What gets me about people like this is they go through all the effort to remain tidy/healthy and then fill their house with fragrances. Fragrances are UNREGULATED. They can put ANYTHING in there and people just breathe it in. It just doesn't make sense. Don't take my word for it. Mutiple Chemical Shock Syndrome exists. Also take note of the HEAVY advertisements. Cigarettes 2.0 EVERYONE'S house/clothes/cars/body are all COVERED in toxins. Enjoy your day!
You are such an incredible model of balance, my friend. It's really aspirational. I find I am way too polar and I'd love to have even just a squeeze of your ability to remain consistent and productive, while allowing yourself time to work out and recharge. Can't click on these uploads fast enough.
I see what you're saying but you only see what he shows you - it might not be that true at all. Compare yourself to who you were yesterday, not to who someone else is (and especially appears to be) today
Thanks for the kind words! I think anyone can build the discipline they want - it just takes time, like working out and training a muscle. Appreciate your support 🙂
The flora generation is really cool! I really appreciate you showing all the export vars that you expose, always gives me ideas about my own work. I think if you had a bush or something that's medium sized to bridge the gap between the small grass and large trees, it would blend together a lot better. But it's already looking really good, I'm sure that's on your list of todos.
Love the feedback, thank you! Yeah I have a lot of work to do to make the whole layout look a bit more natural. I'll do some research to see what other flora might fit.
Great devlog! Your environment is really coming to life. Your steady progress is very motivational for me. Staying consistent on a hobby project like this while balancing life responsibilities ain't easy. Keep it up!
This may be addressed/talked about further into the video, I’m about halfway. But an idea I had for the spawning of the flora could be to use a uniform distribution for picking the random spawn in the elevation range. What I mean by that is that towards the min and max of the spawn elevations, the chance of spawning can be low and therefore pretty low. Where values more in the center of the range see the spawning in that area more commonly (could even make this distribution curve a configurable property). The idea being you could have the elevation bands for the two trees cross a bit. Say the palm tree could go up to 6 meters and the bread fruit down to 4 meters. But due to the nature of the picking of the number in the normal distribution, they tend to stay grouped away from each other except in some more rare circumstances Maybe giving a more natural mix to the plants spawn?
Amazing dev log as always! Flora generation is awesome - speaking of flora my company makes plant monitors feel free to reach out if you want some free ones!
Hey thanks for watching! I had not heard of plant monitors before. Just helps keep track of what needs attention? Maybe that would help me finally keep a fiddle leaf fig tree alive 😅
@@DevDuck Yup! The startup is, EarthOne - actually programmed the site and mobile app myself -- always thought of making dev logs of the process but never got around to it
Some excellent progress! I think being able to see the island variation is gonna be most welcome to you as development goes on and you're not looking at the exact same layout all the time. And welcome back to the crabs!
So cool seeing the progress! Love the spawner system, looking great. I also really love the idea of an edit mode to refine the procedural generation. Will go a long way for making the world feel intentionally designed! Thanks for the devlog Ben :)
It would be really cool and make the Islands more interesting if there was the possibility to spawn cliffs. So the elevation doesn't only get higher towards the middle but could also be on the edges, making you unable to dock your boat for example and maybe have unique art (cliff faces, which you can't walk on).
Islands can be very versatile, some are rocky with huge elevation and some are kinda flat and sandy. I know it could be a late game thing to change the art but something like cliffs is something you might as well add while you're redoing the generation. Gotta say I like the way you changed it!
Something ive been doing in my game is when i want to add more variance without adding new sprites you can make it so there is a chance the sprite flips horizontally, which adds some variance. You can also add a function that offsets the sprites scale slightly, which adds some good variance. These are just tricks on the eyes and allows you to not make as many sprites.
I never comment and if I do, it’s probably on a video of yours. You’ve been such an inspiration! Regarding the flora and fauna generation, have you looked into Voronoi tesselation yet? It could help make the object placement feel a lot more organic while at the same time mitigating the risk of overlaps. I used it to generate patterns and it can be very satisfying. It would also allow you to increase / decrease density depending on the heightmap, I think, which could be useful for very high or very low areas and might allow you to not have to create a different spawner for the grass. Keep up the great work and your style of videos!
Looks great! I believe it will look better if you change your sand->grass tile sprites to have an edge with visible blades of grass (you should look at some pixelart tileset references, there’s plenty that do this) and then have your grass spawn in the center of the green patches of land, with the size gradually (and noisy) getting bigger the further away it is from the sand. That way you will have a more organic looking grass floor instead of having them all on the edge like that!!!
