"I fear not the man who has practiced 10,000 projects (videogames) once, but I fear the man who has practiced one project (videogame) 10,000 times" -Bruce Lee
Man A: Made/finished a single video game. Gave up. Man B: Made/finished a thousand video games. Still did not give up. like. duh? EDIT: I think what you are trying to say is between a man who "shipped" a finished single videogame then gave up versus a man who started a lot of unfinished videogame projects, never finished anything, but is still learning and still trying.
Please don’t save an array of objects with all the item’s data, just save an array of item IDs and only get their correlated item objects/data when you need them. A merchant doesn’t need to have an entire inventory filled with instantiated objects, they just need the item IDs, the amount of each one they have, and other necessary data, then instantiate it when you need it. I love the video though, keep em coming
Don't forget that "pro" devs from Blizzard were loading everything for everyone in Diablo 4. It's hard to expect anything better as a first try from amateurs dabbling in game dev.
@@boccobadz that’s a good point. There’s always better ways to do something and even some of the best games out there have questionable code. So when you can, make improvements, but the most important thing is that you’re out there making games, and that’s awesome!
It always makes me laugh when people say "I have no idea what I'm doing" and "I know nothing about this" and "I've never done this before". You come back half an hour later and they've nailed it. Same on car stuff. "I know nothing about cars and I've never worked on one before" - and then by the end of the day you see that he's rebuilt the transmission and replaced all four shocks with no assistance.
lol no, that's being a script kiddie. It's fine to do that as a beginner, but that's not what being an actual programmer is like. If you think that just copy pasting code is being a programmer then you'll never get anywhere. Who do you think is the one writing the code that you copy paste?
If you can’t even JOKE about copying code… then even if you are a professional there’s a good chance you aren’t very fun to work with. Source: working with hundreds of professional game devs.
Awesome devlog my guy. I love failure! Rest assured that all the time and effort you put in is useful for moving forward - take what you've learned and expand upon it. You can do it! Great work.
Bro this game's aesthetics are off the charts I really like the amiga bouncy ball in the background. Makes even unfinished areas feel warm and nostalgic instead of jank or whatever
Behind the scenes, it's not a game, it's just a plain old and boring collection of systems that manage data in and out. I did also had that big realization at the few cracks I had at this, and it's a major wall to hit when starting. The editor is just a helper, and in reality everything needs to be managed by the system, from loading assets into the play scene to micro-managing NPCs or whatever. Particularly useful the idea of representations and abstractions. Opening any engine's editor, throwing a bunch of models and scripting a few things ends up far too short in the long run. Good wisdom.
You would be amazed at how intricate in-game systems can actually get and a lot of gamers wouldn't understand or even recognise it was there. How NPCs communicate, how in-game vehicle traffic e.g. GTA works and how the vehicles respond to each other, how you pressing that red button might make something happen elsewhere in the game world you don't spot until later.
What a great discovery your chanel! I enjoyed the video and as a solo amateur dev I can't empathize more with you! the other day I was reading about Data Oriented Design, and that's the conclusion you reached on your won about how to organize and reference data. Btw Horse 2 looks fun and one can see you have great ideas and the talent to render a fun interesting world. Keep it up sir, we'll follow your journey along!
Sweet vid, you've given me lots to think about. Thanks for the tips. Rebuilding your game from the ground up is valid. Iteration is the soul of creation.
Your game is amazing because it got a unique vibe!! I love the low cost effects that needs only creativity like the background sky that moves with the player. Keep it up!!
This is really, really great. Truly appreciate you taking the time to explain what you did, what lessons you learned, and how you're going to apply them going forward. Looking forward to watching your progress!
I want you to know I am building a game and literally have resource based inventory. I am VERY early on in the development and chucking it in the trash doesnt feel too bad. Thank you for sharing your invaluable experience, saved me from the same fate you faced.
@@eericjacobson If your game has very few items with few duplicates, like say a point-and-click adventure game where each item only has one use, resource based inventory is probably the best fit.
