Adding Cozy Campsites to my 2D RPG!

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  • Опубликовано: 29 июл 2023
  • Welcome to another devlog for Dauphin! In this episode I take the foundation I've created for object placement and begin work on Dauphin's Camping system, which will allow the player to set up travel & save points at various islands they discover. Hope you enjoy!
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Комментарии • 87

  • @cocatne
    @cocatne 11 месяцев назад +46

    Every time I watch your video, I have more developer motivation, please make more videos about you and the scenes where you are around.

  • @onlysmiles4949
    @onlysmiles4949 11 месяцев назад +3

    One other criteria that might be worth highlighting for campsite objects could be whether or not you're placing something directly on a corrupted surface, and maybe the campsite area itself could need to be relatively "clean" of corruption to be considered valid

  • @Skeffles
    @Skeffles 11 месяцев назад +10

    I love seeing a full camp set up and think the 'Can't place because' message is an excellent way to communicate to the player. Great stuff!

  • @stefansalvatore5808
    @stefansalvatore5808 11 месяцев назад +4

    Always enjoy your devlogs Ben! Would love some more content from you, you're just enjoyable to listen to in the background while I'm working on my personal projects. Keep 'em coming!

  • @bitbraindev
    @bitbraindev 10 месяцев назад +5

    Congratulations to 150k subscribers! Love the UX improvements you made to the campsite placement. The comfort bonus is such a cool idea!

  • @brunomoreno3666
    @brunomoreno3666 10 месяцев назад

    Nice progress! Your game is getting better and better.

  • @evanrobison567
    @evanrobison567 11 месяцев назад

    I really like the campsite concept! It is definitely a nice addition to the game and fits well. Awesome work!

  • @GermyJer
    @GermyJer 11 месяцев назад

    That looks so good! Great work!

  • @hamzahgamedev
    @hamzahgamedev 11 месяцев назад +2

    Amazing progress. Really looking forward to get my hands on this game.

  • @mattthebanana
    @mattthebanana 11 месяцев назад +1

    Foundation implies much more than base! THAT is what I’m talkin’. about!!! 💪💪

  • @markymarc49
    @markymarc49 11 месяцев назад +6

    Great video as always! Maybe once you implement going inside a tent an idea could be that the items you place inside are perma-saved. Like for example, earning a really nice sleeping bag eventually and every time you put the tent down your creature comforts like lights or the sleeping bag automatically appear. Will keep the bare essential items consistent without having to get 47 sleeping bags for numerous tents. This would allow the outside to be configured for that specific tents location while still maintaining chests, plants, lighting inside etc.

  • @Courty_
    @Courty_ 11 месяцев назад

    Been watching for a while I love how far the game has come from ❤

  • @IndieDevSam
    @IndieDevSam 11 месяцев назад +1

    I like your video! I like how you add small bits of self care and exercise into your videos, I think a lot of people forget how easy it is to turn into a potato working from home

  • @efai
    @efai 6 месяцев назад

    I like the idea of placing items in the camp and camp comfort, very nice touch : ) you should definitely try to create multiple camps, whether this logic updates comfort_bonus per camp or counts all camps together, which is likely to be undesirable behavior..
    when you're trying to place a camp it would also be good to zoom out the camera, so you can see the whole area you're trying to place the camp in, or just add a zoom in/out option altogether, because the game is really zoomed in and players can't see much around them.. 8:37 - when you move down and are about to put the rug on the ground, you no longer see the camping comfort info, again something that can be fixed by adding a zoom out.
    the "X" error message should probably follow the mouse, as the static placement down there is easy to miss, which could frustrate people..

  • @jrrocktea
    @jrrocktea 11 месяцев назад

    Love it! You should make items placeable on the rug!

  • @MoarHunter11
    @MoarHunter11 11 месяцев назад +1

    I have a suggestion for the camp comfort display. I noticed as you selected an object, before you placed it it would still bring the camp comfort number up. Perhaps as you hover an unbuilt object over the camp, a +number of how much the unbuilt object will add, this is instead of the unbuilt object instantly adding to the comfort. Hope you can make sense of this.

