I love how these logs aren’t hustle prn. Rare to find someone this passionate about a side hustle who’s also approaching it from a sustainability standpoint!
I have two ideas to improve the damging program 1. change that the attack won't deal allways 10, do that it could deal between 8-12 damage and maybe even a crit attack 2. you should add a animation to the corraption bar sliding to the middle so you will see how much corraption it had at the begining you are doing a great job! keep going :D
i agree, if it had an animation of the bar at full, then to the remaining amount of "corruption" it could show how much damage was dealt, i also like the little numbers that could be green for small damage (1-10) and red for higher 15+. Maybe orange for the mid tier damage
It would be cool if, as you remove the corruption from the crabs, the crabs move slowly from corrupted to regular, so there is slowly more of the normal crab colors as the corruption goes down.
@@DevDuck I am working on a simmer mechanic for my game you need a big tree of animations and massive sprite sheets for all possible state and movement animations
Your lifestyle is so motivating. Like seriously. I watch so many creators who stretch themselves too thin and jokingly brag about how little sunlight/sleep/exercise they get, and while I’m sure that it’s pretty much always an exaggeration for the sake of comedy, I find myself subconsciously mimicking that behavior because I admire the people I watch. Your videos are different though, and it’s honestly so refreshing to see! You’re showing off a lifestyle that seems healthy, productive, and fulfilling both physically and mentally, which I can really admire and really want to replicate for myself!
Appreciate the focus on balance at the end of the day. Whenever I spend a weekend working crazy hours on a side project it hurts me the next week and I go into the next weekend feeling less motivated. Seemed like an awesome evening and well deserved mental break from the grind!
This video kept me from procrastinating for the rest of the day. It's just so motivating - I can just watch someone's both productive and chilly day and realize that making my day look like that isn't that hard. Thank you for this!
To show the original corruption bar's length, you can do one or both of these things 1) slow down how fast bar shrinks so that you can see the maximum size for, maybe a quarter of a second 2) show a kind of dark, somewhat see-through color to show the size of the bar, kind of like how a fighting game has a red section in the HP bar showing how much HP can be regained.
i just wanted to let you know that this was so damn beautiful and inspiring!! it makes me wanna start working on all my projects while keeping a healthy and sustainable life balance. it’s time to binge all your series! thank you for this wonderful video!
For the health bar, I was thinking you could either add a light gray, slightly transparent bar behind the other health bar , and the light gray healthbar is as big as the max size of the colorful health bar before you hit it. (I hope that made sense). Or, you could make the healthbar appear if the enemy is in range of the player, or is moving to attack the player.
I was thinking somthing similar but instead of an tranparent bar you disign a border on the side (like brackets) where the full health would be. also I was thinking that the enemies health bar should apear whenever you hower the mouse over the enemy. PS: sorry 4 bad english
A suggestion on the text feedback: Destroy() function is slow and can bring performance down at some point. I recommend a object pooling implementation, I think it fits perfectly in your case. I Love your videos dude. Cheers from Brazil
@@brosisjk3993 There is a lot of content regarding this, it`s very common technique. Here is a very good video about it: ruclips.net/video/tdSmKaJvCoA/видео.html
I know life's hectic for most people right now but your content is awesome and watching your videos is very relaxing and inspiring. I hope you continue to upload devlogs of this game I think you have a great concept going! Anyway my point is please upload more because I will watch!
After 10 years of learning all about digital design and even going to a game school, I finally decided create games too. Your videos are really inspiring and I look forward to the progress you make.
I like how you took the time to relax and play another game for a while, even one that's completely unrelated to the one your making! I think while doing game dev it's important to do stuff like that
Game dev is a challenge all around. It takes a long time to make something you’re proud of and ready and happy to share with the world. Props to you in your endeavors, I wish you and everyone who shares this dream the best 🤘🏻
I really like these devlogs! I appreciate the amount of detail you go into with your steps, because you really get to see the step by step of health bars and item drops and how to structure text code without the academia of a tutorial but without the vagueness of a huge time lapse. It helps me get more scope of what it’s going to be like when I do get to work on my first game. It’s also really nice to see you taking breaks and being healthy, both because I’m happy for you and your family and because it reminds me to try to achieve the same between coding time. The vlogs are really well produced and relaxing to watch, thanks for making such a cool series!