Hi! i have watched a lot of your videos and seems like an incredible progress since the start. I really think one video you should make is regarding the limitations of godot when working on such a large game.
What is your schedule like? Do you have extra-curricular activities that you do after work, like sports or what not? Trying to figure out how you balance all this, plus a relationship! I'm in a similar position career wise/relationship wise and what not, so I'm interested. I've been following for quite some time, and I'm super pumped with how consistent you are. You should be proud!
To increase variation, can you just put in your script that it can mirror some random instances? Also try to make the transition when going from to deep to undeep water more clear. Maybe hide (or change color) some stuff when you're above the surface.
Your game made along way since you first started your game and it's very impresive. I'll gladly continue to follow your journey. Is there something you learned or got better at during your developement that you're proud of? I'm curious :)
Hi! The game is great and it's very interesting to follow the progress! But I want to ask a question off topic - can you tell me what size your desk is, its tabletop?
Hey! Great video, but I had and idea while watching it. It seems that for cleansing the corruption atm you have to go an whack each object, which might end up being a bit grindy. Do you plan to add a more efficient way of cleansing, with something like a spraygun similar to the clentaminator from terraria? This would also work well with progression too I bet :)
Wait, why would you need an entirely separate spawner function for different spawn densities? Couldn't you make spawn density a variable on each object?
I have that density defined on the spawner because that impacts how many stops it makes as it traverses across the map. Every pixel, every 16 pixels, evert 128 pixels, etc. However - I certainly could make the spawner just traverse every fillable spot and offload that "frequency" value to the organisms.
@@DevDuck Ah makes sense, thanks. Yeah I'd still find that preferable to segmenting the spawn function I think. Unless it has massive impact on performance while spawning I guess.
15:10, very minor gripe but it would be good if the particle effects on the corrupted plants would lose their transparency over the last 0.5 seconds of their life rather than immediately pop out of existence.
I feel like the character could benefit from a 8-Direction animation. It just feels a little out of place to see the characters side strafe when moving diagonally. I love the project though and it is cool to see what is possible with Godot!
dude how long you been working on this thing? Will it ever come out? Not trying to be rude just legitimately wondering because I wanna play. I know you have a full-time job, but I guess making a game like just takes forever.
No offense but when is your game gonna finish? Are you pushing this game too long and will it become an average project? or you are doing this for fun and hobby.
procedurally generated games are terrible. If you want even a tiny bit of success, you need the player base to have a shared experience. By making a game procedural, you basically put your dev journey on hard mode and want zero free viral marketing. It's the difference between 100 players and 10k. Devs keep doing it because it was hot like 10 years ago. DOA.
That’s why the focus is on doing this with tool scripts - as a solo dev, this helps me get started building islands quickly but allows me to customize them and make them memorable. None of this will be happening at run-time, and all players will share the same finished product.
Actually, you can have a hybrid thing going on which is what I'm doing. You still place references manually and change secondary elements. The player feels in a familiar environment with a bit of variety. Also, there are many games that have been successful and are procedurally generated: Minecraft, Terraria, No Man's Sky, etc
Everything you do is so tidy, your code, your desk, your lifestyle. It's really inspiring and encouraging!
It's almost annoying to me ngl. Feels more robot like than human. I wouldn't want to live like that.
Completly agree, no one's perfect.@@Bassalicious
It's certainly a journey. I have my fair share of unproductive mornings! But if it's important to you, I think it's a journey worth taking.
What gets me about people like this is they go through all the effort to remain tidy/healthy and then fill their house with fragrances.
Fragrances are UNREGULATED. They can put ANYTHING in there and people just breathe it in. It just doesn't make sense.
Don't take my word for it. Mutiple Chemical Shock Syndrome exists. Also take note of the HEAVY advertisements. Cigarettes 2.0
EVERYONE'S house/clothes/cars/body are all COVERED in toxins. Enjoy your day!
@@Bassalicious Tidy people exist bro. Not everyone is like you
You are such an incredible model of balance, my friend. It's really aspirational. I find I am way too polar and I'd love to have even just a squeeze of your ability to remain consistent and productive, while allowing yourself time to work out and recharge.
Can't click on these uploads fast enough.
I see what you're saying but you only see what he shows you - it might not be that true at all. Compare yourself to who you were yesterday, not to who someone else is (and especially appears to be) today
Thanks for the kind words! I think anyone can build the discipline they want - it just takes time, like working out and training a muscle. Appreciate your support 🙂
@@clarkmulvey4876 Very true. Yeah, that's definitely something I have to work on.
Usually a week of progress for me in game dev was when I reverted all my changes back to the working state from a week ago.