  • @CushionSapp
    @CushionSapp 11 месяцев назад

    Keep on trucking, dude

  • @GamesBySaul
    @GamesBySaul 11 месяцев назад

    Great work as always! Think the idea of cosy camps is lovely and gives me that Stardew / Animal Crossing fix!
    I do have some questions/suggestions 😛
    1) Any plans to make certain items like rugs for example be placeable underneath other items? So you could have a rug that has say a picnic basket on top
    2) Would there be plans to cap the max amount of comfort an item gives you, as someone could put 10 of a cheap item and immediately gain 10*X comfort level - not super important now but it's something
    3) Maybe a way to hide "Comfort Level" as players (like me) would wanna take photos!

  • @yarrichar
    @yarrichar 11 месяцев назад +7

    When you walk into a campsite it shows the comfort text - might be nice to see the campsite boundary at that point too. Maybe in a more subtle way than when you're placing an object though.

  • @The_HeadQuarters
    @The_HeadQuarters 11 месяцев назад +1

    You should make it that you cant place the campsite if there's the infection in the area and if you have a really good campaite it starts repelling the infection in that area.

  • @Daealis
    @Daealis 11 месяцев назад

    That's some excellent progress!
    One thing I immediately thought with the camp was to have traps, both for fish and land life. Gathering ingredients for sale or food that way could be more of a passive thing that happens during the night when the player sleeps. Fishing trap or lines would also create a unique way to think of your camp placement, as traps would require the camp site to overlap with water - which you otherwise might not want, as it detracts from the placeable area of your hut.
    If rivers are going to be a thing further down the line, these objects that require water for placement could include waterwheels (for electricity generation or BBQ cooking spit turning), or even irrigation channels, depending on how crazy you're looking to go with the camp setups.

  • @gospelsandgames
    @gospelsandgames 10 месяцев назад

    I absolutely loooved the comfort mechanics in Valheim. The mechanic actually encouraged me to decorate the interiors of my builds and the game gave me plenty of tools to do so. Im excited to see what that same mechanic can bring to Dauphin!

  • @themegaultimate
    @themegaultimate 10 месяцев назад +1

    I like that you need a campsite to place more things but what if a player want to place something required campsites without it

  • @TEFalcon1
    @TEFalcon1 11 месяцев назад +2

    Love your video as always! Personally I think different items should have a different comfort bonus, fire being the most bonus points

    • @DevDuck
      @DevDuck  11 месяцев назад +1

      I'm now even thinking there could be different types of "comfort" bonuses based on the placed items. Maybe some bonuses would impact movement and combat, others could improve skills like fishing and cooking...

  • @themegaultimate
    @themegaultimate 11 месяцев назад +1

    Can wait for the game

  • @DippedInDopamine
    @DippedInDopamine 11 месяцев назад +3

    Hey man, been enjoying all of your vids. One thing I can't help but notice every time is that the toxic goop feels a bit disjointed from the art style. Everything has a hard edge pixel look, but the goop has a soft blur and feels out of place. Maybe you could create some overlay tiles (with transparency), and even give it more personality like have small clusters of puddles rather than one large puddle. And maybe even purple footsteps if you run through it.

  • @reymarkandog1441
    @reymarkandog1441 11 месяцев назад +1

    Maybe add a line or fence when you place the camp.

  • @spunkyre3917
    @spunkyre3917 11 месяцев назад

    It could be cool to have the campsite repelling the nearest corrupted organism, like a safe place to go to! Tho you would have to prevent players to place their campsite in boss fights

  • @zachariahm.kemper7406
    @zachariahm.kemper7406 11 месяцев назад

    It be nice if there were different bonuses, like fire could create smoke that keeps away bug or something so you have to choose do you want that or comfort, maybe have a warmth stat for colder islands, maybe having the warmth too high in hotter places might have a penalty, like the further the warmth stat is from a comfortable range the shorter your bonus from your other items comfort level lasts while the closer it is to whatever value of warmth you get some bonus time with your comfort bonuses

  • @IdeaGame-px9us
    @IdeaGame-px9us 11 месяцев назад +1

    Hello! Total inspiration seeing your project! Which is beautiful. Congratulations.

  • @HumbleMinted
    @HumbleMinted 8 месяцев назад

    I love it! Have you tried making the background of the hotbar items a bit more white for the item to stand out from the background. You can also add the name of the item to pop up and fade away when selecting something new from your inventory! Keep up the good work! Just wanted to give you some feedback.

  • @nathan12581
    @nathan12581 11 месяцев назад +1

    Would be cool to have a customisable fencing around the campsite to show the campsites boarders not just in the edit screen.

  • @dragoran149
    @dragoran149 11 месяцев назад +1

    I follow this devlog since video #1 and I think this is over 3 years ago. How can u stay motivated for so long?

