Technical DEEP DIVE into New Features and Cutscene system // Godot Game Dev

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Jace Varlet

Jace Varlet

Күн бұрын

Пікірлер
@bondioal
@bondioal 3 ай бұрын
Thanks, Jace, very interesting! As a software engineer (but not a game developer), I find these tech videos really fascinating! It's funny - I like to think I'm pretty good at my job, but if I wanted to make a game, I wouldn't even know where to start.
@tastyw0rm
@tastyw0rm 3 ай бұрын
This is SO helpful Jace! I'm only starting to play now with development, so explaining your thoughts as to WHY you do something, not just WHAT you do is really great. Helps set my mindset while planning.
@weeblewonder
@weeblewonder 3 ай бұрын
I super super love this kind of technical overview. As a software engineer, who's interested in game dev, I have a hard time getting my brain into the paradigms that work for game dev vs ones for business applications, as they can be vastly different environments. So seeing practical implementations is seriously inspiring. Thank you Jace!
@pyr02k1_2
@pyr02k1_2 3 ай бұрын
Great video Jace. Thanks for sharing the ride with all of us. It's interesting watching game dev stuff coming from the fullstack web side of things, but I especially love that you share why you did it a certain way or changed it from a previous implementation, not just how you did it. Looking forward to the day the game comes out, but until then I'll keep the bell for notifications set to all and look forward to the next video
@AlanDarkworld
@AlanDarkworld 3 ай бұрын
This video shows beautifully that, even for a deceptively simple game, you need a proper framework in place. You can't just go willy nilly with your scripts and hope for the best. It needs to be systematic, and Jace is handling it like a pro. Good stuff!
@UnrealKazu
@UnrealKazu 3 ай бұрын
Last dev video you told me you were working on a streamer mode, and it's great to see it in action here. Great video, very interesting deep dive, and your cutscene system looks and feels very well thought out. You've got a solid foundation going on here. Congratulations, and keep them coming!
@makeitsogames
@makeitsogames 3 ай бұрын
great video Jace! As a fellow game dev I loved seeing all the technical features and how you implemented them in your game.
@Warp9pnt9
@Warp9pnt9 3 ай бұрын
Thanks Jace, helps a lot! I like seeing how you discover coupling that inhibits expression, then decouple the actions to allow finer control. The result is that by controlling camera, cutscenes, and states, you can add a lot of nuance to the stories you tell. And it's cool seeing the actual code, to somewhat follow along.
@Stephen-Jones
@Stephen-Jones 3 ай бұрын
Thanks for showing us the code, it's always impressive to see the behind the scenes setup
@derfl007
@derfl007 3 ай бұрын
Look mum, I'm in a youtube video!! Thanks for the deep dive into the code, was very interesting to see how it all works, even though we've seen a lot on stream already. Curious if it could('ve) been worth it to take a more visual approach like a node based editor for quests or something? I do also see the appeal of just writing simple lines of code for it though
@jembawls
@jembawls 3 ай бұрын
I actually think about a visual/node based approach quite often, and I know(de) that Godot can support it. But to me and my brain, writing things like this makes equal amounts of sense to me as a visual system, is quicker to make adjustments, and wouldn't require additional work to setup/debug/maintain - and so I usually land on the thought of "Since it's only me using it, pure code makes sense. But if I gave it to anyone else, then nodes could make sense". I also hesitate to commit time to visual/nodes because there is still part of me that isn't 1000000% sure my entire approach to cutscenes is concrete - so I want the ability to pull out of this approach quick and easily if need be too. Glad you enjoyed the video! And thanks for contributing dialog xD
@virtual_dusk
@virtual_dusk 3 ай бұрын
Really cool stuff! I'm a recent Godot convert who programs visual novels for a living and I just had to say, the cutscene system you've come up with here is impressively similar to how some of the engines I've worked with function. So you're definitely heading in a good direction and I'm excited to see your progress in the future!
@jembawls
@jembawls 3 ай бұрын
Oh that's so interesting and certainly a little validating. Glad to hear that I might be on the right track - and I must say so far it has felt quite nice to work with the tools I've made.