Those are the weeks that never get their own video haha
The flora generation is really cool! I really appreciate you showing all the export vars that you expose, always gives me ideas about my own work. I think if you had a bush or something that's medium sized to bridge the gap between the small grass and large trees, it would blend together a lot better. But it's already looking really good, I'm sure that's on your list of todos.
Love the feedback, thank you! Yeah I have a lot of work to do to make the whole layout look a bit more natural. I'll do some research to see what other flora might fit.
Great devlog! Your environment is really coming to life. Your steady progress is very motivational for me. Staying consistent on a hobby project like this while balancing life responsibilities ain't easy. Keep it up!
This may be addressed/talked about further into the video, I’m about halfway. But an idea I had for the spawning of the flora could be to use a uniform distribution for picking the random spawn in the elevation range. What I mean by that is that towards the min and max of the spawn elevations, the chance of spawning can be low and therefore pretty low. Where values more in the center of the range see the spawning in that area more commonly (could even make this distribution curve a configurable property). The idea being you could have the elevation bands for the two trees cross a bit. Say the palm tree could go up to 6 meters and the bread fruit down to 4 meters. But due to the nature of the picking of the number in the normal distribution, they tend to stay grouped away from each other except in some more rare circumstances Maybe giving a more natural mix to the plants spawn?
Amazing dev log as always! Flora generation is awesome - speaking of flora my company makes plant monitors feel free to reach out if you want some free ones!
Hey thanks for watching! I had not heard of plant monitors before. Just helps keep track of what needs attention? Maybe that would help me finally keep a fiddle leaf fig tree alive 😅
@@DevDuck Yup! The startup is, EarthOne - actually programmed the site and mobile app myself -- always thought of making dev logs of the process but never got around to it
Every devlog is a new inspiration.
Thanks for that!
Some excellent progress! I think being able to see the island variation is gonna be most welcome to you as development goes on and you're not looking at the exact same layout all the time. And welcome back to the crabs!
So cool seeing the progress! Love the spawner system, looking great. I also really love the idea of an edit mode to refine the procedural generation. Will go a long way for making the world feel intentionally designed! Thanks for the devlog Ben :)
It would be really cool and make the Islands more interesting if there was the possibility to spawn cliffs. So the elevation doesn't only get higher towards the middle but could also be on the edges, making you unable to dock your boat for example and maybe have unique art (cliff faces, which you can't walk on).
Islands can be very versatile, some are rocky with huge elevation and some are kinda flat and sandy. I know it could be a late game thing to change the art but something like cliffs is something you might as well add while you're redoing the generation. Gotta say I like the way you changed it!
Something ive been doing in my game is when i want to add more variance without adding new sprites you can make it so there is a chance the sprite flips horizontally, which adds some variance. You can also add a function that offsets the sprites scale slightly, which adds some good variance. These are just tricks on the eyes and allows you to not make as many sprites.
I never comment and if I do, it’s probably on a video of yours. You’ve been such an inspiration!
Regarding the flora and fauna generation, have you looked into Voronoi tesselation yet? It could help make the object placement feel a lot more organic while at the same time mitigating the risk of overlaps. I used it to generate patterns and it can be very satisfying. It would also allow you to increase / decrease density depending on the heightmap, I think, which could be useful for very high or very low areas and might allow you to not have to create a different spawner for the grass.
Keep up the great work and your style of videos!
Great vid! Question - what’s your opinion of the Secret Lab chair? I’ve been thinking about getting one but not sure if i want to spend that much
5:43 Treeus Longus
Looks great! I believe it will look better if you change your sand->grass tile sprites to have an edge with visible blades of grass (you should look at some pixelart tileset references, there’s plenty that do this) and then have your grass spawn in the center of the green patches of land, with the size gradually (and noisy) getting bigger the further away it is from the sand. That way you will have a more organic looking grass floor instead of having them all on the edge like that!!!
Love this feedback, thank you!
Its about time! I mean.. yay another DevDuck video lol. Missed ya man.
Great content. I love to see each new video.
Hi! i have watched a lot of your videos and seems like an incredible progress since the start. I really think one video you should make is regarding the limitations of godot when working on such a large game.
Looks cool! Been enjoying the project since day 1!
Thanks for sticking around!
What is your schedule like? Do you have extra-curricular activities that you do after work, like sports or what not? Trying to figure out how you balance all this, plus a relationship! I'm in a similar position career wise/relationship wise and what not, so I'm interested.
I've been following for quite some time, and I'm super pumped with how consistent you are. You should be proud!