This series of the making of Dauphin has been really inspiring for me personally, because that's the same reason I've started to get into game development. I have so many ideas for games and I want to start learning now so I can make what I want in the future. Dauphin is turning out to be an amazing project that I can't wait to see reach completion. Whenever the game comes out, I will be excited to play it. Game development is also a great skill to learn in this time when everyone is restricted to their homes. It's cool to start a project, even a super simple one, and work on it to completion. I've also gotten feedback from my brothers and they have asked to play one of my simple games. It's really awesome and inspiring to watch a game start as a vision in someone's mind and then become a full blown game. It's even more satisfying when the finished project is an accurate product of the person's original idea. Anyway, keep up the good work and I can't wait to see Dauphin finished. Good luck! :)
Idea for how to show full healthbar : The healthbar apears not only when you attack an enemy but it also apears when an enemy agros onto you and or gets close. To prevent this animation from looking too "instant" you can make it so that when the enemy gets close or agros the bar apears as if it was filling up (if that makes sense) Also I love watching your videos they are very relaxing and i hope you enjoy making them as much as we enjoy watching them.
Every time I watch your videos I become more relaxed, want to code, want to mace a morning/night routine, and general improve my life, the problem is, I am a procrastinator, so I never do..
I'm studying Unity/C# during this whole quarantine time, vids like this inspire me so much, helps me keep throwing myself into the learning even when it gets boring :) Awesome work!
As always amazing video! Love the look of the damage text :) Also you asked a good question at the end, to balance my burn out I usually do 3 things, take breaks, work on something else either a little project or just a mechanic I like and I tend to re-evaluate the project and see if I actually think its good enough
I am watching the dev log playlist from the beginning and this was my favourite episode so far! I love that you show your lifestyle as well as your dev progress! I hope to create contents like you some day. Much Love!
I find your balance between work and decompression, as you call it, inspiring! I'm starting and working on finding such a balance myself, but still trying to figure things out. I'm really enjoying your videos, and the lifestyle that you're portraying that fuels all of this. I hope it continues to work well for you and that this project continues to prosper. Both as a living testament to the benefits of active improvement, and for the sake of my own entertainment. :) Cheers!
Been following you since you had 10k subscribers and now you’re on your way to 100K. I started studying software development this year and you inspire me to keep at it 💪
Hey good work. You are very productive and nice how the game is updating. And I got two ideas: - To improve feedback on the enemy drops, you could give it a sparkle or high light. - For the corruption bar: You could show it when you are near an enemy so the player knows how big the bar is. And when you hit, it interpolates to its new value to show the player it declined.
Suggestion: When attacking someone with a stick, after the attack the character should still have it in hand for 2-3 more seconds and if he attacks again then he has the stick in hand again for 2-3 more seconds.
Your videos are always chill and entertaining, I'm loving it. It's interesting, both to see the progress that you're making with gamedev while getting an insight in your daily routines at the same time, which I highly enjoy. Keep up the great work. Looking forward to seeing the next video! Cheers from germany
I always look forward to these videos man! Truly an inspiration and it's exciting to see it all coming together. Keep on working hard man and thanks for the inspiration bro!
1. The plants where you live are so cool! I’m the only person in my neighborhood that doesn’t just have boring grass so it’s nice to see somewhere with so many cool plants, and flowers. 2. It find it entertaining watching the leaves on the calathea next to your computer move slowly during the time lapses.
Absolutely love your Dauphin series! I've always wanted to develop games and recently started learning unity and C#. While blasting through tutorials and the like I stumbled on your channel, although I have no idea what you're talking about half the time, I enjoy your content so much! When I wake up I grab a coffee and watch one of your videos to help inspire me to do some learning. I just wanted to say thanks! And I cannot wait for your next video :) P.s Hello from the UK
Ooh I'm probs late but for the corruption bars you could make it slide from 100% width to its new value gradually so players see the damage they've done also love the game! Glad I found your channel, you're inspiring me to program again
dude; this was I like beautiful bruh Like he doesn’t just GRIND CODE FOR HOURS and like the greenery in the video was LIKE SOO SOOTHING, and the shots for your set up and like the vibrant wallpapers and keyboard and ahhh it was so nice and HE COOKS?!! WORKS OUT: IS PRODUCTIVE I literally wanna marry this guy haha btw where did u learn to cook?
I think the corruption bar should really telegraph to the player what is going on - what if when you hit you see the full bar animate and drain to its new size. This will help show the player everything you need to, and adding the right kind of animation could make those hits feel really satisfying.
Great job! Nice that some of the recommendations on the previous devlog were seen here. As for the corruption bar, you could do a little animation there. As an enemy is hit, it could first show the original length and then 'slide' toward a smaller one through a quick animation.
