2 months of Gameplay Programming
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- Опубликовано: 20 янв 2025
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This is definitely the most sane Randy devlog I have seen in a while. But seriously, nice progress, it will be cool to see where this game goes.
Lol
sam astro man
can't wait for the relapse lmao
i think he went full circle from sanity to insanity and back again 😂
Probably into another starting from zero
I feel like randy has finally learnt to not worry about implementing a massive new system and just worry about getting the basics done first.
It's nice to see him finally making meaningful progress towards a playable game. I think a big part of him loves engineering low level tech but it definitely was getting excessive to the point where he made almost no progress on the game for like 2 or 3 years lol. Just depends on his goals
@@MAxAMILLIoN757 Agreed. Worrying about vertical movements and 3d animations was pointless when the character couldn't even craft or enemies with functioning ai. What's the point in having a nice animation that can hit the enemy when there isn't any enemy to hit?
He realized he cant milk his audience any further without any coherent progress
@@juicedup14You’ve probably never tried to make a game before lol
@@Llamasomenumbers i have but i cant link my itch cause randy keeps deleting my comment lol
you're like that friend that we meet every 6 months and instantly hit it off again
Beat it off
Spot on
"You can't make a bad game, if you never finish any" - Randy the Chad
Randy: Finally starts making a game.
What is he doing?
"He's starting to believe"
One can really see how all those past projects helped you improve A LOT
no, one cannot. he was this good back at the start of it all
@@BusinessWolf1 You can't possibly say that based on just this video
@@BusinessWolf1 He didn't make this much meaningful progress in like 4 years
I've browse through his devlogs and except copying and pasting code and transform physic equations into code, he hasnt done anything else so how could he have progressed ?
for so long this has been just an entertaining RUclips series to me that sometimes I'm surprised when I'm reminded that this is one day going to be an actual game I can play
you think he will finish one?
@@Ian-xr9ff maybe one day, I hope so
"actual game I can play" 😂
i hope this comment ages well
Yeah probably not let’s be honest
It's been years and this guy has finally started making the game
In this time he could have gotten a degree 😂
More knowledge, less money and experiences but still
@@ShaoVideoProduction In this time he could have...made a game...two or three games in fact. 😂
I actually love the idea of "no inventory". The picking up and putting down tools is a cool flow. I think you should be able to make some type of harness so you can carry your tools around, but not use them while it's equipped, so you can travel with equipment.
A system similar to Dome Keeper would be perfect. Such a great idea, gj
yeah it's a better system. More akin to real life. And it is more constructivist in nature meaning it'll both be easier to players and more interesting to regular players
Hydroneer does the "no inventory" thing really well too.
Rain World also has no inventory (if you don't count storing stuff inside your motuh),
Lmao
I like the concept of not having an inventory at all until you craft like a leather bag, if you want to go down that hardcore survival-type game
maybe a spell/ability that lets you carry multiple items at a time (upgradable too!) but everything stored has to be in stockpiles in the world
dude, I'm telling you now; what makes a good game developer is someone who doesn't give up.
just keep on going, keep iterating, and make meaningful steps. Can't wait to see more progress~!
Hey, idk why but "ENDESGA" seems too familiar to me, I know I watched your videos a while ago but for some reason the name got stuck in my head, I even think about it randomly without even knowing what it means.
@@ThoVCor999 Endesga is the creator of NYKRA! 🙂
@@ThoVCor999 I've been all around the internet for 15+ years talking about stuff I've made. You may have seen my game or my palettes haha
I'm glad my name floats in people heads
I love the progress! I have a suggestion: I think if some of the items that the player can pick up on the ground had some outline, and were bobbing up and down, and maybe even floated above the ground a bit, it would help distinguish the grab-able items from the foreground. It also helps relay to the player that they should pick up that flint immediately if attention is called to it.
Having a loot beam vfx could look quite nice, especially if there will be different item rarities later with enemy drops.
for real, if minecraft invented the wheel, there’s no sense in making himself an octagon
Naw
I think it already works if they just shine when you get close to them.
Hella poggers, keen to see where this goes!
