in my 2D RPG

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DevDuck

DevDuck

Күн бұрын

Пікірлер: 287
@SchmoeyComics
@SchmoeyComics 2 жыл бұрын
“It’s DevDuckin’ time” he said, and he proceeded to DevDuck all over the place.
@DevDuck
@DevDuck 2 жыл бұрын
How my development sessions begin
@Creedd910
@Creedd910 2 жыл бұрын
I thinks it interesting how his videos manage to get 10 devducillion views
@RW-tv6py
@RW-tv6py 2 жыл бұрын
I like to imagine reading this in a very offended very posh British voice.
@marc0s158
@marc0s158 2 жыл бұрын
gosh he was DevDucking everywhere. It got on floor, on his shoes, my shirt! We needed a mop and bucket to clean it all up and it still took over 14 minutes.
@mitoroskokoros589
@mitoroskokoros589 2 жыл бұрын
İ beg you mister morbius please get the fuck out of my head
@simplycmd6787
@simplycmd6787 2 жыл бұрын
2 suggestions: 1) make the shape of the corruption based on noise as well, so the pools aren't exact circles 2) make the noise sampling based on fragment position rather than uv coordinate so the corruption pools blend seamlessly Not sure how hard these would be to implement in your current workflow but it would definitely polish visuals a bit
@IsKosmonot
@IsKosmonot 2 жыл бұрын
Yeah I love the way the shader looks but its really weird to see smooth puddles in a pixel art game
@etiennedud
@etiennedud 2 жыл бұрын
Indeed using the coordinate will clean up the visual really nicely
@denniszoma
@denniszoma 2 жыл бұрын
agree with both
@bioinvasion_
@bioinvasion_ 2 жыл бұрын
Maybe he could blend between a circle near the center of the pool and noise in the outside, so that it seems more like the corruption is spreading from the object
@abdoo89
@abdoo89 2 жыл бұрын
@@IsKosmonot Totally agree with this. The smooth fade out of the corruption pools doesn't really work well with the pixel art style.
@helio6839
@helio6839 2 жыл бұрын
SUPER IMPORTANT quick tip: the pools would look much less uniform if you used world space to sample the perlin noise rather than UV coordinates!
@zackmurphy2207
@zackmurphy2207 2 жыл бұрын
Have you considered darkening the screen or applying a filter depending on the amount of corruption around the player? Sort of how biomes are handled in terraria. Love the progress so far!
@Gandalf_the_Black_
@Gandalf_the_Black_ 2 жыл бұрын
I was thinking that. It would probably have a big impact on the feeling of the game
@snowman3456
@snowman3456 2 жыл бұрын
I'm guessing he is gonna do stuff like that when he is finished with the more importent stuff?
@DevDuck
@DevDuck 2 жыл бұрын
Ooh super cool idea!
@Daywalkr
@Daywalkr 2 жыл бұрын
@@DevDuck Slapping some sort of EQ on audio would also be pretty cool - not sure how hard that is or isn't to do with Godot, but something down the line once audio is implemented that would probably apply some immersion
@fatmario8244
@fatmario8244 2 жыл бұрын
Yes definitely a good idea
@ArtamisBot
@ArtamisBot 2 жыл бұрын
I think adding parallax to the background of the diving would be a pretty easy and huge upgrade to the look of the look. Great Video 💚
@SharyqSiddiqi
@SharyqSiddiqi 2 жыл бұрын
Honestly, this a really cool way to emphasize the impact of corruption on the environment and aesthetically it looks really pleasing. Just an idea, probably a little difficulty to implement is a shader for the screen, basically making the view in general more darker or less saturated that is affected by the amount of corruption in the area, because something I noticed is that the things that werent corrupted as heavily, like the player or even surrounding grass, popped A LOT in comparison. Having that screen level shader can on one hand show that even if you cure one tree the environment around you is still heavily corrupted, but also creates a interesting transition between the initial corrupted state of land to the clean land. Not sure if you know what i mean but yeah. Great video man, keep up the good work!
