I recommend 3D modeling a simple low poly ship and drawing over it, the size seems off for the new sprites. I love the style tho!
@276_rein3 жыл бұрын
Very true!
@RialuCaos3 жыл бұрын
Agreed. The size and perspective of the sprites is a bit inconsistent, especially the side-facing sprites which appear larger than the other perspectives.
@MrMagicPenguin123 жыл бұрын
The blender subreddit has shown a few posts where they have a material that renders out to a pixel art style actually! This could be a great solution, and Blender is awesome.
@TurtleMaster3263 жыл бұрын
@@MrMagicPenguin12 the problem with that is that a bunch of pixels still look funky when being rendered from a 3d object, plus, the game is in 2d, and he would have to remake the entire (2d) game in 3d in order to use a 3d model
@vladsunny52993 жыл бұрын
@@TurtleMaster326 Not at all. He doesn't have to use a 3d model, all he needs it that model for rendering purpose only. Then he converts those renders to sprites and uses them as 2d object.
@lennyphoenixc3 жыл бұрын
I think one of the main issues with the boat sprite is that the sprite rotates only after the boat has changed its movement vector, whereas a real boat would rotate in order to change its movement vector. To fix this you could make it so the boat changes sprite when the user holds a key (e.g. 45 degrees clockwise when RIGHT is held), and when the movement vector changes to be within the threshold for that sprite, that sprite could then become the main sprite for the ship (until either the player holds a different key or the ship's movement enters a different sprite threshold). TL;DR: A real boat's rotation causes its movement, whereas your game boat's movement causes its rotation, which is the main reason the boat movement looks a little jank IMO.
@DevDuck3 жыл бұрын
Hmm that's interesting, I hadn't really thought about that. I'll give it a try, I think you might be right!
@oswack3 жыл бұрын
perfect explanation, well said
@blenderanimator63753 жыл бұрын
Well said
@markositta96703 жыл бұрын
Hello :o
@Fevir3 жыл бұрын
Completing sprites that seem just a bit out of reach is such a dope feeling. The sailboat turned out well and was definitely a good change.
@imgekko41423 жыл бұрын
Hey you ! miss your uploads hope all is well
@alexanderaIeV3 жыл бұрын
Idk if this game is based on helping the environment but I think oil spills and sunkken ships around the map where the player gets to clean it and scavenge for more items and since that dude is all alone I think u could make a parrot that is covered in the mess of oil and helping the parrot makes him/her the player's companion and hidden caves in the game would also be cool.
@Hi_Brien3 жыл бұрын
To my understanding, the environment is a subtle theme, that's a bit obvious.
@alexanderaIeV3 жыл бұрын
And ur point is🧐
@Hi_Brien3 жыл бұрын
@@alexanderaIeV like oilspills don't fit, the parrot totally does, and I think a partially sunken ship would be fun too.
@alexanderaIeV3 жыл бұрын
@@Hi_Brien but why don't oil spills fit the game? The player helped the environment by cleaning the mess humans made.
@alexanderaIeV3 жыл бұрын
@@Hi_Brien and also im kinda thinking a seagull would be good as well🤷♂️
@Jonny-mh2jo3 жыл бұрын
Notification of this channel: Me: YESSS
@FinnAIA3 жыл бұрын
same
@time2bcoolYT3 жыл бұрын
The saaaaaame!!!!
@damymetzke5143 жыл бұрын
One problem that could arise with the sectors is that a player can rapidly cross the boundaries between 2 sectors, which would constantly load and unload a bunch of sectors. I'd recommend only unloading sectors when the player is a number of tiles within a sector. This all depends on how costly a load/unload is of course.
@TYANTOWERS3 жыл бұрын
I think he can load multiple small chunks around the boat in a circle. That way, there are no big borders to cross and only small chunks get loaded and unloaded at a time.
@TYANTOWERS3 жыл бұрын
Oops! He is doing that. I hadn't seen the entire video.
