How I Build Aesthetic & Customizable Islands | Dauphin Deep Dive

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  • Опубликовано: 28 сен 2024
  • Welcome to another Dauphin Deep Dive! In this episode I walk you through my island generation system, and how I've designed it for flexibility and customizability. Hope you find it helpful!
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    #godot #tutorial #dauphin
    00:15 Deep Dive Topic
    00:48 The Problem
    01:18 TileMaps & Noise
    02:44 The ElevationMap
    09:18 The TileMap
    10:45 Elevation Calculation
    12:05 Demo
    12:50 Customization
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Комментарии • 18

  • @DevDuck
    @DevDuck  День назад +18

    Apologies for the raspy voice near the end - managed to come down with a cold as I worked on this one. All good now, and on to the next devlog! Hope y'all enjoy this deep dive.

  • @thedarkabyssxd
    @thedarkabyssxd День назад +6

    Loving these deep dives ❤

  • @rileysikes9285
    @rileysikes9285 22 часа назад +2

    Great video! These Deep Dives are super fun to watch. Seeing how you implemented your edit mode to customize the island generation was really interesting. Really creative and effective way to handle that, instead of having to dig into the elevation data directly. Looking forward to the next Deep Dive!

  • @stints
    @stints 22 часа назад +2

    Very, very cool tool here. Nicely done.

  • @cocoakodawari4192
    @cocoakodawari4192 День назад +2

    HE RETURNSSSSSSSSSSSSSSSSSSSSSSSS

  • @doctorblue4942
    @doctorblue4942 7 часов назад +1

    Fascinating stuff. The cherry on top of this lovely implementation is the ability to edit individual segments on the fly. Well done.

  • @TheAmusingMe
    @TheAmusingMe 14 часов назад +1

    Awesome vid! Didn't know tile map could do that!!! Will def put that into the mental arsenal for later. Cheers!

  • @HopperGameDevelopment-x4r
    @HopperGameDevelopment-x4r 20 часов назад +1

    It's nice that you go into more detail here. Understanding the logic behind these tools is really interesting. Nice work.

  • @EmilyGamerGirl
    @EmilyGamerGirl 9 часов назад +2

    If your "get:" function is just returning the variable, you can entirely omit it, and it will do that by default- you only need to define a getter if it's different.
    Also, if you used `_get`/`_set`/`_get_property_list` for some of these properties, instead of `@export`, you can have code change how they show in the editor- so you could have the "Flat"-only settings not even be shown in the inspector unless the type dropdown is set to "Flat", and same for the "Island" shapes. It's a lot more complicated to set up than just `@export`, but once it's set up it works super cleanly.

    • @doctorblue4942
      @doctorblue4942 7 часов назад

      I was wondering about that when I saw it, since I saw options that were just for flat or just for island. Nice that Godot provides that capability.

    • @DevDuck
      @DevDuck  7 часов назад

      Oh I dig that! Appreciate the tips!

  • @neozoid7009
    @neozoid7009 21 час назад +1

    Cool Stuffs!

  • @marlon.schweigert
    @marlon.schweigert Час назад

    Not for this time, but for the future or other projects. You can create a botton on the editor scene for call the method, it's better for notice "its a destructive action", more safe than a bool setter. For larger projects with more developers, It's a good idea.

  • @herber-p6h
    @herber-p6h 2 часа назад

    I would really like to see a deep dive on the way you have items and inventory set up. I really like the way you use inheritance for the items but there are some part that seems unnecessary or overcopmlicated so it would be very helpful to get an explanation as to why you made things the way you did.

  • @mrbutwhyme9941
    @mrbutwhyme9941 День назад +1

    Hi

  • @xpuv37
    @xpuv37 День назад

    Hey dev duck I’ve been watching you for a while
    I’m an aspiring game dev / pixel artist and I really want to get better
    Would you be able to mentor me / teach me to be a good game dev like you?