@ here ill forward my comment to here I am using a resource based inventory and i will continue to do so, there arent any performance issues with a resource based inventory system, if you do it correctly. Resources are saved the same way as json, they just have more functionality and all of this functionality is incredibly useful when making an inventory system. If you make a json based system you will probably still end up instantiating the items as instances which is what resources do but much easier. If you make a resource/instance based inventory system make sure to; using one instances for every stack of item and dont instantiate items until you need/display them. There shouldnt be an issue as long as you do that. What the video mentions about having 1000 items in the npc is not a problem you should run into when making a resource based inventory system, if you do then youre making it wrong.
@ the creator of this video also mentioned that he wasnt using actual resources for his inventory system but rather using packed scenes to represent items, and that is a very big difference, performance wise. i advocate for resource based inventory systems in all scenarios, regardless of the scope of your game.
Did you know that this is how its done on the industry right? What you did is called the preproduction phase, where you make a prototype of the game you are planing to develop. You use that prototype to understand the specific requeriments of your project architecture. Then you start the development of the game again from zero so you can implement the new architecture based on the experience with the prototype. So yeah, essentially you did not fail, you literally did it as any professional would do it (senior or teams with alot of experience can skip this step sometimes). Also, u have been inspired by Bernband dont you?
It also helps staying small scale and just open up the editor every day and do a tiny task. Even if it's just setting up a material. Every tiny bit helps
I'm glad my game (or at least the demo of my game) is sectioned by a sort of simulation based on how you play, so I don't have to worry about save until after the gameplay itself is done. I'm sorry you put yourself through that hell
I love what you did with your game, please make a video explaining how you came up with the initial idea and why you choose to use certain assets and data!
This doesn't feel like a case of lacking skill, you have that in ample amounts. Instead, it's trying to do too much with tools that aren't quite made for that. Thanks for sharing your learning experiences, good luck, you'll succeed!
I pray that your project goes ahead, my friend. The truth is that you are taking on the task of rebuilding it from the bottom up is inspiring, wonderful devlog, I wish you all the luck in the world.
Man, really well done video, engaging and entertaining while still being informative. Excited to see your journey of revisiting this project! Learning game dev myself, and some of the concepts you talked about seemed rad, especially the transition between scenes part, so hope to one day find a resource for that. Hopefully that part is a possibility for you in Godot 4! :) Keep up the good work!
12:00 THIS! This right here. I had to learn that too. Less is definitely more as a solo indie developer. Why make a giant empty mansion when you make a fully furnished apartment that would be way more interesting. Also saves you alot of time you don't have to spare.
@@MonkayMakesGames yes! Thats good, Tho i want to clarify that the point i was trying to make is that when considering the player's experience, the only part that matters is what they believe the experience was. So to that end, you dont need to implement and simulate every idea one to one. If you can create something that does a good job of giving the IMPRESSION that thats whats going on, you might not only save on effort, work, complexity, but also might make something more impactful to the user. Like, to make a movie about flying, you don't need to build and operate a fully functional real airport.
@@horsedev Ah okay I got you. I agree still. I'm working on a game using time powers. At first I was going to do it in an intense version of keeping track where the object are frame by frame and reversing, pausing etc with physics. But instead to save on time and energy, I made a timeline "animation" and the player can just reverse, pause, speed it up etc. I'll have to reference you in my devlogs!!...when I start making them lol
One of the core tenets I was told is a simple one: always leave your game in a finished and releasable state. Working on a small and easily-implementable feature that can be knocked out quickly? Finish it. You see a small job that needs doing like adding a texture to that thing over there? Do it now. You don't have a sound file for something in game, e.g. footsteps? Record it today. Or go online right now and grab one. Ensure your game is always 'finished' and feature complete. You can add to it later. Don't have a car crash development build with 14,000 things left unfinished because that will shred your motivation and it will probably never _get_ finished - that might be acceptable if you're in a large professional team, but it's no fun if you're an indie doing this in your spare time.