@Konitama3 жыл бұрын
@@TYANTOWERS That actually doesn't solve the issue as there's still going to be a border to cross that is loading/unloading 6 chunks at a time. As an example, in the video he demonstrates if you move far enough right it unloads the 3 left chunks and loads the 3 right chunks... well what happens if the player reverses course and goes back into the previous tile? Then it has to unload the 3 right chunks it just loaded in and load back in the 3 left chunks it just unloaded. The trick I've found is to actually just take the distant chunks and put them on a timer to unload after x time. This way the player could technically wiggle back and forth between two chunks and it's not going to keep loading/unloading instantly. Also I imagine this is going to get VERY costly if the islands have a lot of stuff to load in them and there are multiple islands close together.
@TYANTOWERS3 жыл бұрын
@@Konitama OK Thanks. Perhaps he can do that if he finds performance issues. :-)
@ODCrab3 жыл бұрын
I would just keep tract of the boats position relative to the center of the current chunk. Loading will be handled based on what quadrant you are in. When entering a quadrant the 3 surrounding chucks will be loaded. Each quadrant shift will load the respective 3, up to all 9 chunks being loaded if you do a full circle within a chunk. Unloading will happen when actually leaving a chunk. The game should be able to safely unload all chucks but the 3 surrounding the quadrant you were just in. (Which just so happen to be the 3 you want loaded for the quad you just went to. So its not work to figure out which ones to leave.) Leaving only the 2x2 box around your current position loaded. You would then have to both go back to the old chunk and cross a whole quadrant for those unloaded chunks to re load.
@time2bcoolYT3 жыл бұрын
I think you should have an island with a lagoon that has sharks or barracuda
@YensR3 жыл бұрын
I vote for ill-tempered sea bass!
@havendewart3 жыл бұрын
Most still boats are sailed from outside the Cabin. I know drawing a player on your sprite for all eight directions will take a while, but I think it would be cool if you were able to see the player standing next to the main sail or even interacting with it. Another thing you could do to make the sailing experience more immersive would be to add a wind. Somewhat like in Valheim where, depending on which direction you’re facing relative to the wind your boat either goes faster or slower. You could create a random wind direction and make the player have to take that into account when plotting their course. Maybe even having to tack in order to get to the next island. All of this sounds really complicated but I think the wind could be implemented fairly easily.
@andyrays3 жыл бұрын
The direction of the sail and how much it is sheeted in or out would also have to change depending on the direction of travel relative to the wind. So it might get a bit complicated to animate.
@GDGAI3 жыл бұрын
I think it would be cool if you could fight corrupted bosses in the ocean. Maybe with some kind of harpoon that comes out of the boat.
@paddington48243 жыл бұрын
I agree
@Alche_mist3 жыл бұрын
As I mentined some time before, I can see a corrupted Kraken (basically, an oversized octopus) fought from the vessel, it using its ink splash to obscure the player's vision.
@swirltales60463 жыл бұрын
Other potential boss battle ideas: Foul Fish (a school of fish that can only be attacked when they come up close with a wave) Horror Lobster (basically a powered up version of the horror crab) Soiled Shark (fought on land with a harpoon) Angered Angler Fish (fought entirely underwater, could play with light) Dance of the Crustaceans (a battle against a heavily buffed Horror Crab and a somewhat buffed Horror Lobster with crabs, lobsters, shrimp, etc. washing ashore)
@gilbert69523 жыл бұрын
@@swirltales6046 I really like the last two ideas. The angler fish one could be very interesting especially if the battle plays around with light. The whole area can be dark and when it's about to attack the light can turn on and you need to hit it before it hits you for a large amount of damage. The Crustacean one could be somewhat like a battle with different waves. Maybe one of the bosses come out for a little bit and then hides away after a certain amount of damage or certain amount of time. After a little bit it will come out again but with the same health as the last time it came out. In between can be small waves of smaller enemies. I hope I explained well enough for people to understand what I mean.
@Night_Slayer19183 жыл бұрын
I wish u all the luck with your new home!!