6:03 maybe you could do it by having the enemies have multiple states so when they reach a certain point of health thay change their appearence a tiny bit. like for a example a crab would have normal claws and a corrupted body at about 70-80 % of its health. Hope you read this and if you did that it helped you.
I love the idea of a corruption bar and I think there may be a couple of ways to show the max corruption for an entity. At first I was thinking that you could have your corruption/health bar GUI stay above the crabs, but then I thought that you could also have it appear when your mouse hovers over the enemy. You could probably also have the GUI appear when you click on an enemy, but that might be a little hard since your having the Player click to attack an enemy with your weapon.
Thanks for sharing this video! It is really inspiring. My weekend mornings have been messy over the past few weeks, thanks to COVID-19, but I usually enjoy waking up, taking a shower, and go for a relaxed coffee at the coffee shop down the road. Sometimes when I'm really excited about a task, I would take my laptop with me to work on my projects as well. Otherwise, I would go for that coffee and then come back to start working. I think it is amazing that you made the corruption bars colorblind-friendly, that shows how much you care about your gamers :) Keep the amazing work up! Cheers.
I think you should have the healthbar shrink to its required size instead of just becoming that size right away. So when you first hit an enemy you see it's full corruption bar and then it shrinks to the size it should be based on how much damage was done. Amazing video by the way, My own hobbyist gamedev Saturday wasn't nearly as productive!
Awesome progress, bud! For your health bar (and like everything else), you're definitely gonna wanna incorporate Tweening. DoTween is your absolute best option for this hands down. Good luck!
I think you should make it when attacking a corrupted crab it slowly loses it corruption. What I mean by that, is the more you hit it the more corruption that comes off it. So if it's at half health its texture of the crab is half normal and half corrupted. It shows that the more you hit it, the more corruption it loses. Anyway, just an idea. Hope you keep up the good work, love the game!!! :) :D
I have to say something. I just began making my own game more or less when you uploaded the first video of this game, so now I feel this like a competence. I mean, when I see you had uploaded a video, I think "Oh no! I must be programming or drawing to win this round!" and it is pretty motivating :) But I really love how your game looks, and I expect to play it some day. It will be awesome!
I love seeing your vid it seem chill and relaxing while in the same time you really working, right now i was learning how to code in the hope of some day making my own 3D game call "Excel Eden"
This is looking awesome! I’d suggest every time you hit the enemies, they lose a small amount of corruption on the sprite. It’s a really cool way for the player to infer health. You could also add a little effect every time the enemy is hit
This was really cool, I really admire the use of the common idea of a combat mechanic to do something other than kill enemies. It's something I think more games should do and it nicely ties Dauphin's themes to the gameplay. I would add decorative end bars to the health bar like bookends to show what the full size would be. also it really bugs me that the border at the edge gets squashed so maybe you should just scale the border and then calculate the width of the fill relative to that to maintain a constant border size. I'd also say that the floating text following the crabs as they move looks kind of odd, maybe the text should stay in the same world space position. For the loot I'd maybe add more horizontal force to it, as you've animated the vertical movement adding a vertical force will create a weird visual where it's either moving up to fast or down to slow.
I don't make games in my spare time (or at all for that matter), but I constantly have side projects programming various things. The longest side project I've had was one that took 1.5 years to build. One thing I learned is that, if you don't feel like working on something, take a break. Forcing yourself to always work and then feeling bad if you don't work or don't get as much done as you wanted is what I found caused me to feel burnout. I started to allow myself to take days, weeks or even if needed, months off in order to have fun. I found after a little while, I would miss the side project and would get back into it and have fun again. Also, any project that is a failure is only a failure if you didn't learn anything new. So, make mistakes, learn and HAVE FUN. Remember, give yourself permission to take as long a break as you need and don't feel bad about taking them. I used to have bad anxiety and have found thinking this way helps me out a lot.
For the coruption bar you could make it so when the player is near an corupted crab it will show the health bar. You could do this with a physics 2d overlap circle that checks when it overlaps with the enemy. Anyway really cool game concept ,I can't wait to play the full version.
Nice progression on your game - enjoying your game-dev-logs! I would like to sugguest adding a rotation to the monster-part-drop-animation. That way the focus of the player is even more drawn to the drop.
One interesting thought I had for the corruption bar was maybe once a crab starts to target the player have the bar pop up indicating this guy wants to hurt you, you should fight back. That way the full bar would shown once it targets the player.