I started a new project a month ago, thanks for the reminder to stop procrastinating on persistence immediately!
2 месяца назад+8
So many of your issues were scalability! This is something I’ve learned too, you either have to constantly limit your scope and design systems around that, or design everything around clever systems for keeping data sets down. I think limiting scope is better as a start point tbh 😂
Overall I really adore this game's art style and I think you should stick with this style for creating eventual projects after this. I would love to play something so unique like this!
bro just made levels except like, 10x more complicated lmaoooo. Thanks all the knowledge, lotta people on RUclips teaching what to do, not enough teaching what no to do. 10/10 vid super useful.
The shader compilation issue is the problem with using game-making-kit style engines, including Unreal/Unity. DOOM'16 has about 200 rendering pipelines (aka shaders) for the entire game. It just compiles all of them at startup and uses them as needed, instead of each material having its own pipeline. Most materials are the same anyway, so all you need to do is pass around different textures and parameters to render them using the same shader. It's silly that engines haven't figured out how to detect where this can be done ahead of time and re-use pipelines.
Godot Scene files are just text files. If you wanna find references to all shaders to see if you've got one offs somewhere, you could totally do that. You just have to write a reader that walks that.
Honestly, its a rite of passage for most game devs isnt it? Passion project, toil away, burnout, repeat. Think of failure as having, if not more, value as success. What's anything worth if it took only one try to get there, right?
This is a lot more interesting and fulfilling than just making your own Pong, Tetris, Asteroids etc. That is so boring, it's been done to death, every version is better than yours. Just build your own game. For you. I've been doing gamedev on and off for years, have never once made Tetris and don't think I'd even know how. I don't even like Tetris so why would I waste my time making a crummy knockoff? I tried making Kaboom in Unity and it didn't play as well as the original, nor did it have any of the charm. Couldn't decently clone a 2600 game made in 1981. Meh.
Been learning Godot. Never published a game. On the toilet, thinking "I wonder how soon I should implement a save system." Hours later I click on this random ass youtube algo suggestion. QUESTION ANSWERED. TY!
I've truly never had a unique experience, huh? Except my first game was a square fighting other squares like in Katana ZERO, and I'm still in college lol. Love the editing of the video!
There are billions of humans all trying to do something new every day. If you generalize that much, you'll never think you're unique. But if everyone is doing the same thing, then why do some succeed and some fail? That's because despite looking similar on a surface level, you went through your path in a unique way that adds your own unique touch to the experience. Keep having those moments and eventually you'll figure out the value you bring to the table, and that's what you'll use to succeed.
Keep the horse game as your pet project. Use it as your Game dev acid trip utopia. Add a ROBOT HORSE with guns, and shat on it, like a 4-legged 007 death mobile
Its so funny that I ran into a lot of the same issues as you did with my current project! Luckily I made a save/load system early and got it to save player customization and inventory. I used resources with the inventory and trust me that took FOREVER (months of long weekly sessions of troubleshooting). A method I tried in an earlier version worked with the latest godot version and thats what solved my problem (I can't remember the details of what exactly I did because I took a long break from programming the game). I can maybe try and figure it out for you if your still interested. Blunder 3 is something I have been dreading!!! Hey I know it's been a bit since you worked on the game but if you can give me any pointers sometime? I'm a complete hobbyist who's self taught and advice from someone who works in the field and has had a similar project would be extremely beneficial and exciting!
I am using a resource based inventory and i will continue to do so, there arent any performance issues with a resource based inventory system, if you do it correctly. Resources are saved the same way as json, they just have more functionality and all of this functionality is incredibly useful when making an inventory system. If you make a json based system you will probably still end up instantiating the items as instances which is what resources do much easier. If you make a resource/instance based inventory system make sure to; using one instances for every stack of item and dont instantiate items until you need/display them. There shouldnt be an issue as long as you do that. What the video mentions about having 1000 items in the npc is not a problem you should run into when making a resource based inventory system, if you do then youre making it wrong.