@virtual_dusk
@virtual_dusk 3 ай бұрын
@@jembawls What you're doing is a little more verbose and program-y than a lot of visual novel scripting languages (which, as I recall, you said was intentional), but yeah, it often ends up compiling down into something similar under the hood. Different engines have their quirks, like which commands inherently block or how audio is handled, but they're usually targeted more at writers and so abstract away a lot of that complexity. But as a programmer, it's definitely nice having that super fine-grained control over the event flow, and my own framework has a very similar architecture to what you've shown here. It's super cool seeing someone come at the problem from such a different background and land on so similar a solution. Must mean we're both doing something right!
@jembawls
@jembawls 3 ай бұрын
Let’s hope so! 😂
@ElementalNimbus
@ElementalNimbus 3 ай бұрын
The last video I commented about how it has really inspired me to learn more about the game creation process and how it is possible. This time, as you asked, I'll try to provide thoughts on the quest as displayed in the last video. In specific I'll try to be critical because I find that type of feedback has the most potential utility. I do want to say upfront though that I think what you are doing is great, my opinion is only mine and very narrow in that perspective, and if anything comes across as negative it is deeply not meant as such. It is also WAY more analysis than is proper for what I believe is meant to be a minor quest. The quest as I saw it was generally fine. Nice message to it that I do appreciate, however not something that would land deep in my brain as impactful or dwelled upon. My one very minor complaint is jumping from what was said to thinking it might be a street name for a drug. For me it was obvious what was meant in context and assuming drug instead of just, y'know, inspiration as a concept was weird. If you don't intend to have any branching dialog options, this works mostly fine as is, though I personally would like it if Beanie Guy was more vague and nebulous in the request so much that jumping to drugs might make more sense. If there are options, maybe a chance for the player to guess between drugs or artistic inspiration, and if they pick correctly just have the quest skip the drug collection loop and jump directly to his story. I think that might be the best of both worlds. Last bit for context for it being 'fine', I don't mean that a derogatory as it sounds. Not every quest can or even should be mind blowing or intense. Not to say I like quest that feel like I am wasting my time, or that there is no value in smaller quests. In my own opinion, smaller quest are used to build toward the emotional setting a world operates in. Each one adding to the overall tapestry that will be remembered and felt in the retrospect. I love emotionally moving and intense stories in games, however if a game was 100% made of my favorite quests from every game I've played, it would be way TOO intense, draining, and unfun to play. Finding the right mix is an art, one of which I'm certainly not qualified to make or judge. I suspect this was way too much text and more than you wanted, however this is a topic I am passionate about and spend a lot of time thinking about. To that end, I hope it was at least interesting to hear another perspective. As a bonus for anyone who likes emotional stories that dig deep into your brain in unexpected ways I'll include one that fairly recently blew me right away. In the game Star Rail, on the Penacony planet, there is a side quest from someone named Cocona called "Envision a Rose Forthcoming". It isn't even voice acted but I still think about it months later and doubt it'll ever actually leave me. If anyone opts to go play it - I'll just say choices matter and never let go.
@jembawls
@jembawls 3 ай бұрын
thanks for your comments! I’m gonna choose not to expand too much as I don’t want to be too explicit about my plans but suffice to say that if this were a Venn diagram our circles would be overlapping quite a bit 😂 great minds! Thanks again for your feedback!
@ElementalNimbus
@ElementalNimbus 3 ай бұрын
@@jembawls Thank you for taking the feedback well and as intended.
@TheHamahakki
@TheHamahakki 3 ай бұрын
Your game looks like old Leisure Suit Larrys.
@Michael-oc8ly
@Michael-oc8ly 3 ай бұрын
programmery video for the programmers, cool stuff man. Keep up the good work! This makes me appreciate the visual editors that game engines provide for building animations.
@Michael__249
@Michael__249 3 ай бұрын
Nice explanations. Thanks
@anttipekkap
@anttipekkap 3 ай бұрын
We making it out of the karaoke bar with this one 🗣️🎤🎶
@Jimorian
@Jimorian 3 ай бұрын
Nice look into the sausage making. Thanks, and good job!