Randy, it feels like after all your blood, sweat and tears you've accumulated enough experience to make what you set out to make. Huge props to you, rooting for you!
This is the first time it really looks like you are ready to make this large of the game. It's really inspiring that you never gave up and this video really shows how much you have learned. Keep developing!
A new randy post always captures my immediate attention
Does it capture only your immediate attention, or is your latent attention also included in that?
@@milas6487he has a short attention span
I have another suggestion: if you want less of an inventory system overall, having items in the world that stack would reduce the natural clutter that would occur. I think if you could toss items a distance instead of having to walk them over, that might offset the boring tediousness enough.? I would have fun personally tossing my items I farm back to my base, but that’s me.
Take what I have to say just as a thing to consider, I love the progress you are making and this game is yours to make!
Maybe an item cannon or wheel barrow haha
I'd say Randy might have a fun "tower defense" (more like base defend) on hands. Playing around the no inventory thing and in this survival loop seems really fun! Like you'd progress between biome levels (like alien planets?) and the tech to gather stuff gets better and better, with like a tool to get things that are afar, pick up small objects, etc....
I fucking love seeing progress on this game even if it takes 2 months. Your really talented mate fucking love your shit.
Hes talentless and lazy
Dude this is looking fucking great, I started watching you with your "Programming A New Physics Engine For My Game" and it's been a genuine treat to watch your progress. Keep it up man, I'm keen to actually play this thing.
Great to see Randy back in the feed. That big ground area looks like a good spot for the quest log/menus without potentially hiding danger. Basically what you're doing with the recipe requirements.
Looking great man. This is my favorite devlog series.
I love how you’re focusing on the basics. I’d love weekly videos of just the second half of this video where you code one or two specific things.
I’ve been following this journey on RUclips since the beginning, I also just started getting into valheim. So hearing it mentioned almost immediately on one of these rare videos was really cool! Glad to see the progress
Really like the new (Gameplay) style of Devlog. It's more fun to see time moving forward as you progress. Keep going!
chop chop bald boy, the march of time is unending and ceaseless
Congrats on getting a god tier artist like Fredrik. Been following him for a long time and you just as long. Glad to see you two collabing.
Thank you Toonic for the kind words!
Been a little while since I last saw progress on this and it's looking great! Really well done Randy.
This is so awesome! I stopped watching because I got annoyed how much reworking you did but it’s so nice to finally see you just having fun with game dev and not really worrying about 100% polish
you're one of the few RUclipsrs that I'm genuinely concerned for, I thought you hit a slump and you'd never work on Arcane again. I was wrong, this is fantastic news, sorry for the mean-sounding comment, idk how else to word it; I've watched you go crazy for several second channel uploads
Glad to see that youve made some good progress! cant wait to see what you make next
I'm really looking forward to see how the game will evolve with every devlog ! Keep it up Randy !
Isn’t this like the 4th restart? Lol, good work Randy
After all these years! PROGRESS!!! Great job, Randy. Game's coming together really well, keep it up!
Now way i feel like this video is just some kind of hallucination made by my brain, a devlog with actually decent progress?? god damn good job Randers keep going
This is looking really good! I feel like you've gotten a lot better at focusing on the important gameplay and worrying about making it look pretty later. Looks like you're really grinding here. Respect
Can't wait to see what it look like when it's finished, if I could I would donate to support you, good luck with the game!
I like how you're really aware of the goals and non-goals, stopping yourself when you think about polishing something at this stage
It's crazy seeing actual progress, not another engine switch or build; it's looking great!
The parallax effect is AMAZING!!!!
loving both the videos and the progress, cant wait to play this
"one hour one life" is an example of a game that does the thing where you can only hold one item while crafting for better or worse
This looks amazing! Your older devlogs are what got me interested in game dev and lower level programming. Looking forward to see what's next!
It's been 84 years
Looking good man, loving the design choices so far and the art is looking sexy af
Great progress. See you in another 6 months randy!
3:36 - Defensive Wall falls in 2 Hits from a Goblin with a Stick, is removed from design doc for when the game is rebuilt from machine code.