I think a point of confusion is that I used the term resource, which overlaps with Godot's "Resource" class, which is absolutely a great way to do an inventory system. that's my bad, in the video I should have used a more generic term like object-in-the-scene, or packedScene, or physical prefab, because i didn't mean the actual "Resource" class here. But the main takeaway is having some degree of separation between the physical representation of an item, and its data and UI representations. keep in mind, this video was made in 2023 and the game was being made between 2020 and 2022, and at that time I had no idea about custom resources or resource saver.
@ yea makes sense, because resources are just data in another form, however using nodes or scene to represent every item is definitely suboptimal. i am saw like 2 people saying that they changed their minds on using a resource based system from this video which is sad since it really is neat. maybe do a clarification post, idk up to ylu
"I do not fear the man who's made a video game and gave up. I fear the man who's made 1000 video games, and does not give up." Sun Tzu
I fear the man who made 1000 horse games
It should be “I do not fear the man who made 1000 video games and gave up. I fear man who made one game and released”
"I fear not the man who has practiced 10,000 projects (videogames) once, but I fear the man who has practiced one project (videogame) 10,000 times" -Bruce Lee
99% of the game devlopers quit before they hit big
Man A: Made/finished a single video game. Gave up.
Man B: Made/finished a thousand video games. Still did not give up.
like. duh?
EDIT: I think what you are trying to say is between a man who "shipped" a finished single videogame then gave up versus a man who started a lot of unfinished videogame projects, never finished anything, but is still learning and still trying.
I fear not the man who has made 10,000 games once, but I fear the man who has made the same game 10,000 times. - Bruce Lee
Horse Game 10,000 sure is terrifying.
... Until the 10,000 remakes and remasters comes out.
Please don’t save an array of objects with all the item’s data, just save an array of item IDs and only get their correlated item objects/data when you need them. A merchant doesn’t need to have an entire inventory filled with instantiated objects, they just need the item IDs, the amount of each one they have, and other necessary data, then instantiate it when you need it. I love the video though, keep em coming
it is fine but it doesn't spawn since it doesn't preload lol
I love the video and I love when someone helps. Thank you.
Unless delivery fees are expensive. A merchant must make profit
Don't forget that "pro" devs from Blizzard were loading everything for everyone in Diablo 4. It's hard to expect anything better as a first try from amateurs dabbling in game dev.
@@boccobadz that’s a good point. There’s always better ways to do something and even some of the best games out there have questionable code. So when you can, make improvements, but the most important thing is that you’re out there making games, and that’s awesome!
Now lets wait for the video "Why I succeeded at creating a video game"
It always makes me laugh when people say "I have no idea what I'm doing" and "I know nothing about this" and "I've never done this before". You come back half an hour later and they've nailed it.
Same on car stuff. "I know nothing about cars and I've never worked on one before" - and then by the end of the day you see that he's rebuilt the transmission and replaced all four shocks with no assistance.
I get this indescribable emotion when I see your art style
it's like the 90's came and slapped you in the face, I know right!
i would say the emotion is eye pain
@@Smi3tankoweCjastko it sure does lack cohesion.
@@lukefortune8314 it can't lack what was not intended in the first place
@@wiatrownica fair enough. the context is very important.
"I wasn't a programmer yet, I just found random code and edited it to fit my project" That sir, is called a programmer
100% agreed.
Programming is the art of not reinventing the wheel, only adapting it to fit your needs.
lol no, that's being a script kiddie. It's fine to do that as a beginner, but that's not what being an actual programmer is like. If you think that just copy pasting code is being a programmer then you'll never get anywhere. Who do you think is the one writing the code that you copy paste?
@@NihongoWakannai calm down king, it's a joke
@@gustawitresh there are a lot of people who say this shit unironically, how do you know it's a joke?