@sky01james28
@sky01james28 2 жыл бұрын
I second this idea, it would be a good way to show the corruption level of the island as a whole (and a good visual reason to add the code to track that)
@Tanicorn
@Tanicorn 2 жыл бұрын
I would recommend you look at how effects are applied. In art programs you can change layers to be additive, subtractive, multiplicative. Right now it looks like your pools are in normal mode, but I think your visuals would benefit greatly by using one of these other modes. This is possible to do in shaders and is a big part of it.
@wortwortwort117
@wortwortwort117 2 жыл бұрын
Maybe some items have a "root" that the corruoption spreads from. Failing to find the root (maybe it would be in a cave or something) will cause the corruption to spead even if you eliminate the 99%
@Zouth
@Zouth 2 жыл бұрын
I saw “corrupting” and immediately thought the game files got corrupted or something. My heart stopped for a moment there!
@zypher5208
@zypher5208 2 жыл бұрын
"mom can we have terraria corruption?" "we have terraria corruption at home" Terraria corruption at home:
@ranchonbread4905
@ranchonbread4905 2 жыл бұрын
I feel like a cool idea for creatures with corruption would be to leave a trail of corruption puddles. Like how if you walk when your wet, you drip water all over the place and leave puddles. These puddles could then slowly fade out as the creature moves and leaves more of them. Not only would it look cleaner, it could also be a cool gameplay touch, allowing a player to notice and track these puddles to find the source. Overall the corruption design looks sick and really makes the world feel like it needs cleansing. Cheers!
@slugbiscuits7461
@slugbiscuits7461 2 жыл бұрын
I have a suggestion: Maybe instead of the stamina bar, I think it would be awesome if you had a thin green border inside the watch located in the top right of the screen that goes down when you use stamina that behaves like a stamina wheel. It is just a suggestion that might put a spin on the regular stamina bar, it also makes the watch look more like Fitbit, which I think is kind of cool. Your videos really inspire me, keep up the good work and I look forward to the next video!
@joshualonuzzo
@joshualonuzzo 2 жыл бұрын
Suggestions for the corruption shader: - If you want to make the pools blend/connect together at their edges try using a metaball-like shape calculation (using distance comparisons and smooth-minimum) - The edges of the pools might look better with some pixelation and random noise rather than a purely smooth fade so it matches with the clean pixel-art style (underwater the fade looks more natural) - As some other have suggested already, using a global coordinate system would help the texture of pools blend nicely, but would definitely require some modifications to the shader so it doesn’t look as if the corruption is all flowing in one direction (moving the noise along the z-axis or having some swirls/distortion or some such effect) - Maybe have moving organisms on land leave a smaller strip, or a bunch of tiny pools of corruption as they move but spawn them in more frequently - A few corruption particles floating up from the grass etc (at least on land) might also help with the overall atmosphere of the effect Looking forward to seeing more progress! Love watching everything you make:)
@xaroz904
@xaroz904 2 жыл бұрын
for the corruption effect: setting up a spiderweb-algorithm where you define the corrupted entities as nodes and then draw lines between all nodes creating a 'spiderweb'. using this spiderweb you can set a maximum value of distance and then have the distance between two nodes divided by two(since they meet in the middle) determine the size of the corruption. if there is a healthy node within the spiderweb then the web will work as usual but if there are a polygon of corrupted nodes that encapsulate an area then you can cover that entire area in corruption. ex: if there are three trees that are corrupted within a set proximity or maximum distance value: you can make that area within the polygon created by the nodes corrupted, now since that area is corrupted be can originate an ellipse from the mean position of the nodes and have the circumference overlap all nodes. from there if we set the two most distant points as the two furthest points of the ellipse we can shade said area with corruption. applying the base corruption shade for the nodes and rounding the edges between the ellipse and the corruption originated from the nodes. the further the distance is between nodes then more we can limit the with of the ellipse relative to the average corruption size of the nodes. this should create a web-like structure between the nodes making the grass corrupted but having the nodes of corruption be the limiting factor in how far it can stretch, adding a rough-edge-texture to this; or maybe even a dynamic-rough-edge-texture should make the corruption feel more alive and threatening. when 'un-corrupting' a node you can have the polygon of which the node is a part of slowly fade and have the corruption draw back towards the other nodes symbolizing that the corruption doesnt have a foothold on that node anymore and that it cant sustain such a large area without an anchor-point
@GamesBySaul
@GamesBySaul 2 жыл бұрын
Really nice work! All your travelling sounds tiring, good to see you had somewhat of a break! The new critter is beautiful too, like wow, I bet it's just lovely to look at! And the island corruption, really nice work on it, think it definitely adds a lot to the world when an island is heavily corrupted, however when you remove the corruption, it makes the island feel...flat almost, maybe some particles would help? Such as simple pixels to represent butterflies around cleansed trees and bushes? Or something to make it feel alive when it's no longer corrupt!