You should keep all the pixels in your game the same size, so the health bars should be made of the pixel size that everything else is made of. It will fit much better! Great work
In regards to the demage system. I think a good idea would be showing the bar when the player hovers the mouse coursor over the enemy. Also it might be usefull to show the curroption bar when the enemy locks onto you/starts chaseing you. Anyway, love your vlogs, keep up the good work! :D
Someone suggested using leanTween here, and it’s a great idea. It could be also used to kinda show the corruption going down - instead of showing it already decreased, you could show the bar at initial state and tween it to desired value after. Set time to something like .2 seconds, ease to quad - and it’s fun to look at already
I'm colorblind myself and since you asked for suggestions on the health bars, it might be neat to not instantly set their scale but to animate it. Make the scaling an easing effect which will allow you to see the actual health they had and how much damage you did. Another thing that's really effective for me, is to add a box around the health bar which doesn't decrease. Add a container around the actual health which never scales. It just scales the health inside, this'll also give the player a decent knowledge of how much the bar has gone down already.
Suggestion: The closer you get to the crap will display its health. Like give it a radius between your character and the crab to show the corruption bar at max. Thanks for this videos and all the other videos bro. You and dani made me begin game development in the first place. 🔥
Suggesting to remove the corruption bar and let the crab change its color from corrupted to natural crab on every hit. Loving your content man keep it up.
Mouse hover for corruption bar would be pleasing to see in your game. When you aim for the corrupted crab, player can see the level of corruption on that crab, and may put priority on which crab to normalize first.
Suggestion 1- avatar customization: You can add a variety of different hairs, eye colors, skin color ETC. For both male and female Suggestion 2- NPC quests: Add NPC's that give you quests like *"cure 15 crabs!"* and once you complete the said quests, you get a sort of in game currency that you can buy items or, primary or secondary attacks with. I dont know but that would make the game a bit more intercomplex with having exclusive attacks that only come from the shop therefore encouraging you to push farther to get attacks or items that you've never seen before.
Here are a few ideas I had: Maybe have some way to get clean crab shells like putting it in a furnace or perhaps a cleanser This is later in development but a crab shell shield or armour
You should def use a lerp function for the scales of the health bars! That would solve the issue of players not knowing the max value, because they would see how the healthbar lerps from the max health to the enemy's current health. it would also just generally make it look better. good luck and i am liking these devlogs!
Voice-over: Dauphin is a game about a marine biologist helping animals...
Video: *character beats the shit out of a crab with a sword*
He's beating the devil out of them.
Woh now. He is beating the corruption out of them. Just like when your child has the devil in them.
would a squeegee instead of a sword make it better? :DDD with a proper sound of course.. ;))
Yeah that's kinda true
Haha funny
I was thinking the devlog was almost over... then he mentions it's only 9 AM. Ben's got this productivity thing down to a science
Sam Hogan so true lol... love your vids btw!!
You inspired me to get into game development
Yep me too but DevDuck also inspired me into waking up at 6 but I stopped for now, while it is quarantine.
vedarth dak he inspired me to get up at 5.30 and drink water and have a jog :) need to go to bed no later than 22/10pm for that to work :)
Good job brother
@@qbasty Quarantine is one of the best times to wake up early
Same I'm making a text-based adventure as Unity isn't working on my cpu.
Wouldn't be interesting that the corrupted crabs attack the cured ones ? And if they deal enough damage, corrupt them back ? :)
Amazing Idea my dude
@The Pro Player I think they meant to say wouldn't it
this sound good
Nice devlog my dude, the text popup made it look much better
Milk?
THICC
Yeah agreed
Hey Dani, I Inspire To Be Just Like You
Is just me or is this comment looking kinda THICC
I love how these logs aren’t hustle prn. Rare to find someone this passionate about a side hustle who’s also approaching it from a sustainability standpoint!
I have two ideas to improve the damging program
1. change that the attack won't deal allways 10, do that it could deal between 8-12 damage and maybe even a crit attack
2. you should add a animation to the corraption bar sliding to the middle so you will see how much corraption it had at the begining
you are doing a great job! keep going :D
The damage is only a placeholder. It's more than obvious that the system is going to change.
i agree, if it had an animation of the bar at full, then to the remaining amount of "corruption" it could show how much damage was dealt, i also like the little numbers that could be green for small damage (1-10) and red for higher 15+. Maybe orange for the mid tier damage
@@Toopa88 i know it is, he is still working on it. i just give some ideas how to improve the game
It would be cool if, as you remove the corruption from the crabs, the crabs move slowly from corrupted to regular, so there is slowly more of the normal crab colors as the corruption goes down.
Been toying with that idea for a while now - maybe I'll give it a go!