If you can’t even JOKE about copying code… then even if you are a professional there’s a good chance you aren’t very fun to work with.
Source: working with hundreds of professional game devs.
Awesome devlog my guy. I love failure! Rest assured that all the time and effort you put in is useful for moving forward - take what you've learned and expand upon it. You can do it! Great work.
I appreciate you breaking down your architectual problems and what to do instead. That kind of knowledge gets missed sometimes.
super cool art style, and the game environment looks really interesting and unique. looking forward to seeing more and trying this out someday!
Glad I saw this. Learning this stuff can be hard but I need to remember to just have fun with it. Failure is an amazing teacher
The RUclips algorithm has pleased me. Keep up the good work strange horse-man!
It caught me by surprise when you clipped into the horse and saw its brain
it's like the first time you clip into a human an see the eyeballs, teeth and tongue
@@w花b Wait, you are talking about in game right?
Bro this game's aesthetics are off the charts
I really like the amiga bouncy ball in the background. Makes even unfinished areas feel warm and nostalgic instead of jank or whatever
Behind the scenes, it's not a game, it's just a plain old and boring collection of systems that manage data in and out. I did also had that big realization at the few cracks I had at this, and it's a major wall to hit when starting. The editor is just a helper, and in reality everything needs to be managed by the system, from loading assets into the play scene to micro-managing NPCs or whatever. Particularly useful the idea of representations and abstractions. Opening any engine's editor, throwing a bunch of models and scripting a few things ends up far too short in the long run.
Good wisdom.
You would be amazed at how intricate in-game systems can actually get and a lot of gamers wouldn't understand or even recognise it was there. How NPCs communicate, how in-game vehicle traffic e.g. GTA works and how the vehicles respond to each other, how you pressing that red button might make something happen elsewhere in the game world you don't spot until later.
I wish you luck. Redoing all of the project is gonna suck but I admire your drive to do it. Keep going.
Nice AGDG reference, was one of the first places someone gave me feedback on the games I was working on in highschool lol
What a great discovery your chanel! I enjoyed the video and as a solo amateur dev I can't empathize more with you! the other day I was reading about Data Oriented Design, and that's the conclusion you reached on your won about how to organize and reference data. Btw Horse 2 looks fun and one can see you have great ideas and the talent to render a fun interesting world. Keep it up sir, we'll follow your journey along!
Just found your channel, will be fun to follow along on the journey however the journey goes, great video and insights!
This game is pure aesthetic
like looking at vomit
Excellent video, please keep it up, I wanna see those dev logs!
Happy this found its way onto my feed, the art style is incredibly charming
Sweet vid, you've given me lots to think about. Thanks for the tips.
Rebuilding your game from the ground up is valid. Iteration is the soul of creation.
Your game is amazing because it got a unique vibe!! I love the low cost effects that needs only creativity like the background sky that moves with the player. Keep it up!!
Solid devlog fam, God speed on your journey.
Dude don't give up, this game definitely will be amazing. At least take a rest.
You just got a subcriber; your passion for the Horse is amazin'.
I'm here for Horsegame 2.
>Homeboy discoveres technical depth and has an existential breakdown.
Can't wait to see Horse Game 2.5 Turbo Edition in the future
This is really, really great. Truly appreciate you taking the time to explain what you did, what lessons you learned, and how you're going to apply them going forward. Looking forward to watching your progress!
best video i've seen in awhile. i appreciate you taking us on this journey of yours!
I want you to know I am building a game and literally have resource based inventory. I am VERY early on in the development and chucking it in the trash doesnt feel too bad. Thank you for sharing your invaluable experience, saved me from the same fate you faced.
I did the same thing on my last prototype. It's such an easy path to fall into!
there is nothing wrong with a resource based inventory, you just need to do it correctly
@@eericjacobson If your game has very few items with few duplicates, like say a point-and-click adventure game where each item only has one use, resource based inventory is probably the best fit.