@burntbeanies78863 жыл бұрын
Ah, the most calming videos to be gifted at night to me. :) I do want to say, personally, I think the diagonal boat sprite should be bigger, it feels like the boat shrinks slightly as you transition from an east or west direction. Love how this is going, it's so awesome to watch this game grow and develop.
@randominternetstranger11483 жыл бұрын
As a dude who uses Godot, I love it when you go all technical on the viewer. Great job! I always get inspired when I watch your stuff
@whaive3 жыл бұрын
So cool! That travelling mechanic is really reminding me of "SpiritFarer"! I really recommend the game if you never played, it could even serve as inspiration :DD
@AlexLusth3 жыл бұрын
Love the new boat design! It still feels a bit wonky when it rotates, even though 8 directions is a lot better! Have you had any thought on looking into 3D as a potential solution? Either in game or simply just as a reference to draw over?
@YensR3 жыл бұрын
I was thinking along those lines, too. I think it is because the centre of rotation (or the middle of the sprite) changes coordinates with reference to the centre of the boat. Also, the scale changes during rotation. Both of those should be fixable with tweaking the Godot animation tree for scale and coordinates. I feel also the aspect ratio of the boat changes, which will be harder to fix without a 3D model, I think (not familiar with Godot). It might still look a bit wonky, but that is part of pixel art 2D animation, isn't it? It is, to a certain degree, an aesthetic choice. Doom used clay figurines I believe to help getting proportions right for the monster sprites (actually, not clay, but same idea: doomwiki.org/wiki/Models ) . Something like that would still work nowadays and be classic alternative to 3D modelling in Blender et al.
@qqun3 жыл бұрын
@@YensR It looks unnatural because of this reason, as KidsCanCode explains: kzbin.info/www/bejne/o3uUi5l9ebmAebs (He talks about cars, but it should apply to boats too)
@mrpedrobraga3 жыл бұрын
Spritestack
@vexxus34252 жыл бұрын
I’ve just been listening to this series all day like ⏃ podcast with my headphones on and it is very relaxing!
@lazereodude29243 жыл бұрын
Great video mate but I have bunch of suggestions for the boat. 1. recommend the player being able to be visible on the ship and possibly steering the ship with a wheel. 2. For the to player to be able to anker the ship in whatever place they are for fishing/diving 3. Have even darker water tiles that can contain special sea life but only be in specific places or random. 4.(this is a bit time consuming though) have bosses like (corrupted krakan) and ships and anything really that makes using the boat and ocean not just a thing to go to point a from b
@enderlord693 жыл бұрын
4:42 although it was unintentional having the horror crab emerge from the ocean would be extremly cool
@jonahdevs3 жыл бұрын
You know one thing I really appreciate about your content is that you are transparent when you shoot yourself in the foot. For example making the boat too detailed being in turn a pain when creating more rotated assets. This is something all developers know to be just part of the trade but often content creators conveniently gloss over all the times they had to completely go back and start again. Keep the good suff up mate!
@marshmallow35363 жыл бұрын
I'm loving this series/devlog keep it up!!
@Budderick3 жыл бұрын
I really love the new boat! I’m unsure of how you’re going to handle the curses/corruption but I think it would be interesting if when you “defeated” the boss the rest of the corruption on the island went away, kinda symbolizing how you got rid of the cause of the corruption. Also I don’t think this is a screwdriver lol 9:50
@PraveenKumar-br9ry3 жыл бұрын
This type of game devs give me a lot of motivation to go back to my project and finish it.
@saultoons3 жыл бұрын
Nice progress, always super inspiring seeing your videos! One thing I noticed is the horror crab health bar takes up a large portion of the screen, so much so that the horror crab itself is sometimes hidden behind it. Maybe a floating health bar above it's head would be better for association and reducing how intrusive it is to gameplay. Though this is definitely more of a polish thing than an urgent issue, so its probably far far down your list of to-dos :'D Keep up the awesome work!!!