I think that would be super cool! Best wishes and stay safe :)
@@DevDuck I am working on a simmer mechanic for my game you need a big tree of animations and massive sprite sheets for all possible state and movement animations
and you should also when a crab getting hit, a corraption color particals will fly off the crab
@@DevDuck you could make the corrupted crap sprite lower it alpha
Was about to ask how he recorded both his hands while cooking, then I saw the reflection of the phone strapped to his forehead lol
Your lifestyle is so motivating. Like seriously. I watch so many creators who stretch themselves too thin and jokingly brag about how little sunlight/sleep/exercise they get, and while I’m sure that it’s pretty much always an exaggeration for the sake of comedy, I find myself subconsciously mimicking that behavior because I admire the people I watch. Your videos are different though, and it’s honestly so refreshing to see! You’re showing off a lifestyle that seems healthy, productive, and fulfilling both physically and mentally, which I can really admire and really want to replicate for myself!
Nice progress! And I absolutely love your little aquarium, I'm very jealous :p
Appreciate the focus on balance at the end of the day. Whenever I spend a weekend working crazy hours on a side project it hurts me the next week and I go into the next weekend feeling less motivated. Seemed like an awesome evening and well deserved mental break from the grind!
This video kept me from procrastinating for the rest of the day. It's just so motivating - I can just watch someone's both productive and chilly day and realize that making my day look like that isn't that hard. Thank you for this!
Same here, just the motivation I needed
To show the original corruption bar's length, you can do one or both of these things
1) slow down how fast bar shrinks so that you can see the maximum size for, maybe a quarter of a second
2) show a kind of dark, somewhat see-through color to show the size of the bar, kind of like how a fighting game has a red section in the HP bar showing how much HP can be regained.
i just wanted to let you know that this was so damn beautiful and inspiring!! it makes me wanna start working on all my projects while keeping a healthy and sustainable life balance. it’s time to binge all your series! thank you for this wonderful video!
For the health bar, I was thinking you could either add a light gray, slightly transparent bar behind the other health bar , and the light gray healthbar is as big as the max size of the colorful health bar before you hit it. (I hope that made sense). Or, you could make the healthbar appear if the enemy is in range of the player, or is moving to attack the player.
A background like this is definitely a good option!
@@DevDuck I personally like the second option and first together.
I was thinking somthing similar but instead of an tranparent bar you disign a border on the side (like brackets) where the full health would be. also I was thinking that the enemies health bar should apear whenever you hower the mouse over the enemy.
PS: sorry 4 bad english
I would prefer a healthbar with that background you mentioned. However it slowly fades if it is not "changing" (health reduces / they heal back up).
A suggestion on the text feedback:
Destroy() function is slow and can bring performance down at some point. I recommend a object pooling implementation, I think it fits perfectly in your case.
I Love your videos dude.
Cheers from Brazil
object pooling? can you link the documentation for that maybe or something? I'm having fps problems in my game and this might help, thanks
@@brosisjk3993
There is a lot of content regarding this, it`s very common technique.
Here is a very good video about it:
ruclips.net/video/tdSmKaJvCoA/видео.html
I know life's hectic for most people right now but your content is awesome and watching your videos is very relaxing and inspiring. I hope you continue to upload devlogs of this game I think you have a great concept going! Anyway my point is please upload more because I will watch!
im just binge watching all your videos starting with the first dauphin video...
After 10 years of learning all about digital design and even going to a game school, I finally decided create games too. Your videos are really inspiring and I look forward to the progress you make.
I like how you took the time to relax and play another game for a while, even one that's completely unrelated to the one your making! I think while doing game dev it's important to do stuff like that
Game dev is a challenge all around. It takes a long time to make something you’re proud of and ready and happy to share with the world. Props to you in your endeavors, I wish you and everyone who shares this dream the best 🤘🏻
Awww that "my better half" thing was very cute! Good job at being a good man, mate! Love it!
I really like these devlogs! I appreciate the amount of detail you go into with your steps, because you really get to see the step by step of health bars and item drops and how to structure text code without the academia of a tutorial but without the vagueness of a huge time lapse. It helps me get more scope of what it’s going to be like when I do get to work on my first game. It’s also really nice to see you taking breaks and being healthy, both because I’m happy for you and your family and because it reminds me to try to achieve the same between coding time. The vlogs are really well produced and relaxing to watch, thanks for making such a cool series!