@Jearil
@Jearil 3 ай бұрын
This is inspiring. I've been working on my own game, and your vlogs give me so much inspiration. You're living my dream. I love seeing all of the technical details and seeing how it differs from how I've done things and how some things are similar. Wonderful work.
@jembawls
@jembawls 3 ай бұрын
Glad you enjoy it!!
@kerbonaut7012
@kerbonaut7012 3 ай бұрын
A lot of cool stuff there, I hope I someday have enough time to work on a little game myself. Though I have a Masters program coming up which will consume all my time. So I really like those Videos. I can still learn stuff about game development without having to invest the time myself for now. Thanks Jace! :)
@BigBadTom
@BigBadTom 3 ай бұрын
streamer mode is an awesome idea, love it
@richmanricho
@richmanricho 3 ай бұрын
I can't comment on the coding stuff (i like PowerShell if that counts..) so I'll give a big ol enthusiastic double thumbs up because i still really liked the content. I think making it a 2 parter was good idea. Looking forward to it being released! Edit: aaaaaand i forgot the 👍👍
@jembawls
@jembawls 3 ай бұрын
Glad you enjoyed the vid!! 👍👍
@alexcubed4270
@alexcubed4270 3 ай бұрын
This was really interesting! I'm kinda working on a system myself that is somewhat similar to this. Do you ever have the feeling that you're abstracting stuff too much or reinventing the wheel?
@jembawls
@jembawls 3 ай бұрын
Potentially, here and there. I think there is definitely an element of me not being an expert with godot that always makes me second-guess my approaches - but that's what learning will always be about so I'm not too bothered. Overall I'm still quite happy with how it is turning out, because what I am working towards is a set of specific tools that allow a workflow that I believe will help me build precisely what I need for my game, quickly (easy quest scripting, cutscene development, localisation, level navigation etc.) - and using those tools for the level and quests have worked tremendously well so far, so fingers crossed!
@alexcubed4270
@alexcubed4270 3 ай бұрын
​@@jembawls that's actually a really nice perspective. If you're doing something that makes your workflow faster/easier then you're doing well I suppose :) I'm excited to see more videos like this!
@alexanderwalter4504
@alexanderwalter4504 3 ай бұрын
Wouldn't it be more convenient to have some kind of window to actually order the actions of the cutscene rather than having to script them all individually? so that you then could load the object of the editor configured cue?
@jembawls
@jembawls 3 ай бұрын
Hey thanks for the questions! I'm opting not to have any window/visualisation tools for the cutscene system. Having that would require a lot of work to get up and running/maintain for the same - but often less - functionality (the UI as an abstraction is almost always going to be less flexible than the code running it). But it's not a bad idea by any means - especially if other people needed to use these functions as it would be more intuitive for most folks. But for me it is equally as intuitive to type this code as it is to move things around in a window, and since no one else will be using my tools I'll just stick with the code!
@alexanderwalter4504
@alexanderwalter4504 3 ай бұрын
@@jembawls ok so clear solo dev advantage :)
@jembawls
@jembawls 3 ай бұрын
Haha VERY much so
@andrewbieny4564
@andrewbieny4564 3 ай бұрын
Ever thought about growing a curly moustache? I think it would suit you.
@HalfLight6420
@HalfLight6420 3 ай бұрын
Vamonos!
@P-NoyBoy
@P-NoyBoy 3 ай бұрын
Great job on Dark Souls today.
@dexath2547
@dexath2547 3 ай бұрын
Hello from Stream Raid vid something
@combycat
@combycat 3 ай бұрын
Ahh ok, ill watch the old one and ill come back after so bye! Edit: I came back, this was, *inspiring*
@jembawls
@jembawls 3 ай бұрын
Enjoy!
@EZLogikal
@EZLogikal 2 ай бұрын
Godot has streamer mode... where people contribute dialog.... whaaaaaaaaaat. This audience cannot be trusted XD
@Zebb_Jr
@Zebb_Jr 3 ай бұрын
game requires 32gb RAM and zero loading time. it can be done =) just kidding
@disies
@disies 3 ай бұрын
blbl
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