It is always such an adventure to come back to Randy every few months jus to see what is up. Its like a box of chocolates really, but the box tends to scam you.
All that hard work and you can really see how far you've come with this, I love it, I see it evolving, and can't wait to see where it continues to go!
A mere 30 seconds into the video and I'm flabbergasted.
I don't exactly know why, but it just looks really clean. Lookin' forward to future devlogs.
I remember watching you ages ago! You made so much progress on this! omg.
We're almost back to where we were when I first started watching 6 years ago ha ha but in all honesty, good work man! Good progress for a few months of work!
glad to see you're back dude! thailand sounds awesome
When you see a gamedev video from a mustached Austrian, you know you're gonna get Randy
Austrian?
please tell me you know the difference between australia and austria.
Hitler?
Or reubs
brodie needs a geography course
As good as the first vlog, it seems like Randy finally will finished some games, keep pushing broh, you can do it!
Heyo, nice devlog ! For the inventory system I'm thinking not making like your regular "minecraft style inventory", but something more original, like in the beginning you only have your hands to carry things around, then you can craft bagpacks to hold tiny stuff, scabbard for the sword, charrette to carry logs around, would be nice. Keep up the good work my man
Lots of people have suggested to not add an inventory or conditionally add one with something like a backpack. A lot of other people have also suggested making the items more noticable. Both of these suggestions are great and I think that regardless of what you do with the inventory, One of the best ways you can deal with making items noticable it's not with animation, but by simply highlighting or giving a border to the items that are within pickup range, almost like they're "selected". Extremely simple to implement, keeps the feel and vibe of items being on the ground, and works with any inventory system or lack thereof.
Here you are again ! Good to see you back and focused ! :)
Nice to see you back again! Missed your videos (and your face 😳)
But it's interesting it seems your approach to game dev has changed massively in a really good and productive way! Looking forward to seeing what else you can do!
Nice video Randy :) Lookin' forward to see more devlogs
Looking forward to your game, take your time and make it gooooood.
I like dev on your game videos the most
Love seeing your work come together!
wonderful to see so much progress man.
it may have taken 2 months, but there's more of a game here than you've had for years. your last vid left me with my head in my hands thinking I'd never actually get to play the game.
this is good work mate. I have some hope now.
also, I'm going to becontroversial and advise that youignore most of the advice people give you for mechanics unless it already fits within things you've already planned or makes them simpler. it's too easy for ideas given by people outside of a project to bloat out of proportion and ruin productivity.
or don't. no reason to listen to me either.
Lookin Smooth, I think once you have the main elements in (crafting, building, combat, etc.) it gets much easier to start thinking of content ideas.
That inventory system is probably the most important thing to get working now though in my opinion, even if it's the most dead simple one there is, like just having a counter for how many of any type of resource you've collected and maybe a limit to how many can be collected at one time.
Though I have to admit, I like the idea of limiting the item you can carry in your hand, so you can only carry one tool at a time, or one heavy resource.
The game looks awesome so far. WIth the style of the game, you can make some cool fantasy storyline and cool sick NPCs.
Also, I it would be cool that, when picking up the logs, the character walks slower. But thats just a detail for when the gameplay is completely done.
Good job!
This is looking seriously cool, I'm excited to see how it develops!
I'm glad you're taking this more seriously and keeping things simple 🙂 happy for you Randy
Enjoying the more chill pace, and the focus on getting things done
it’s always nice to revisit your channel whenever there’s an upload
Everyone out there saying he finally made some progress.
Comparing it to devlog #1 6 years ago, I won't call this progress
That "Kingdom" vibe is present. Inventory as a fit-what-you-can pouch, maybe?
I recognized the PrototypeHero character layers above else, can't wait for the next drop. Take care, you're awesome! ❤
Really happy for your advance in this project, man. God bless you.
Bald.
Looks great Randy, glad to see things coming along after all these years.
a seriously good foundation that I think you'll flesh out wonderfully.
I noticed you were making this in Jai. Nice. Would be interesting if you released a game in Jai before Jonathan Blow did :D
Really cool game, this is exactly the kind of project I dream of working on. Very much enjoy your videos, keep up the great work.