This series of the making of Dauphin has been really inspiring for me personally, because that's the same reason I've started to get into game development. I have so many ideas for games and I want to start learning now so I can make what I want in the future. Dauphin is turning out to be an amazing project that I can't wait to see reach completion. Whenever the game comes out, I will be excited to play it. Game development is also a great skill to learn in this time when everyone is restricted to their homes. It's cool to start a project, even a super simple one, and work on it to completion. I've also gotten feedback from my brothers and they have asked to play one of my simple games. It's really awesome and inspiring to watch a game start as a vision in someone's mind and then become a full blown game. It's even more satisfying when the finished project is an accurate product of the person's original idea. Anyway, keep up the good work and I can't wait to see Dauphin finished. Good luck! :)
Idea for how to show full healthbar :
The healthbar apears not only when you attack an enemy but it also apears when an enemy agros onto you and or gets close. To prevent this animation from looking too "instant" you can make it so that when the enemy gets close or agros the bar apears as if it was filling up (if that makes sense)
Also I love watching your videos they are very relaxing and i hope you enjoy making them as much as we enjoy watching them.
Every time I watch your videos I become more relaxed, want to code, want to mace a morning/night routine, and general improve my life, the problem is, I am a procrastinator, so I never do..
I'm studying Unity/C# during this whole quarantine time, vids like this inspire me so much, helps me keep throwing myself into the learning even when it gets boring :) Awesome work!
Beautifully crafted dev log as usual! Great work, sir!
As always amazing video! Love the look of the damage text :)
Also you asked a good question at the end, to balance my burn out I usually do 3 things, take breaks, work on something else either a little project or just a mechanic I like and I tend to re-evaluate the project and see if I actually think its good enough
I am watching the dev log playlist from the beginning and this was my favourite episode so far! I love that you show your lifestyle as well as your dev progress! I hope to create contents like you some day. Much Love!
I have no suggestions on Dauphin. I just wanted to say that your life looks awesome. May you enjoy the rest of your life man!
I find your balance between work and decompression, as you call it, inspiring! I'm starting and working on finding such a balance myself, but still trying to figure things out. I'm really enjoying your videos, and the lifestyle that you're portraying that fuels all of this. I hope it continues to work well for you and that this project continues to prosper. Both as a living testament to the benefits of active improvement, and for the sake of my own entertainment. :)
Cheers!
4:30, your shrimp is camera shy
Been following you since you had 10k subscribers and now you’re on your way to 100K. I started studying software development this year and you inspire me to keep at it 💪
Hey good work. You are very productive and nice how the game is updating.
And I got two ideas:
- To improve feedback on the enemy drops, you could give it a sparkle or high light.
- For the corruption bar: You could show it when you are near an enemy so the player knows how big the bar is. And when you hit, it interpolates to its new value to show the player it declined.
Love your videos. They are really relaxing.
Suggestion:
When attacking someone with a stick, after the attack the character should still have it in hand for 2-3 more seconds and if he attacks again then he has the stick in hand again for 2-3 more seconds.
I like the format of these vids they are always chill and its satisfying to see progress.
Your videos are always chill and entertaining, I'm loving it. It's interesting, both to see the progress that you're making with gamedev while getting an insight in your daily routines at the same time, which I highly enjoy. Keep up the great work. Looking forward to seeing the next video! Cheers from germany
I always look forward to these videos man! Truly an inspiration and it's exciting to see it all coming together. Keep on working hard man and thanks for the inspiration bro!
I love watching your videos. Keeps me motivated on doing my game.
1. The plants where you live are so cool! I’m the only person in my neighborhood that doesn’t just have boring grass so it’s nice to see somewhere with so many cool plants, and flowers.
2. It find it entertaining watching the leaves on the calathea next to your computer move slowly during the time lapses.
Absolutely love your Dauphin series! I've always wanted to develop games and recently started learning unity and C#. While blasting through tutorials and the like I stumbled on your channel, although I have no idea what you're talking about half the time, I enjoy your content so much! When I wake up I grab a coffee and watch one of your videos to help inspire me to do some learning. I just wanted to say thanks! And I cannot wait for your next video :)
P.s Hello from the UK
Ooh I'm probs late but for the corruption bars you could make it slide from 100% width to its new value gradually so players see the damage they've done also love the game! Glad I found your channel, you're inspiring me to program again
dude; this was I like beautiful bruh
Like he doesn’t just GRIND CODE FOR HOURS and like the greenery in the video was LIKE SOO SOOTHING, and the shots for your set up and like the vibrant wallpapers and keyboard and ahhh it was so nice
and HE COOKS?!! WORKS OUT: IS PRODUCTIVE
I literally wanna marry this guy haha
btw where did u learn to cook?
I think the corruption bar should really telegraph to the player what is going on - what if when you hit you see the full bar animate and drain to its new size.