  • @neilwalker4277
    @neilwalker4277 11 месяцев назад +1

    The underwater biome is a bit neglected. Have you thought more about a placeable shelter there?, eg can only research/craft certain items in the underwater shelter or useful for larger areas to explore, or maybe underwater caves...
    Btw, looking at the placeable code, have you thought of becoming or trying to become a 'never nester ', it may change your life, I've never looked back since, makes you think more about SOLID I've found 😉

  • @PreslavKolev
    @PreslavKolev 11 месяцев назад

    9:05 You could make the text over the tent appear only when the mouse is over it. It will look nicer i think (:

    • @sosasees
      @sosasees 10 месяцев назад +1

      this would be a bad change because then some players will not find this text, so they will not find out that it exists.

  • @maxwamsley
    @maxwamsley 6 месяцев назад

    Bruh this s**t fire 🔥

  • @SamNugget
    @SamNugget 11 месяцев назад

    Next you should add tides to the game where the walkable area expands/contracts revealing rock pools and other goodies. Should beach the boat at low tide too :)

  • @xrather7735
    @xrather7735 11 месяцев назад +1

    Super cool and all, but one criteria is the "camp comfort" text on top of the campsite... It doesn't work with how the game looks now. I would say that you make an icon (like a hart), and within you have the number. And if you want some info for the player so they know what it means, you can make it so when the cursor hovers over it, a text-box will appear and tell you what it is. This way, there is much less text, and you can implement it in all the sprites that increase camp comfort (how much they will add i mean). This is just a tip, so no pressure, but i do recommend it, because it works much better with the game.

    • @DevDuck
      @DevDuck  11 месяцев назад

      This is a great idea, not sure how I missed this. So many of my other UI elements are icon-driven. Thanks!

  • @matthewventures
    @matthewventures 10 месяцев назад

    If I am trying to place the fire I would be looking at the fire, I think the error message should be there instead of the bottom/middle of the screen where I may overlook it.

  • @popsters_
    @popsters_ 11 месяцев назад

    looking great, but i think the camp comfort should only be shown when the mouse is hovering over the tent

  • @Prismatics157
    @Prismatics157 11 месяцев назад +4

    What happens if you break the tent when there are other decorations around it?

    • @DevDuck
      @DevDuck  11 месяцев назад +8

      Was thinking about that this morning! I’m thinking a confirmation dialogue to tell the player this will “dismantle” the camp, and all items in the camp will drop to the floor for the player to collect.

    • @Prismatics157
      @Prismatics157 11 месяцев назад +2

      I actually really like that solution, it's clean and also prevents the player from accidentally removing the campsite!

  • @luigitho9560
    @luigitho9560 11 месяцев назад

    Hey, could indicate the boundary of the camp after it’s been placed?

  • @JoelFunk
    @JoelFunk 11 месяцев назад

    Great solution for your camp logic. Just curious, why did you decide to go with a rectangle for the camp and not a simple radius? Is it because the game is on a grid already and that just made things easier or was it something else? Love the devlogs as always!

  • @Jova
    @Jova 11 месяцев назад +1

    do you check your fps as you develop this game?

  • @JakesAutomotiveYT
    @JakesAutomotiveYT 11 месяцев назад

    If your camp overlaps water, will there be items that can be placed in the water? My first thought was like those crab pots in Stardew Valley on the edge of shore, but im sure there are a ton of other things you could do

  • @belug23
    @belug23 11 месяцев назад +1

    I like the idea of the foundation, but there's a big flaw with how you've implemented it. Having it centered around the tent is strange since, as you've demonstrated in your video without knowing it, most of the players will want to place items in front of the tent and not in the back. But if you would change the position of the tent inside the foundation to give more place in the front, now it's limiting creativity in the other way, by limiting the ability of placing objects in the back of the tent.
    I wish I had a good way of solving this, but it's not that easy. One of the way I thought is to have a "foundation" object to place the camp site, then you can place the tent, another way could be to have a dynamic foundation that adapts to the content of the campsite, so placing an item could move the limits of the site more in that direction and lastly, the foundation could be part of each items, all having a small area around them and as long as they are connected together, they're part of the camp, like the electricity pylons in City Skyline. Though thing to think about.
    Also, since you've talked about gathering resources with the pickaxe and now creating camp sites with comfort commodities. Those really human things to do goes a little bit in contradiction with the theme of the game. I'm wondering if you would implement a corruption system linked with the actions that the player does to disturb the nature, not 100% certain here, because it can make the game less fun overall, but letting the player destroy nature in the sake of preserving it is a little bit strange.
    Let me finish that you're doing a great job so far and I love watching how the game is evolving and how much you've progressed, learned and had fun, keep it up!