@Joe_Payne
@Joe_Payne 2 жыл бұрын
I think that now the floor is amimated. Animating the trees would make it all flow together. Just a small breeze would be all u need
@lionjeff1640
@lionjeff1640 2 жыл бұрын
Looking great! I think this update really hammers home the point of this game. I’ve been subbed and following for a while but until now, I didn’t have the same vision for it you had. I like the use of the shader(s) and think it’s added a whole new dimension to the game! This is a huge milestone, take time to enjoy and appreciate it!
@souzaluis251
@souzaluis251 2 жыл бұрын
Loved the pools! Wouldn’t it be nice if the bushes/trees shook upon contact? And if they are corrupted, they could spawn some trash, like a can, that would fall to the floor and disapear. That way clensing the florest would be more intuitive
@TYNEPUNK
@TYNEPUNK 2 жыл бұрын
Awesome, that shader effect really adds A LOT. You could try some lighting too, like god rays etc, especially in caves or under water, maybe even caustics underwater etc. Using modern techniques on pixel games looks well cool. You could also have long grass swaying in the wind on some islands etc.
@gpazsilva
@gpazsilva 2 жыл бұрын
I saw some guys suggesting and definitely it'd help to use noise as an exclusive mask for the shader to reduce a bit of the "smooth" borders. Looking good! Very nice to follow your progress, it's very inspiring for me as a game dev as well. Keep doing the great work!
@bitbraindev
@bitbraindev 2 жыл бұрын
Truly one of the most interesting Godot game projects in existence. ⛵🐠 @Ben one idea I had for this corruption spreading would be to "draw" white auto-tiles (with alpha gradient) on a separate tilemap layer below the game objects and basically expand the spread by "drawing" more of these tiles programatically. Why white tiles? Because you can then apply this cool shader you created on it to animate it visually. This solves the problem of being able to "control" the flow of spreading and it keeps the existing visual vision you have in mind. Another idea I had was that you probably want to use this also on different surfaces (e.g. water) so having some sort of "colour mixing" with the screen pixel colour might make it look more organic.
@_RMSG_
@_RMSG_ 2 жыл бұрын
Thanks for updating us throughout your busy life, it's sad to see some devlogs die when life gets in the way (Elysian shadows comes to mind)
@KezzBracey
@KezzBracey 2 жыл бұрын
You could look at the patterns formed by spreading fungus. It also ends up looking like the patterns of nerve cells connecting, so it's a repeating pattern in nature.
@Jrej_dev
@Jrej_dev 2 жыл бұрын
Great video. I think the corruption pools work great under water! I like it less on the ground as the fade effect around the pool makes me think of a vortex more than an actual puddle. I must admit, seeing that forest being cleaned up looks pretty satisfying though.
@Helthurian
@Helthurian 2 жыл бұрын
Looks great! Two things. Maybe add particle effects across the entire island if corruption is present and make the particles thicker if there's a lot of corruption. I think that'd amplify what you're going for and create a more stark before and after for the player. Second, maybe have the pools of corruption slowly corrupt the player. That'd make clearing corruption more like a puzzle, as you'll need to be methodical when clearing it out.
@holly_hacker
@holly_hacker 2 жыл бұрын
This reminds me of an old minecraft modpack I played that revolved around cleaning the world of taint/corruption. You started out only having a very small safe space and as you progress you learn recipes for better methods to clean larger amounts of taint.