This will help show the player everything you need to, and adding the right kind of animation could make those hits feel really satisfying.
Great job! Nice that some of the recommendations on the previous devlog were seen here. As for the corruption bar, you could do a little animation there. As an enemy is hit, it could first show the original length and then 'slide' toward a smaller one through a quick animation.
6:03 maybe you could do it by having the enemies have multiple states so when they reach a certain point of health thay change their appearence a tiny bit.
like for a example a crab would have normal claws and a corrupted body at about 70-80 % of its health.
Hope you read this and if you did that it helped you.
I love the insights into your life and how you balance things!
I love the idea of a corruption bar and I think there may be a couple of ways to show the max corruption for an entity.
At first I was thinking that you could have your corruption/health bar GUI stay above the crabs, but then I thought that you could also have it appear when your mouse hovers over the enemy. You could probably also have the GUI appear when you click on an enemy, but that might be a little hard since your having the Player click to attack an enemy with your weapon.
Thanks for sharing this video! It is really inspiring.
My weekend mornings have been messy over the past few weeks, thanks to COVID-19, but I usually enjoy waking up, taking a shower, and go for a relaxed coffee at the coffee shop down the road. Sometimes when I'm really excited about a task, I would take my laptop with me to work on my projects as well. Otherwise, I would go for that coffee and then come back to start working.
I think it is amazing that you made the corruption bars colorblind-friendly, that shows how much you care about your gamers :)
Keep the amazing work up!
Cheers.
I think you should have the healthbar shrink to its required size instead of just becoming that size right away. So when you first hit an enemy you see it's full corruption bar and then it shrinks to the size it should be based on how much damage was done.
Amazing video by the way, My own hobbyist gamedev Saturday wasn't nearly as productive!
Scriptable objects are soooo useful, it's awesome that you're using them now
Love seeing your progress. Super inspiring!
Awesome progress, bud! For your health bar (and like everything else), you're definitely gonna wanna incorporate Tweening. DoTween is your absolute best option for this hands down. Good luck!
Really like your videos. Very clear presentation, really inspiring too.
I think you should make it when attacking a corrupted crab it slowly loses it corruption. What I mean by that, is the more you hit it the more corruption that comes off it. So if it's at half health its texture of the crab is half normal and half corrupted. It shows that the more you hit it, the more corruption it loses. Anyway, just an idea.
Hope you keep up the good work, love the game!!! :) :D
Definitely picking up the morning routine approach to write down what you want to tackle in the day. Something I've been wanting to start for a while!
I think an idea for the corruption bar could be to have a border showing the full corruption and having the bar inside of the border
I feel like this is a really satisfying project to be able to get even a single thing done in one day.
I love the way you record your progression! Keep it up! I'm always waiting to see your next videos haha
Another great video, your dev logs are perfect chill viewing.
I love that you give us a look into your entire routine, great info
So relaxing to watch
I have to say something. I just began making my own game more or less when you uploaded the first video of this game, so now I feel this like a competence. I mean, when I see you had uploaded a video, I think "Oh no! I must be programming or drawing to win this round!" and it is pretty motivating :)
But I really love how your game looks, and I expect to play it some day. It will be awesome!
Stoked to see "brewing" as a gameplay system! Also that pizza looked amazing.
For the corruption bar you could make it start out at max when you hit the enemy and make a shaking effect and have it shrink
Looks great! Good job! Love the aesthetic in the project!
Love your channel man. Great inspiration for me to work on my game. :)
I love seeing your vid it seem chill and relaxing while in the same time you
really working, right now i was learning how to code in the hope of some day making my own 3D game call "Excel Eden"
This is looking awesome! I’d suggest every time you hit the enemies, they lose a small amount of corruption on the sprite. It’s a really cool way for the player to infer health. You could also add a little effect every time the enemy is hit
This was really cool, I really admire the use of the common idea of a combat mechanic to do something other than kill enemies. It's something I think more games should do and it nicely ties Dauphin's themes to the gameplay.
I would add decorative end bars to the health bar like bookends to show what the full size would be. also it really bugs me that the border at the edge gets squashed so maybe you should just scale the border and then calculate the width of the fill relative to that to maintain a constant border size. I'd also say that the floating text following the crabs as they move looks kind of odd, maybe the text should stay in the same world space position.
For the loot I'd maybe add more horizontal force to it, as you've animated the vertical movement adding a vertical force will create a weird visual where it's either moving up to fast or down to slow.