@ here ill forward my comment to here
I am using a resource based inventory and i will continue to do so, there arent any performance issues with a resource based inventory system, if you do it correctly. Resources are saved the same way as json, they just have more functionality and all of this functionality is incredibly useful when making an inventory system. If you make a json based system you will probably still end up instantiating the items as instances which is what resources do but much easier. If you make a resource/instance based inventory system make sure to; using one instances for every stack of item and dont instantiate items until you need/display them. There shouldnt be an issue as long as you do that. What the video mentions about having 1000 items in the npc is not a problem you should run into when making a resource based inventory system, if you do then youre making it wrong.
@ the creator of this video also mentioned that he wasnt using actual resources for his inventory system but rather using packed scenes to represent items, and that is a very big difference, performance wise. i advocate for resource based inventory systems in all scenarios, regardless of the scope of your game.
Did you know that this is how its done on the industry right? What you did is called the preproduction phase, where you make a prototype of the game you are planing to develop. You use that prototype to understand the specific requeriments of your project architecture. Then you start the development of the game again from zero so you can implement the new architecture based on the experience with the prototype. So yeah, essentially you did not fail, you literally did it as any professional would do it (senior or teams with alot of experience can skip this step sometimes). Also, u have been inspired by Bernband dont you?
idk why but when i saw 'horseshoe crab' i fucking laughed so hard i spit out my drink
It also helps staying small scale and just open up the editor every day and do a tiny task. Even if it's just setting up a material. Every tiny bit helps
your style is nuts. i'm in.
I'm glad my game (or at least the demo of my game) is sectioned by a sort of simulation based on how you play, so I don't have to worry about save until after the gameplay itself is done. I'm sorry you put yourself through that hell
It's going to be a great game, keep pushing an learning mate!
I love this! You're a great game dev
Great video even though im starting out on a "easy" engine this has still been helpful love the video
Horse Game 2 has so much personality (specially the little hand, I love it), I hope we will be able to play it someday
You didn't fail, bro. You just found out a way that didn't work, which means you're one step closer to finding a way that does work.
In my case, my failure was pretty simple. I criminally suck at coding or even understanding the fundamental of it.
I love what you did with your game, please make a video explaining how you came up with the initial idea and why you choose to use certain assets and data!
nice video! + ur game is cool
your game looks incredible, seriously, looks creative as hell, looks like an dream simulator
This doesn't feel like a case of lacking skill, you have that in ample amounts.
Instead, it's trying to do too much with tools that aren't quite made for that.
Thanks for sharing your learning experiences, good luck, you'll succeed!
I pray that your project goes ahead, my friend. The truth is that you are taking on the task of rebuilding it from the bottom up is inspiring, wonderful devlog, I wish you all the luck in the world.
Man, really well done video, engaging and entertaining while still being informative. Excited to see your journey of revisiting this project! Learning game dev myself, and some of the concepts you talked about seemed rad, especially the transition between scenes part, so hope to one day find a resource for that. Hopefully that part is a possibility for you in Godot 4! :)
Keep up the good work!
Godamn this was entertaining! well done :)
12:00 THIS! This right here. I had to learn that too. Less is definitely more as a solo indie developer. Why make a giant empty mansion when you make a fully furnished apartment that would be way more interesting. Also saves you alot of time you don't have to spare.
@@MonkayMakesGames yes! Thats good, Tho i want to clarify that the point i was trying to make is that when considering the player's experience, the only part that matters is what they believe the experience was. So to that end, you dont need to implement and simulate every idea one to one. If you can create something that does a good job of giving the IMPRESSION that thats whats going on, you might not only save on effort, work, complexity, but also might make something more impactful to the user. Like, to make a movie about flying, you don't need to build and operate a fully functional real airport.
@@horsedev Ah okay I got you. I agree still. I'm working on a game using time powers. At first I was going to do it in an intense version of keeping track where the object are frame by frame and reversing, pausing etc with physics. But instead to save on time and energy, I made a timeline "animation" and the player can just reverse, pause, speed it up etc.