@adrianaryeh562
@adrianaryeh562 2 жыл бұрын
Love the effect and happy to see another video
@dyna6460
@dyna6460 2 жыл бұрын
I've been watching your vids for a while now and I just want to say thanks for all the amazing content!
@jacksondenis9052
@jacksondenis9052 2 жыл бұрын
I would suggest having a steamy/soft breathy audio play when you’re near very corrupt things! It would help notify the character and add to creepiness
@sturdyghost4697
@sturdyghost4697 2 жыл бұрын
In terms of the shape of the corruption you could probably pull the 2D cloud shader from the same source and change that around to fit your needs. The cloud shader generates a bunch of more random but still circular-ish shapes that dart out in random directions. Currently it uses that as an overlay for cloud shadows but you could easily bring that in to what you’re doing here on the ground corruption.
@AdroitConceptions
@AdroitConceptions 2 жыл бұрын
to get the corruption to cover 'everything' you could have a single shader pass over everything, take all your corruption points to build a 2d image heat map and use that as part of your shader logic, that should help get them to 'spread' into each other.
@09AJY
@09AJY 2 жыл бұрын
not sure if you already plan to add this but I think it would make sense that pools propagate corruption to other nearby organisms. The visual looks great !
@ledge-magee
@ledge-magee 2 жыл бұрын
Nice to see! Now the concept of the game is very clear just from a glance. The end result of the corruption looks great as well.
@twistedsim
@twistedsim 2 жыл бұрын
You could create a corruption background for the whole map, and the circle around the tree would be "window" into the corrupted background, this would make the corruption looked more "connected". The enemies trail could also use the transparency to make a corrupted background trail.
@prasanthrv4850
@prasanthrv4850 2 жыл бұрын
Been following your devlogs on and off, One cool idea to clean up a corrupt area is to throw a granade like serum, which you would create a obviously by mining some ingredients which would cure a large radius of corrupted area instead of shoveling each spot😉✌️, love your devlogs btw🔥
@ilaik
@ilaik 2 жыл бұрын
You should make moving organizems leave a small trail behind then and if theres a tree or anything else that can be infected close to the trail it would be corrupted too. Plus maybe if the player steps on that trail it would deal damage. It probably would be crowded so I guess you should add timeout for the trail too.
@frank_99
@frank_99 2 жыл бұрын
I think the corruption effecting the ground is a really cool addition, although i think the fade should be pixelated as well to tie it in better with the rest of the style :D Also a more jagged border instead of being circular, it might seem more organic and growing by strand like a slime would do, instead that a smoother circle shape. Circular works nice underwater instead :) Hope this feedback is somewhat useful and have a great week! Cheers from italy
@hetplays05
@hetplays05 2 жыл бұрын
Nice concept but I have suggestions: 1) Number your devvlogs 2) Instead od beating jellyfishes and crabs you can use spray kinda thingie so it can be bit less violent
@mjrino7225
@mjrino7225 2 жыл бұрын
Nice progress! The shader looks super cool.
@lordhorseduck
@lordhorseduck 2 жыл бұрын
I'd like to see the areas surrounding corrupt organisms try to branch towards each other, like it's all one thing trying to get itself together.
@Throckmorpheus
@Throckmorpheus 2 жыл бұрын
Even with the effect in an unpolished state, just the value changes as you clear away corruption get the feel of it being cleansed across really well. When it comes to avoiding the blobbiness, maybe you could displace the edges of the blobs with some kind of (non-animated) noise texture? If you combined that with heightening the displacement as blobs got close together, it could give off more of a web kind of look which might work well (for the on-ground corruption at least).
@matchooo7131
@matchooo7131 2 жыл бұрын
If organisms become more corrupt overtime you could also increase the size of the corruption on the ground as they become more corrupt. If the corruption spreads onto a non-corrupt organism, it could become corrupted. The longer it's corrupted the more the corruption spreads. This could lead to the whole island becoming corrupt if not managed correctly! With this an item to hold-back corruption might be needed? Maybe anti-corruption mushrooms? 0.o haha Awesome videos btw! Love seeing the progress.