I don't make games in my spare time (or at all for that matter), but I constantly have side projects programming various things. The longest side project I've had was one that took 1.5 years to build. One thing I learned is that, if you don't feel like working on something, take a break. Forcing yourself to always work and then feeling bad if you don't work or don't get as much done as you wanted is what I found caused me to feel burnout. I started to allow myself to take days, weeks or even if needed, months off in order to have fun. I found after a little while, I would miss the side project and would get back into it and have fun again. Also, any project that is a failure is only a failure if you didn't learn anything new. So, make mistakes, learn and HAVE FUN. Remember, give yourself permission to take as long a break as you need and don't feel bad about taking them. I used to have bad anxiety and have found thinking this way helps me out a lot.
For the coruption bar you could make it so when the player is near an corupted crab it will show the health bar. You could do this with a physics 2d overlap circle that checks when it overlaps with the enemy. Anyway really cool game concept ,I can't wait to play the full version.
Nice progression on your game - enjoying your game-dev-logs! I would like to sugguest adding a rotation to the monster-part-drop-animation. That way the focus of the player is even more drawn to the drop.
Dude yes! I'm also named Ben, and I also go some game dev, and I ALSO have been home-making my own pizza while I'm stuck at home!
One interesting thought I had for the corruption bar was maybe once a crab starts to target the player have the bar pop up indicating this guy wants to hurt you, you should fight back. That way the full bar would shown once it targets the player.
Adding a white flash around the corruption bar can visualize how much it shrinked from the previous state
This was really interesting! Nice balance between work and casual life and you got a ton of stuff done in one day!
You should keep all the pixels in your game the same size, so the health bars should be made of the pixel size that everything else is made of. It will fit much better! Great work
In regards to the demage system. I think a good idea would be showing the bar when the player hovers the mouse coursor over the enemy. Also it might be usefull to show the curroption bar when the enemy locks onto you/starts chaseing you.
Anyway, love your vlogs, keep up the good work! :D
Nice video! I am currently trying to get into a productive, fun, and healthy routine, so this has inspired me!
You talking about your lige and your breaks makes me understand how insane dani's devlog scheduele is
Someone suggested using leanTween here, and it’s a great idea. It could be also used to kinda show the corruption going down - instead of showing it already decreased, you could show the bar at initial state and tween it to desired value after. Set time to something like .2 seconds, ease to quad - and it’s fun to look at already
I'm colorblind myself and since you asked for suggestions on the health bars, it might be neat to not instantly set their scale but to animate it. Make the scaling an easing effect which will allow you to see the actual health they had and how much damage you did. Another thing that's really effective for me, is to add a box around the health bar which doesn't decrease. Add a container around the actual health which never scales. It just scales the health inside, this'll also give the player a decent knowledge of how much the bar has gone down already.
Suggestion:
The closer you get to the crap will display its health. Like give it a radius between your character and the crab to show the corruption bar at max. Thanks for this videos and all the other videos bro. You and dani made me begin game development in the first place. 🔥
Suggesting to remove the corruption bar and let the crab change its color from corrupted to natural crab on every hit. Loving your content man keep it up.
Mouse hover for corruption bar would be pleasing to see in your game. When you aim for the corrupted crab, player can see the level of corruption on that crab, and may put priority on which crab to normalize first.
Suggestion 1- avatar customization:
You can add a variety of different hairs, eye colors, skin color ETC. For both male and female
Suggestion 2- NPC quests:
Add NPC's that give you quests like *"cure 15 crabs!"* and once you complete the said quests, you get a sort of in game currency that you can buy items or, primary or secondary attacks with. I dont know but that would make the game a bit more intercomplex with having exclusive attacks that only come from the shop therefore encouraging you to push farther to get attacks or items that you've never seen before.
Seems nice so far. What's missing in my opinion, is the WOW effect. Hope to see what you come up with in next devlogs :)
Game looks great already! Can't wait to see the end product.
Here are a few ideas I had:
Maybe have some way to get clean crab shells like putting it in a furnace or perhaps a cleanser
This is later in development but a crab shell shield or armour
You are so streamlined and productive :O :) I love it.
love your new video style :D
Good surprise when you talked about the Wim Hof method! He's an *amazing* person ! Hopefully you won't need coffee anymore then 😋
Instead of a corruption bar maybe have the actual crab’s color change a bit more with each hit as you knock the corruption out of it
I love that you show elements of your life!
You really got your life under control... that’s admirable.
You should def use a lerp function for the scales of the health bars! That would solve the issue of players not knowing the max value, because they would see how the healthbar lerps from the max health to the enemy's current health. it would also just generally make it look better. good luck and i am liking these devlogs!