Having the player start with no inv then craft a woven basket out of sticks & grass/vines as the 1st inv expansion but except it physicalized so they have to pick it to move it but can access if need if close. Like crafting, bows or stationery weapons. Stacking them to make it easier to move. Later adding leather straps to make it a simple backpack. Enemis can steal baskets too.
Really proud of you for getting this much done man. Hope you are enjoying it.
idea for inventory system, you pick up an item, and the item can be bound to a limb via something like the arrow keys for quick select, click E for the pickup, once thats done you have 3 options, up arrow & down stores on your, 2 items total can be stored on the back in the two slots, left arrow stores it in the off hand, right arrow will store it in the right hand or the action hand. you could also do a small screen maybe in bottom right that shows bound items and allows for point and click interaction with them whenever you open any menus. this system allows for the simplicity that you described many devlogs ago, but saves on that tedious nature of the one item at a time
Too much progress, time to scrap this project and start a new engine from scratch again.
i always like it when more crafting recipies are unlocked before you got the materials, so you have goals to work towards. you don't aim for what you don't know you're missing! this does require more work to design a good 'preview unlock' system though. preferably also some tooltips on where/how to find missing materials
cheeky little 'alright man' at the end there don't think we didn't notice
I never thought I'd see this guy make a normal devlog. Nature is healing
Randy, take your time, as long as you’re doing what you love I’ll be happy with the result, whenever it comes.
Glad to see an update here! Looking forward to more!
Looks good excited to see how it goes
Just throwing an idea out there. What if you forgo an inventory system and instead try to store items/material physically in your base camp. it minimizes the need for an inventory and may introduce a cool gameplay loop where you are managing resources between different projects. the player would also need to protect those resources from goblins instead of like pulling an entire tree out of your but.
This looks good already! Can't wait to play this
This is very nice so far brother
I think having the death poof particle effects progress through their frames at different speeds would make it look better. Or random rotations? Something to make them not all the same
And nobody will ever notice it except the nitpicky few that over analyze every single thing
"Look to my coming on the first light of the fifth day, at dawn look to the east"
-Randalf
Nice progress dude!
You mentioned you didn't have a direction for the game, I think something that would be intresting is there *not* being a direction for the game, until an NPC shows up, talking spooky shit about an incoming attack or somethin, then putting that in the quests, and being able to go from there.
I saw an idea in this comments section about implementing a satchel, something you get later on to make carrying things a bit easier. I think to add onto that idea there should be different size classes of items; you could fit any number of small drops and trinkets in the satchel, but you’re not going to be able to fit an entire log in there, so you’ll need to carry that.
One suggestion would be to maybe dim the background a little bit so that's its easier to determine the foreground from the background.
Or a slight blur or something
Lovely stuff! Just make sure to visualise differentiate between the parallax layers since there's a lot of visual clutter. As some others say, add outlines to fg objects or desaturate the bg layers to add contrast or play around with any no. of these fixes. Apart from that, I'd love to play the finished version
You should reduce the saturation on layers behind the foreground so that it gives a greater sense of depth, as well as allowing you to easily distinguish a real tree from a background tree at a glance. Also, if you're never (or rarely) going to go underground, I don't think the dirt should take up half the player's camera 24/7. Good jab mate
you know what would be sick. some sort of way to go into the background. make it semi 3d. like if there is a cave entrance you can go towards the background where other encounters may happen. its 100% super hard and tedious to make though
Looking great!
When the player walks around with the axe, maybe they should carry it from higher up? Just since carrying an axe right from the bottom would be a bit uncomfortable
Very minor thing you might want to look at: with the pixel font the word flint almost looks like f(in) at a glance. Progress is looking so good though!
He started out calm and slow. Then he got on that good stuff and went mental and then he went full cracc man bald mode. And now we back down to a nice calm Randy. So the meds are working. And he's doing his own version of that " the kingdom " game. Neat'o my boy. I hope he's eating well
The start feels like the game Kingdom, I like it.
This looks absolutely amazing