@SuperDutchrutter
@SuperDutchrutter 2 жыл бұрын
You’re right it all begins to come together once you clear the corruption. I really like the new corruption shaders
@Skeffles
@Skeffles 2 жыл бұрын
Neat shader! It's awesome to see how corruption spreads throughout the world. I especially think it looks great underwater however something is missing when on land. I think it's either the clash between the pixel art and the well shaded texture or the fact the grass near corruption pools is still alive and well. Perhaps you could play about with having patches of grass die and giving the shader more defined edges to match the pixel aesthetic better.
@potatoesss6174
@potatoesss6174 2 жыл бұрын
Really admire your game dev log, it's so nice to see how Dauphin's making progress. It just gets better and better with new features and improvements!
@evanrobison567
@evanrobison567 2 жыл бұрын
Awesome system with the corruption shader! One idea: it might look better to have the corruption fade out instead of immediately disappearing. Keep up the great work!
@redpandacreations
@redpandacreations 2 жыл бұрын
The pools of corruption definately add a lot, only thing that would make them fit better would be to pixelate the edges of the pool. As they are the only thing with a soft blend into the environment, they stand out quite a bit. Other than that, awesome good job :)
@Tanicorn
@Tanicorn 2 жыл бұрын
I actually think the flashing pool behind the crab is pretty cool, like it's charging up or something.
@yellowduckgamedev
@yellowduckgamedev 2 жыл бұрын
This guy manages to live a healthy live and develop his game at the same time. What a chad.
@dylancaldwell8337
@dylancaldwell8337 2 жыл бұрын
I think it would be cool, since you wanted to incorporate a magical element, to have a “corruption core” at the center, or a random place in or on the island that the player can have an option to try and beat in order to completely wipe the island of corruption. You could place a different randomly generated boss that protects the core and then the player has to defeat the boss in order to break the core. You could use this as a fast travel type component where broken cores act as a portal to the start or wherever you want to travel. This can also give the player an option to defeat the corruption one by one with different organisms, or take on a difficult challenge of taking out the core and wiping it more efficiently at an increased difficulty.
@thecruxisswordrpg8729
@thecruxisswordrpg8729 2 жыл бұрын
That's a cool effect on the trees to show the corruption.
@DarioBucca
@DarioBucca 2 жыл бұрын
It would be cool to have the corruption falloff be based on a metaball-like effect, where close corruption effects kind of bleed into each other. I can imagine it being kind of a lot of work with how the system currently works, but it might make a really cool effect
@isaacperlich
@isaacperlich 2 жыл бұрын
Huge improvements. This game has grown so much!!
@FiniteSimpleFox
@FiniteSimpleFox 2 жыл бұрын
I feel like the shader is too glassy when applied to the land, kind of like a pool of liquid rather than the fog effect I think you're trying to go for. My personal recommendation would be to maybe consider adding some sort of tumours or veins of corruption to give a more organic and grounded look although I have no idea how hard this would be to implement. Getting the right look and feel will certainly be difficult as I think you're aware. Another issue is that hitting trees seems like it would get quite boring after a while, and yet the island isn't really cleansed unless you deal with every single one. All the best with development :)
@littlebarney9686
@littlebarney9686 2 жыл бұрын
That looks amazing Dev, great job. As you said really starting to hone in on the idea of “saving” the islands which is great.
@FrozenWell
@FrozenWell 2 жыл бұрын
Some form of pathfinding where a corrupted area chooses the next nearest non corrupted area and travels across the ground with the new effect towards it, might be a cool idea.
@RobboSensei
@RobboSensei 2 жыл бұрын
I wonder if corruption could almost envelop the island like a cloud overlay effect. Where over time after cleansing a certain percentage of creatures/fauna the cloud slowly starts to dissipate until it's completely cleared entirely. Or perhaps the occasional "corruption cloud" that rolls in during a "corruption storm". I'm not sure if it would be too much muddiness on screen, but i feel like if executed right, it could give a really good eerie/corrupted vibe to the island. I think it may be a bit more of an organic looking approach, without the constant circles of corruption under everything...or perhaps they can somehow work in tandem? (Easier said than done ofc haha) Either way, great video, I love the content you put out. The game is super promising, and I can't wait for the next Devlog! Cheers!