I'll have to reference you in my devlogs!!...when I start making them lol
oh god when you talk about making a save system I feel myself tensing up lmao great video!
Very entertaining video, keep making them!
2:00 love to the most iconic stallman photo.
fun video, great project, keep it up!
the game you showed really looks something different, like it. i'd be glad if i see it done
One of the core tenets I was told is a simple one: always leave your game in a finished and releasable state.
Working on a small and easily-implementable feature that can be knocked out quickly? Finish it.
You see a small job that needs doing like adding a texture to that thing over there? Do it now.
You don't have a sound file for something in game, e.g. footsteps? Record it today. Or go online right now and grab one.
Ensure your game is always 'finished' and feature complete. You can add to it later. Don't have a car crash development build with 14,000 things left unfinished because that will shred your motivation and it will probably never _get_ finished - that might be acceptable if you're in a large professional team, but it's no fun if you're an indie doing this in your spare time.
This was Carmack's rule during the early days of Id software. Great rule.
Or know when to quit and quit early.
Got a sub from me, excited to see Horse Game 2 :D
2023!? Sheesh bros been workin on this video for a minute
lmao noooo i only made it a year ago, I just never uploaded it haha
Horse Game looks like a fever dream while being high and I'm all for it!
I'm wanting to try again. I didnt get very far last time. Maybe ill eventually get something done.
your editing is top notch. you deserve 10 trillion subs
Dear lord, HG2 what I see so far, looks INSANE. and I LOVE IT.
I started a new project a month ago, thanks for the reminder to stop procrastinating on persistence immediately!
So many of your issues were scalability! This is something I’ve learned too, you either have to constantly limit your scope and design systems around that, or design everything around clever systems for keeping data sets down. I think limiting scope is better as a start point tbh 😂
Based visuals. If you ever need music or audio done for a project, feel free to hit me up. Would love to work on these!!
"I had a lot of stupid ideas(...) - that's the software/game development in a nutshell
Overall I really adore this game's art style and I think you should stick with this style for creating eventual projects after this. I would love to play something so unique like this!
I wish you the very best of luck and success!
bro just made levels except like, 10x more complicated lmaoooo. Thanks all the knowledge, lotta people on RUclips teaching what to do, not enough teaching what no to do. 10/10 vid super useful.
this is so fire ngl
Amazing video. Keep it up.
Might be doing something similar myself
thank you so much for this video
The shader compilation issue is the problem with using game-making-kit style engines, including Unreal/Unity. DOOM'16 has about 200 rendering pipelines (aka shaders) for the entire game. It just compiles all of them at startup and uses them as needed, instead of each material having its own pipeline. Most materials are the same anyway, so all you need to do is pass around different textures and parameters to render them using the same shader. It's silly that engines haven't figured out how to detect where this can be done ahead of time and re-use pipelines.
You are a very special man
i love ur artstyle bro
You at least tried and will learn and that's better than never trying
If you try, you might fail.
If you don't try, you'll definitely fail.
I love the art style, very unique
im so pathetic. i see jerma pics im sold.
Godot Scene files are just text files. If you wanna find references to all shaders to see if you've got one offs somewhere, you could totally do that. You just have to write a reader that walks that.
dude your horsee gamee is so unique
Honestly, its a rite of passage for most game devs isnt it? Passion project, toil away, burnout, repeat. Think of failure as having, if not more, value as success. What's anything worth if it took only one try to get there, right?
This is a lot more interesting and fulfilling than just making your own Pong, Tetris, Asteroids etc. That is so boring, it's been done to death, every version is better than yours. Just build your own game. For you.
I've been doing gamedev on and off for years, have never once made Tetris and don't think I'd even know how. I don't even like Tetris so why would I waste my time making a crummy knockoff? I tried making Kaboom in Unity and it didn't play as well as the original, nor did it have any of the charm. Couldn't decently clone a 2600 game made in 1981. Meh.