@dugtrioramen3 жыл бұрын
Godot mixes 2d and 3d pretty well, so if you wanted, you could do this: -make a simple 3d boat model. -Place it as a child of a viewport node. -Add a camera 3d to the viewport and move it around until you get the perspective you want (use the preview to help). -Then in your boat Sprite, use a viewport texture which looks at that viewport you just set up. Now you can just rotate the model and it'll automatically cast itself as a 2d texture for your boat sprite.
@AutumnHouse20073 жыл бұрын
This is the most calming experience I’ve felt. I just put these videos in the background while I do homework and they’re awesome! Love it!
@harshilgarg8463 жыл бұрын
yay! New devlog! I love the new changes, good job on the new ship sprites! Also, I love the concept of being able to mindlessly explore the seas without any hints or clues, it just gives exploring a good feel to it! Keep up the good work!
@jonaskinnvall3 жыл бұрын
The progress you make on a week to week basis, even in times of moving, is just amazing to me, always so inspiring! Super interesting with the world generation system, can't wait to see how that unfolds in the future :D The game is really growing!
@munlord18533 жыл бұрын
Keep up the good work! I see a bright future for you
@alicewade72543 жыл бұрын
Love keeping up with these devlogs! Two ideas I have for gameplay would be that when you transition into sailing mode, I think it would be nice to start sailing from the island you just came from. Also, a snorkeling portion of the game could be an option when walking into deep water and scuba diving could be a scene in special areas in the open ocean like reefs or shipwrecks.
@LittleBigLucas513 жыл бұрын
I have to say, your new office is beautiful! And it's really fun seeing this game evolve further and further!
@logicprojects3 жыл бұрын
The sprites for the boat look shocking good when you rotate it! I didn't love it when I first saw it but you did a great job bringing it to life.
@GamesBySaul3 жыл бұрын
Really nice work the world generation is a really nice solution and I love the customizability that you have with it! On the boat, I was one of those in the last devlog who said stick to 4 directions but wow the 8 directions really make it better! However, to me, the boat when moving feels like its not really moving, I think its because the water doesn't seem to react enough to the boat, which I think could be resolved with waves moving up the boat and down :D Great work as always!
@henriquealves30863 жыл бұрын
In the sea traveling should have 1 or 2 bosses hidden to jumpscare and kill you inside the water, like an kraken or a giant shark, also something to warn you when they are close to you, like (abandoned and broken ships) or even sea bottles with an paper saying (help!) or even (if you are reading this you should get alway of where you are)
@macnpotato3 жыл бұрын
Hey, I just wanna say that I love watching and listening to your videos while coding or doing school work! Keep up the awesome work, I can’t wait to play the game whenever it’s finished :)
@faus5853 жыл бұрын
small recommendation for the research vessel: when boarding it you go in from the right and in the next scene the character walks in from the left. It's not a major issue, but for a smoother experience I recommend flipping the entrance inside the research vessel. This is based on the principles artists use when drawing comic books.
@darshgupta62763 жыл бұрын
YESS!!! GO DAUPHIN!!! I'm so glad I subscribed!!!
@nevreiha3 жыл бұрын
these videos are so cosy. Its like visual and audible comfort food
@taisublack25993 жыл бұрын
Dude that's amazing !
@firstpersonchef81913 жыл бұрын
Seen your videos before, but just getting back into them and connected the dots about Dauphin Island. We’re from Birmingham, and my dad took us there as kids. He spent a summer / multiple summers at the sea lab - I’ll have to get a refresher on his experiences. Edit - Summer of 1974 and a mini term in 1975. He had a small collection of preserved fish until I was in middle school.
@ThePixelExpedition3 жыл бұрын
You're dev logs continue to be entertaining, informative, and relaxing to watch. I'm really loving the new boat sprites! Exploring this massive world is going to be really fun ☺️
@Pivot-Shorts3 жыл бұрын
I always get really excited when you upload a new devlog, looking forward to watching this!