@Syeno
@Syeno 2 жыл бұрын
Awesome start! Maybe try having simple nodes creep slowly towards other objects while carrying the effect to show the spreading of the corruption.
@chadzulu4328
@chadzulu4328 2 жыл бұрын
The corruption effect and cleansing mechanic look great!
@steffenkromm1437
@steffenkromm1437 2 жыл бұрын
Really cool update and way forward with the corruption system! :) I like the shader-effect very much, I think the corruption below beach objects (pixelated transparency increase) looks a bit better since it fits the pixelart style (12:57 if you compare the beach plant corruption vs the corruption of the trees). One idea to further extend the corruption system in the future might be to add adverse effects to corruption once a bigger area is cleared e.g. small bug particles in the wooded areas, other effects that appear once an area is cleansed (something you probably already thought about). Inspiring video, as usual :)
@LoveMakeShareTV
@LoveMakeShareTV 2 жыл бұрын
This is such a meaningful update! I feel like we're moving into a phase where we see what your vision for the game really is. Can't wait to see more.
@Fullrusher
@Fullrusher 2 жыл бұрын
This was amazing to watch, I wish so much I could be like you ! It's cool at this point you could even add or change how to clear corruption and separate it from attacks so that the game doesn't become a on button game, probably add some way to show he's de-corrupt the items and creature and even ad different color corruption that are harder or easier to de-corrupt and probably even some creature you can't de-corrupt on your own but with the help of another corrupted creatures corruption or de-corruption radio (if de-corrupted near each other it will take from the corruption of near by heavy corrupted . This would make it that the game has puzzle elements or even scavenger challenges . But what do I know your game is already awesome and can't wait to see where you take it !
@TheGeniziz
@TheGeniziz 2 жыл бұрын
I think it would be really cool for the corruption to form a network om some kind. Like nearby corruption pools forming tendrils between themselves.
@Menji_x
@Menji_x 2 жыл бұрын
I love the grass effect! Can’t wait to see how the animals touching the plants and infecting them works!
@Coder_Gimmic
@Coder_Gimmic 2 жыл бұрын
Love following these dev updates! A small suggestion. Now that you have some smoother color transitions in the form of the corruption shader. I think that the shadows beneath the fauna would look more cohesive if they were a gradient insead of the current sharp cut off. The same goes for the current water visuals. Taking that same base water shader used for the new corruption and using it slightly modified as water would go a long way to tie the scene together and give a more cohesive artstyle. 😊 Keep it up!
@dalivinfart
@dalivinfart 2 жыл бұрын
Maybe have a separate layer for ground corruption. Put it on a grid and use some threshold of the average amount of corruption near a point on the grid. Then use marching squares to connect up these points. This shape could even make up a mask layer that will reveal the corruption layer. You could probably adjust the alpha of the mask too based on the heaviness of the corruption in certain areas.
@knightfury7120
@knightfury7120 2 жыл бұрын
Effect looks amazing. But tiny suggestion. Fully corrupted objects are super dark purple, but the corruption trail is a bit bright. It will look very cohesive, if the corruption stage matches with the corruption trail (colour/brightness)on the ground
@ODCrab
@ODCrab 2 жыл бұрын
Instead of a totaly random distribution, you could have the pools reaching towards a non corrupt entity within a radius. Maybe if a pool makes contact with the central pool under the organism it gets to stay. It will makes more varried shapes and make it literally spread. I think it would work well with something like a sprite mask, where you pick the spots within an otherwise invisible zone to be revealed. So you wouldn't just be adding a ton of pool objects, it wouldn't just be 1 per organism.
@noontimedreamer
@noontimedreamer 2 жыл бұрын
Those corruption pools look so sick, in both the good and bad (but still good) way. I think the trees, and other affected life, would look more interesting corrupted if they turned towards a violet instead of getting darker and closer to black.