    • @InvalidationX145
      @InvalidationX145 11 месяцев назад +1

      Agreed. Emphasis on the juxtaposition of destroying to preserve and what the original goal of the game was, and how a tent is more _part_ of a campsite, rather than the main feature (and sometimes is not even a good idea in the real world). Like others have said, perhaps you want to make a campsite with _just_ a fire, or bait, or something - requiring a tent kind of limits creativity and adaptability to different situations. But enjoying watching this development nonetheless.

  • @timothymclean
    @timothymclean 11 месяцев назад

    You mention around 6:37 that all placeable items are either foundational to a campsite or need to be placed _within_ the campsite. Are there no plans to create placeable items that aren't part of a campsite?

  • @nickrounsville
    @nickrounsville 11 месяцев назад +1

    Hey DevDeck, I asked this question previously maybe it got missed. I noticed when you save and load the game you seem to go back to the center of the island or some sort of designated starting spot. Do you have this area blocked off from placing the campsite? At 0:53 it looks like you could place the campsite in your spawn spot. What happens if you place the campsite there, and then save and reload. Does your place end up on top of the campsite? Maybe I am not understanding how it works? I just thought it could be a potential bug if you haven't tested it..

    • @DevDuck
      @DevDuck  11 месяцев назад +2

      Right now the respawn point is arbitrary! That will change once I incorporate a saving mechanic into the campsite foundation - that will become the new spawn point.

  • @elizabethn5861
    @elizabethn5861 10 месяцев назад

    I'm not sure EVERY object should increase comfort by 1. maybe 0 or 2 from some.

  • @jacobophoven90
    @jacobophoven90 11 месяцев назад

    Why can you make a tent in the sand??

  • @Kasperbjerby
    @Kasperbjerby 10 месяцев назад

    I have watched since the first devlog and i will keep watching, its good that you are learning and building your skillset and trying to make optimized clean code that is easy to understand and can be reused.. I may also be in the minority here, but i am afraid that when and if the game ever comes out, its going to be very boring.. But then again it may just not be my thing, you should go for something you are excited about playing yourself 🤗 And no matter what, you have learned a great deal along the way and nothing is a waste, even if it does end up beging boring to play

  • @Bassalicious
    @Bassalicious 11 месяцев назад +3

    The carpet's "space is occupied" area has to disappear when it's placed, we need to be able to place stuff on top of it :)

    • @DevDuck
      @DevDuck  11 месяцев назад +2

      Agreed!

  • @CanadianBoyArt
    @CanadianBoyArt 11 месяцев назад +2

    at this point. are you satisfied for switching from unity to godot?

    • @DevDuck
      @DevDuck  11 месяцев назад +3

      I certainly am!

  • @Dethas1991
    @Dethas1991 11 месяцев назад

    I can totally see people abusing this system :P speedrunners are going to have a great time with this :D

  • @alexandrepv
    @alexandrepv 11 месяцев назад +3

    Do you work fulltime on this?

    • @DevDuck
      @DevDuck  11 месяцев назад +3

      Nope! I have a full time job, this is all done in my free time.

    • @alexandrepv
      @alexandrepv 11 месяцев назад +2

      @@DevDuck Bloody hell man, that's amazing progress :) I got a full time job and struggle to find time to work on my own game project. Keep it up !

  • @paulpopov3471
    @paulpopov3471 11 месяцев назад +1

    you've thought of this already, probably, but there definitely should be things that drive down the comfort level of the camp, but have some other use

  • @edrichviray8554
    @edrichviray8554 10 месяцев назад

    is this playable in mobile?

  • @jammingjack99
    @jammingjack99 11 месяцев назад +2

    Please add hammoks that you can sleep in to the campsite

    • @DevDuck
      @DevDuck  11 месяцев назад

      Love that idea! I definitely want more types of "shelter" besides tents, this would be a great one.