@coffeekat-3 жыл бұрын
so much progress!! I love the boat sprites, awesome job :D
@matangoldstien59223 жыл бұрын
amazing progress! I suggest the island be bigger when in sailing mode so you wont be able to see the entire island from the boat
@itsslugg36373 жыл бұрын
Good progress, i think you should do the camera zoom out before the player chooses Yes/No. Then the fade out into scene transition, change scene. Two reasons, 1. Less dead space where player is doing nothing but watching. 2. The zoom out effect may trigger a reminder on what the player may have forgotten to do on the island before the accept and are forced into the scene transition.
@lucasamaral5703 жыл бұрын
Seeing you working and doing game dev, inspires me to continue working and trying my best to not quit my game dev, thanks man. xD
@nichegames95903 жыл бұрын
Man, all your shit looks nice. The desks, chairs, and monitors. Nice setup.
@fglass3 жыл бұрын
New setup looks clean! On the topic of world generation, RuneScape takes a very similar approach where a single region is 64x64 tiles. You can google 'explv map' and select 'toggle region grid' to see this in action... notice that a lot of their dungeons are actually on the same plane as the main world, just separated from it (look north)
@breadcrumm77493 жыл бұрын
9:49 Yup, that’s definitely a screwdriver. Doesn’t look like a wrench at all. Nope.
@tauheedgamedev23883 жыл бұрын
I think the boats looks really cool and the world generation is amazing. Also don't worry about making longer videos, I actually prefer it.
@maaaazen99933 жыл бұрын
Oh god the new boat looks waaaay better! Oh and good luck in your new home!
@Jack-tm4er3 жыл бұрын
Congratulations on getting your first home!
@mokafi73 жыл бұрын
Your devlogs always make my day and motivate me. Keep it up!
@ryanlaseter76263 жыл бұрын
Always looking forward to your devlogs! :D nice progress!
@totallynotjosh87483 жыл бұрын
The new sprite looks amazing.
@jealouscase36343 жыл бұрын
Hi DevDuck. I've been here from the beginning and I just wanna say I cannot wait for the next video and release of the game!!
@Skeffles3 жыл бұрын
This is really fantastic progress! I really like how you can see the islands in the sailing view, I was concerned it would just be a simplified version and not look as good.
@carrotmaster85213 жыл бұрын
These dev logs are just so cozy, always a pleasure when they come out
@humanetiger3 жыл бұрын
I like the transition from the island over to the open sea when setting sails.
@misteryboi80263 жыл бұрын
amazing work man. I’m getting into game development so this is inspiring.
@sharksuperiority97363 жыл бұрын
I’m sure you noticed but the boat direction changes look pretty funky. First off, it looks like it teleports when it goes from diagonal to horizontal. An second, it changes size a whole bunch. It’s big when it’s horizontal, and super small when it’s diagonal Otherwise awesome, I much prefer this sprite for the boat. And I like the Windwaker-style sailing But keep In mind, a lot of people’s gripes with Windwaker is how empty the oceans feel, so you wanna avoid that. Make sure to break up the monotony of sailing with some little landmarks and stuff Aaaand that’s not a screwdriver in the thought bubble, that’s a wrench (or spanner)
@crypticcroissant3 жыл бұрын
woo new devlog!
@fennecfugames3 жыл бұрын
Nice work on the boat and it will be interesting to see how the world generation develops. One suggestion I have is that the ocean tiles underneath the boat are the same as still ocean, but in reality choppy waves would be produced from the boat. Obviously this is more of a polishing idea but it would look better imo.
@Mobilnator3 жыл бұрын
When ever I see a new devlog in my recommended it always brings a smile on my face
@decidev3 жыл бұрын
Our saviour has returned! Congratulations on the new house!
@GLRGame3 жыл бұрын
Yoo! Congrats on the home! I love these videos, your dev log videos is what has inspired me to try making my own game and I hope your game turns out amazing in the end!
@SomethingRiceRelatedIThink3 жыл бұрын
I like how chill these videos are
@tracyfelmerjohnson81943 жыл бұрын
The new vessel looks so good!!! And the gourami are awesome! Also sailing is pretty boring right now, I’d add some seagulls flying for ambience, and maybe some currents that you could get stuck in and take you away to a different island!