@Phillip_Duck
@Phillip_Duck 2 жыл бұрын
I love how the combo of those shaders looks! Your game is coming along nicely :) I do have a suggestion for the corruption pools, maybe another shader that merges the pools together might look nice. Either way, they look awesome!
@Itzame3756
@Itzame3756 2 жыл бұрын
Great video! Also Moose is getting so big!
@MichoSchmidt
@MichoSchmidt 2 жыл бұрын
Great devlog duck !
@pepsiman9093
@pepsiman9093 2 жыл бұрын
I love the shader effect! It seems the shader is overlayed onto the ground using transparency, but I'm curious to see how the effect would look if it was taking the grayscale value of the background and multiplying it by the RGB values of the purple from the corruption!
@abdoo89
@abdoo89 2 жыл бұрын
Really like the new feature, but I have an idea that I think might add to it. It might be already in your plans, but I will mention it just in case it isn't. I think the corruption pools on the island should be infectious to the player. Maybe not in the same way that they would get infected by the crabs. It could be that if the player spends long time within those pools, they start getting infected, but if they step away in time, they start healing. This might introduce a bit of strategy to the gameplay, when the player would have to go in, do as much cleansing as possible, before having to retreat to avoid a lot of damage to their health. This would make approaching heavily corrupted areas harder than ones with light corruption since there is more chance of damage to the player. It could also open the door to range-based combat if you would like to add that. It could be something that the player unlocks when they reach a certain level. However, I personally would rather not have range-based combat at all. The way I think about the corruption in the game is that it is caused by humans, and the only way to fix it is to get there and risk getting infected to clean up this mess. I think range-based combat would take away from that.
@apex5889
@apex5889 2 жыл бұрын
I am blown away at how amazing this game is. The pixel art has really improved since the beginning, and the shaders have a really nice touch to the feel for the graphics. You have the colours done really well, and I really like the watch in the top right of the screen. I really appreciate the nature theme joined with this, it's a really nice balance.
@scroomergriffin890
@scroomergriffin890 2 жыл бұрын
This game really is coming along great. Keep up the good work my man.
@marclurr
@marclurr 2 жыл бұрын
If I were you I'd have a play with using metaballs to try and show the corruption. It will give the nice effect of making areas dense with corrupt objects look like one large area of corruption. As you clean up parts it will automatically start to break apart.
@FiddlerSi09
@FiddlerSi09 9 ай бұрын
Awesome! I really want to cleanse corruption now. So satisfying!
@florian538
@florian538 2 жыл бұрын
I think you should make the background colour darker towards the middle of the pool/pools and also use a softer gradient from corruption pool to healthy ground, apart from that, cool addition.
@mrfrog0913
@mrfrog0913 2 жыл бұрын
You could make it so if the corruption goes accross the entire island there should be a meter that goes up while the island is corrupted, the higher the bar gets the quicker corruption spreads. When the bar fills you lose.
@cadsop
@cadsop 2 жыл бұрын
Adding a faint dark purple viginette which gets darker the more corruption there is would look dope
@jamesderaja
@jamesderaja 2 жыл бұрын
You can use gradient to slowly make it disappear but with a larger circle so that they join(from nearby trees and organisms) and make a bigger pattern. I think it would be cool since, Near boss or the spot where there are heavy corruption would look gloomy for the entire area rather than spots here and there and the gradient alpha would look cool since as you approach the boss spot/area it became gloomier. And you can make such that these pools grow and correct the near by organisms.
@michaellese3604
@michaellese3604 2 жыл бұрын
Always excited when you post a video!
@sweetcornwhiskey
@sweetcornwhiskey 2 жыл бұрын
I think the corruption would look a lot better if it weren't so transparent on the ground. I imagine a pulsating mass that covers the ground and swirls about to completely cover whatever is underneath rather than be a thin layer on top of an otherwise plainly visible surface
@TSHolden
@TSHolden 2 жыл бұрын
I'm seeing a few other comments saying similar things, but to add my voice to the crowd: definitely consider dithering the corruption instead of fading it (or do both, that could work too). Dithering will help it blend in with the rest of your art style, and depending on the values you use, it should help add a degree of "grunginess" that will reinforce the vibe you're going for.