  • @sosasees
    @sosasees 10 месяцев назад +1

    i agree that the error messages for when i can't place something are not the best. they should sound more human. examples:
    • Placement requires campsite ➡️ Campfire can't be placed outside a campsite
    • Object in the way ➡️ Campfire can't be placed on Tent
    • Incompatible Terrain ➡️ Campfire can't be placed in water
    i know these improved error messages are hard to add because they can't be drop-in replacements. you must track more variables to generate them:
    • name of object under cursor
    • name of terrain under cursor
    • name of held item
    but i believe this will be well worth the result of a more cozy atmosphere.

  • @Bromon655
    @Bromon655 11 месяцев назад +1

    This game is 3 years in the making and only has a handful of basic gameplay elements implemented, no story, no progression... I'm wondering what development prospects for this game are going to look like when abstract concepts come into play such as story development, longevity of gameplay, etc. Another 4 years?
    Or maybe the real Dauphin is the devlogs we enjoyed along the way.

  • @elephantchessboard9060
    @elephantchessboard9060 11 месяцев назад +1

    Biggest concern with this game I have is that it will kinda compete with Stardew Valley and since Dauphin have a more "narrow" theme people might prefer SV. Any ideas how you'll get stand out vs other games?

  • @vatyunga
    @vatyunga 11 месяцев назад +1

    I don't like this. What if player wants to build a small camp-fire only camp? What if player wants to put bait near water?
    Comforting items could each juts have circles that would be counted by player.

  • @Selrisitai
    @Selrisitai 5 месяцев назад

    It's not your job or obligation to innovate on everything, but it would be great if you could maybe consider a few alternative options for fast travel.
    It seems the two obvious options are to either take forever to get anywhere, or try to ensure that the player never _needs_ to go anywhere. Neither of these are attractive options.
    But fast travel? Fast travel takes the story and the characters and the world and turns it into a game. Is there no way around it?

  • @dreamsComeTruePL
    @dreamsComeTruePL 11 месяцев назад +3

    That's it, canceling the sub after long time of following you (I am Godot developer as well).
    This game will never go out. it's just in dev hell, over 3 years in the making, new features added every video, but no real fun of playing/watching it.
    It's more like a never-ending gamedev journey/therapy rather than concrete plan for a release.
    I watch most of the gamedev logs out there, and from many, MANY of them only ThinMatrix, Jonas Tyroller and CodeMonkey are actually pushing forward their ideas into tangible products, have plans for finishing line, do not overscope and move on to their next projects.
    Wish you well, but I don't see it coming anywhere near - but at least watching/following you for recent years was enhancing for me as well - now I know which mistakes to avoid when working on my own project 👍

    • @jammingjack99
      @jammingjack99 11 месяцев назад +3

      Don't listen to this guy devduck games take time and it's better to focus on small thins than release a unfinished game with only bare bones features I know these type of comments can get in your head but don't let it discourage you

    • @DevDuck
      @DevDuck  11 месяцев назад +5

      Might sound harsh on first read but I think the observation is fair. I've put myself in a bit of a different position than most - though I certainly do want to finish and release Dauphin and will continue to drive towards that, my goal with this project has been to find a way for me to get the most out of my love for game development while also juggling a demanding full-time job (that I really enjoy). I think I've succeeded in this for the past 3 years by 1) working on a huge project that I'm really excited about and 2) taking it slowly. A very different approach than those who want to consistently release projects as a steady source of income.
      I appreciate the comment, and you sticking with the channel for so long! I'm glad you found some value, and I hope you're able to channel that into a great release!

    • @Throckmorpheus
      @Throckmorpheus 11 месяцев назад +2

      The man's got a full time job outside of this man, he's working on this at a perfectly normal healthy pace. Its fine if you don't enjoy watching it but it doesnt make it objectively wrong, overscoped or doomed

    • @dreamsComeTruePL
      @dreamsComeTruePL 11 месяцев назад

      ​@@jammingjack99 these are not words of discouragement - these are just plain facts.
      Watching him for years, it's pretty obvious he's going in circles with the project, adding feature after feature and doesn't have a clean idea of how the game should be enjoyable.
      Say truth jammingjack - would you really buy it because it's fun to play, even in the current state, or do you just enjoy watching him devlogging?

    • @dreamsComeTruePL
      @dreamsComeTruePL 11 месяцев назад

      @@Throckmorpheus I never said he overscoped. On the contrary - the game doesn't have any gameplay loop, enjoyable to dive in ATM.

  • @ltecheroffical
    @ltecheroffical 11 месяцев назад +1

    Watch this, this comment will get pinned