@@halfbakedproductions7887 📣📣🔥✍️
This is so effin funny and I’ve experienced all of this… I mean no horse stuff but yah, same stuff.
I have great faith Horse Game 2 will cure my depression and ascend me to a higher plane, I shall await eagerly
I would love to watch and eventually play this beautiful fever dream of a game.
Been learning Godot. Never published a game. On the toilet, thinking "I wonder how soon I should implement a save system."
Hours later I click on this random ass youtube algo suggestion. QUESTION ANSWERED. TY!
Horse Game 2 looks very unique and I would definitely play it
"I do not fear the man who fears I fear the man who the man fears." - Man
Man...
goat RUclips recommendation!
I've truly never had a unique experience, huh? Except my first game was a square fighting other squares like in Katana ZERO, and I'm still in college lol. Love the editing of the video!
Katana Zero is just built different, such an inspiration. Same as Hyper light Drifter, totally recommended
There are billions of humans all trying to do something new every day. If you generalize that much, you'll never think you're unique. But if everyone is doing the same thing, then why do some succeed and some fail? That's because despite looking similar on a surface level, you went through your path in a unique way that adds your own unique touch to the experience. Keep having those moments and eventually you'll figure out the value you bring to the table, and that's what you'll use to succeed.
Your first game just looks like cruelty squad
Keep the horse game as your pet project. Use it as your Game dev acid trip utopia. Add a ROBOT HORSE with guns, and shat on it, like a 4-legged 007 death mobile
We are getting Horse Game 3 before Half Life 3
When will the remake of your magnum opus releases?
Its so funny that I ran into a lot of the same issues as you did with my current project! Luckily I made a save/load system early and got it to save player customization and inventory. I used resources with the inventory and trust me that took FOREVER (months of long weekly sessions of troubleshooting). A method I tried in an earlier version worked with the latest godot version and thats what solved my problem (I can't remember the details of what exactly I did because I took a long break from programming the game). I can maybe try and figure it out for you if your still interested.
Blunder 3 is something I have been dreading!!! Hey I know it's been a bit since you worked on the game but if you can give me any pointers sometime? I'm a complete hobbyist who's self taught and advice from someone who works in the field and has had a similar project would be extremely beneficial and exciting!
Why is this game one of the most fever dream games I've ever seen
Dude your mic's bass is insane
I am using a resource based inventory and i will continue to do so, there arent any performance issues with a resource based inventory system, if you do it correctly. Resources are saved the same way as json, they just have more functionality and all of this functionality is incredibly useful when making an inventory system. If you make a json based system you will probably still end up instantiating the items as instances which is what resources do much easier. If you make a resource/instance based inventory system make sure to; using one instances for every stack of item and dont instantiate items until you need/display them. There shouldnt be an issue as long as you do that. What the video mentions about having 1000 items in the npc is not a problem you should run into when making a resource based inventory system, if you do then youre making it wrong.
I think a point of confusion is that I used the term resource, which overlaps with Godot's "Resource" class, which is absolutely a great way to do an inventory system. that's my bad, in the video I should have used a more generic term like object-in-the-scene, or packedScene, or physical prefab, because i didn't mean the actual "Resource" class here. But the main takeaway is having some degree of separation between the physical representation of an item, and its data and UI representations. keep in mind, this video was made in 2023 and the game was being made between 2020 and 2022, and at that time I had no idea about custom resources or resource saver.
@ yea makes sense, because resources are just data in another form, however using nodes or scene to represent every item is definitely suboptimal. i am saw like 2 people saying that they changed their minds on using a resource based system from this video which is sad since it really is neat. maybe do a clarification post, idk up to ylu
Horse game 2 looks amazing :D
starting over is very underrated, I did it 4 times with my current game, best decision ever
"I do not fear the man who practiced a single kick 10,000 times. I fear the man whose been kicked 10,000 times and somehow is still alive" -Luce Bree.