@sky01james28
@sky01james28 2 жыл бұрын
That’s a good idea. The opacity approach adds so many unintentional colors and it looks out of place.
@AsteriosChardalias
@AsteriosChardalias 2 жыл бұрын
Maybe it could be more of a 'corruption fog' rather than 'corruption puddles', so there's corruption lingering in the air too (which the player could pass through, rather than over) That would eliminate the need to pixelate the edges to match the lighting/shadows -as others have suggested, since it would then be supposed to look 'floaty'.
@jacques-dev
@jacques-dev 2 жыл бұрын
I think it looks awesome dude!
@claudiosabitzer9316
@claudiosabitzer9316 2 жыл бұрын
awesome new system! Looks great. In my opinion the noise pattern should be the same with all kf the corruption pools, so that they seem to look like they connect with each other and that they are a uniform kind of evil :)
@LookiePookie
@LookiePookie 2 жыл бұрын
when devduck uploads it kinda lifts my day :)
@somni_nomnom
@somni_nomnom 2 жыл бұрын
Seeing this game makes me have a happy :) Also it’s very unique and I love a lot of about it
@TheXLAXLimpLungs
@TheXLAXLimpLungs 2 жыл бұрын
Make the shader cover the entire map, and make it more visible the closer to a corrupted object it is, with some scale based on how deeply corrupted the object is. Then have another map of perlin noise to generate how naturally corrupted each spot on the map is by default, to greater amplify the scale, so that a corrupted object isn't the only part that adds to the corruption. Lastly, have a threshold to corruption map not including natural background weight, so a non corrupted area doesn't show the natural weight. This will provide more unique shapes, and provide dynamic corruption pools because the pattern won't continue until an area is completely cover.
@fatmario8244
@fatmario8244 2 жыл бұрын
I think the fade effect of the corruption pools should be greater
@1tsnotmemar1-o6
@1tsnotmemar1-o6 2 жыл бұрын
You could try adding sprite variations to show how the corruption effects living organisms better? Basically showing why it’s bad for living things!
@SergeyLergDev
@SergeyLergDev 2 жыл бұрын
I'd recommend using tile based corruption for the ground, animated as well. And it could be similar to Zerg creep from StarCraft. I think it would look better. Another effect you might like is the trail effect of the Zerg Infestor unit which could be a corruption trail.
@sky01james28
@sky01james28 2 жыл бұрын
The shaders add so much to the corruption! You’ve created a problem for yourself though .. the island looks cooler with corruption than without. It may be time to improve the grass and sand textures so the player is motivated to clean up and reveal the natural beauty underneath.
@dizzardmoon
@dizzardmoon 2 жыл бұрын
a small touch of polish that I would add would be changing how the corruption affects the shadows of stuff. for some reason it just feels like the shadows on the corruption should look different then those on the non corrupted ground. also I would switch the corruption particles from the objects themselves to the new corruption shader you made, to give the corruption itself more of a presence in the world.
@snifflindrake3283
@snifflindrake3283 2 жыл бұрын
It would be cool if the different corruption areas had weights/gravity that pulled them towards each other (or maybe repelled in some instances-future DLC). It would be kind of like 2D metaballs. The shader could be applied to all corruption areas at once and be distorted based on the weight/gravity. That would give a more organic appearance and have some cool ebb and flow effects.
@UberSpaceCow
@UberSpaceCow 2 жыл бұрын
The corruption pool effect looks awesome! It would be extra cool if the perlin noise could be changed so that the pools look like they are flowing from the object that spawned them.
@fatmario8244
@fatmario8244 2 жыл бұрын
I like how dark the corruption looks on the sand. On the grass, however, it looks too bright for the different, darker colour of ground.
@hirochima26
@hirochima26 2 жыл бұрын
for tree corruption i'm gonna give a suggestion which gonna make you suffer XD , how about some veins that attacks you when you approach , un others which spread all over the ground connecting with other trees , "stranger things" look alike , i think those veins looks better than particles :3 , any way good luck and keep up the good work
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