@TJOEL203 жыл бұрын
WOW! The 8-directional boat sprite looks amazing! Just shows what you can do with a little grit if you got no artistic abilities lol
@jarellkearney60833 жыл бұрын
About the chunk loading tool There is a tool on git hub called the zone loading system it is very seamless and easy to ad new areas You just need to make the individual areas/Islands and it automatically loads the area if the player goes within a certain area of the area. There is a demo in the godot templates Anyway I love your work and can't wait to see and play dauphin for myself
@matthiass.193 жыл бұрын
I like the idea with the two options for sea traveling. I would suggest to use the map only for fast travelling to islands one already found and the option for roaming free across the sea for anything else. This would make the sea map optional and convenient, but would only function as additional feature since I believe that the experience on the boat, sailing around and discovering new islands or other stuff is a major part of the whole game. You should also implement, that the map is popping up in a corner when one is entering the sailing mode, I guess this would also come in handy. You should also trigger the current sails down sprite when one is standing still in the ocean. Maybe you can also add one moving sector, for example a ghost ship, which appears randomly on empty sea tiles.
@AskelDev3 жыл бұрын
This progress is awesome! Can't wait to see what's next!
@FMontanari7093 жыл бұрын
Little suggestion for the Sprite, the boat needs a rudder! It's a the part that allows it to steer (try googling them to see what I mean)
@kaan7323 жыл бұрын
I think what makes more sense is rotating the sprite before the ship starts moving in that direction
@JegVideosInc3 жыл бұрын
On top of what everyone else has said about the boat sprites, it's worth noting that the sails on a boat do not hold still when the boat turns. Specifically, the mast will rotate so that the main sail can continue to catch the wind, and it has some interesting behaviors when the bow crosses the direction that the wind is blowing. It might be worth looking up some videos about it to get a better idea of how the sail should move when you change direction.
@niashozee87553 жыл бұрын
maybe when you are sailing that a few dolphins appear? love your work btw
@nowherefast65753 жыл бұрын
when the boat is going south or down screen, have the sails out all the way, this is called a run. looks more like it'd be sailing. you can look at a points of sail diagram, might be a little detail to help!
@raytro23113 жыл бұрын
14:11 You can tell Godot to specifically search for scenes this way : export (String, FILE, "*.tscn") var target_scene
@paypercutts3 жыл бұрын
Well done mate. Great work and progress!
@julieweller42683 жыл бұрын
nice :D just an idea, a new island type that is more rare. if you find one, there is like purply "mystical" grass and crystals and mushrooms around the place. in the middle, there is a big circle of pillars which if you donate a specific "rare" item to it, a big crystal rock monster appears (sorta like ur horror crab) and he throws rocks at you, he flashes your screen with crystals so ur blind for a tiny sec, and spawns mini crystal minions which are smol lol. maybe if you defeat it you get a sorta "rareish" weapon. may not be like the rest of ur game but just a suggestion :D
@originalname44293 жыл бұрын
I think that seagulls landing somewhere on the boat or if you could see their shadow when you get near an island would be pretty cool
@DelRubikeo3 жыл бұрын
It would add to the inmersion subtle movement of the trees and grass! Also I would love to have a dog companion.
@TheShelfman3 жыл бұрын
Wow you really got a lot done! Nice job
@chasemichael17663 жыл бұрын
The more I see you work on this game it gives me a Stardew Valley type feel, which is a really good thing. I really can’t wait until the full release of this game because it is going to be great and a huge hit.
@aredjay43423 жыл бұрын
Love the new boat sprite! the only thing i reccommend would be to make more sprites to make it more smooth, but its not needed! it looks awesome! also @LennyPhoenix has a good suggestion that should be implemented too!
@GLRGame3 жыл бұрын
Also, amazing progress on the game so far!
@Wizard4k3 жыл бұрын
For transitioning from being in the bot to the open ocean I have an idea for an animation other then just zooming out and fading. What you could do is after the player selects that they want to leave the player sprite could walk inside of the boat before the screen zooms out to show the boat sailing off the screen then it would fade to the open ocean!
@asecretsquirrel31173 жыл бұрын
I love the aspect of being able to explore the open sea, it’s one reason why I love wind waker so much. A design decision that might be good to think about early is how you’re going to entice the player to explore and find new islands. In wind waker, you could see islands popping up on the horizon, but in a top-down perspective this won’t be possible. I’m not sure how you could indict points of interest. Maybe white waves get bigger the closer you get to an island? Rocks start to show?
@Konitama3 жыл бұрын
If he can push the camera out farther you might be able to see two islands on one screen but that might not work since he's only loading in the 8 surrounding chunks
@adamsmith77193 жыл бұрын
Love how this game is the love child of wind waker, Mario sunshine, and stardew valley! Can't wait to try it out
@PSIBoredomOmega3 жыл бұрын
I recommend either tracing a 3d model of a boat or using a model in game for the vessel, as the diagonals seem off. But they do look a lot better than before and cant wait to see whats in store for next video.
@jacobttipper3 жыл бұрын
Maybe when the boat leaves the island it plays a sailing animation and travels off of the screen. This would make the transition look smoother.
@fullmirror61383 жыл бұрын
I feel like maybe to make the way points seem more optional you could make it so the sea chart when the boat is anchored tells you information about the islands and tips as to where npc said there might be an island but at sea it could be a menu you pull up to set your way points or something along those lines. Loving seeing the game come along and I can't wait to play it some day👍
@fullmirror61383 жыл бұрын
I also thought that you could possibly use a set of tiles that can't be passed by the player like a coral reef or rough seas to prevent the player from falling off the world or getting to places the shouldn't yet, almost Metroid-Vania style.
@thefungalaxy24133 жыл бұрын
I know this may be hard to incorporate but since you changed the research vessel to a sail boat there should be wind so you go faster if when the wind is blowing north and you are headed northward.
@Т1000-м1и3 жыл бұрын
20 hours ago, yay a good gamedev chamnel
@Nuttist3 жыл бұрын
Im working on a small project right now and have a suggestion for the boat turning transition, I am making a driving based game in the same 2d angled perspective. I have accomplished the car turning by different sprites in each direction like you have accept I also physically rotate the sprite in-between which gives a pretty realistic turn.
@mister_jo.3 жыл бұрын
Considering you want to make a huge map i think randomly generating just landmasses on the ocean and then tweeking them yourself is a valid option. There is a gamedev like you making a game called lumber mill, he randonly generated landmasses and then tweeked them a bit. Its a good idea if you dont want to fully hand craft your world in detail but still want players to feel like the world is lived in. If you ever wanted to make smalls groups of mini islands for example randomly generating a patter will make it look more natural, or koral reef locations and so on.
@NareasPL3 жыл бұрын
Hey DevDuck! I think you could look like into sprites of Factorio, and how are they made - first generated as 3d models, "photographed" from many angles, and having those "photographs" turned into static sprites that you can cycle between to match the angle well. Specifically trains were made that way! Hope this is helpful.
@devdurros36763 жыл бұрын
really enjoying these dev logs, the game is shaping up to be an awesome adventure, If it is at all possible I would like to see a tutorial on how you did the world generation it boggles my mind, also I have an idea for the boat, you could make a 3D model of a boat in blender and render every direction you wanted in a pixel art style, if you are curious I will post the resources to do this.
@WarrenPeace13 жыл бұрын
To hide the loading of the ocean or the sudden appearance of Island you could add a ocean haze or fog that reveals things only after they are loaded
@valterfilipe29783 жыл бұрын
wow...this game looks amazing!!
@menimemo27873 жыл бұрын
finally a new vídeo!!
@melvinlofberg22363 жыл бұрын
You could make a steering wheel at the end of the sail boat because then it’s clearer that you can start sailing there