Really Amazing Stuff Man, Great Job! You give me motivation when i don't feel like doing work haha.
The perfect video to start my day before I get with some of my own game development!
Awesome progress once again!
wow, can't wait for demo
Hi duck, love your project keep up the good work!
Your videos never dissappoint
How's the LG C1 holding up? Any burn in yet?
Holding up really well! No burn in that I've noticed.
To increase variation, can you just put in your script that it can mirror some random instances?
Also try to make the transition when going from to deep to undeep water more clear. Maybe hide (or change color) some stuff when you're above the surface.
Good feedback, thank you!
Thank you!
I liked the change in music with this video
You should definitely add something like a blue hole island, that would be really cool to explore
100%! Something like that is a big reason why I spent so much time on my “depth” system.
Your game made along way since you first started your game and it's very impresive. I'll gladly continue to follow your journey. Is there something you learned or got better at during your developement that you're proud of? I'm curious :)
Hi! The game is great and it's very interesting to follow the progress!
But I want to ask a question off topic - can you tell me what size your desk is, its tabletop?
ur a Goat brother, thanks for the another great dev vlog
what is your desk aquarium dimension?
It's a UNS45S - 5 gallon short. Really perfect for that space I think!
Hey! Great video, but I had and idea while watching it. It seems that for cleansing the corruption atm you have to go an whack each object, which might end up being a bit grindy. Do you plan to add a more efficient way of cleansing, with something like a spraygun similar to the clentaminator from terraria? This would also work well with progression too I bet :)
Absolutely! Combat overhaul is on the list, it’s super clunky right now.
Starting out with one of those cheap water pistol things also works well
Always love these videos
lookin fantastic, dude!
the game, too.
great devlog. I always jealous of your weight rack. I have to make do with dumb bells lol
Heck of an investment but I do really love it.
It looks really great 🔥
The dev version has actual button hints for tool scripts, so you don’t have to use bools :)
Wait, why would you need an entirely separate spawner function for different spawn densities? Couldn't you make spawn density a variable on each object?
I have that density defined on the spawner because that impacts how many stops it makes as it traverses across the map. Every pixel, every 16 pixels, evert 128 pixels, etc. However - I certainly could make the spawner just traverse every fillable spot and offload that "frequency" value to the organisms.
@@DevDuck Ah makes sense, thanks. Yeah I'd still find that preferable to segmenting the spawn function I think. Unless it has massive impact on performance while spawning I guess.
Naming on point.
Treeus Longus.
*chefkiss
I was somehow expecting your video
15:10, very minor gripe but it would be good if the particle effects on the corrupted plants would lose their transparency over the last 0.5 seconds of their life rather than immediately pop out of existence.
I appreciate that feedback!
If you double click the top of a window it will expand to cover all of your screen. Yes I know, its amazing 😅
How long does it take to load your tool script
Man your ability to stop working helping avoid burnout is such a goal for me
Did you ever looked back after Unity during this whole time with Godot ? Just curious :)
I feel like the character could benefit from a 8-Direction animation. It just feels a little out of place to see the characters side strafe when moving diagonally. I love the project though and it is cool to see what is possible with Godot!
I like it right now because no sharks. Wait, will there be sharks? nopenopenopenopenopenopenope
Why don't you do early access with your game?
The land graphics need improvement. There is a big quality difference between the ocean and the land.
Such a cutie
dude how long you been working on this thing? Will it ever come out? Not trying to be rude just legitimately wondering because I wanna play. I know you have a full-time job, but I guess making a game like just takes forever.
Lol @ the comments being annoyed at how well-adjusted you seem.
No offense but when is your game gonna finish? Are you pushing this game too long and will it become an average project? or you are doing this for fun and hobby.
I think he has said that it's fun little side project, cause if you don't know he has a full time software job. But maybe am wrong
One view in one minute, DevDuck fell hard
procedurally generated games are terrible.
If you want even a tiny bit of success, you need the player base to have a shared experience.
By making a game procedural, you basically put your dev journey on hard mode and want zero free viral marketing. It's the difference between 100 players and 10k. Devs keep doing it because it was hot like 10 years ago. DOA.
That’s why the focus is on doing this with tool scripts - as a solo dev, this helps me get started building islands quickly but allows me to customize them and make them memorable. None of this will be happening at run-time, and all players will share the same finished product.
Yeah those procedurally generated games are never popular, I mean look at Minecraft
Actually, you can have a hybrid thing going on which is what I'm doing. You still place references manually and change secondary elements. The player feels in a familiar environment with a bit of variety.
Also, there are many games that have been successful and are procedurally generated: Minecraft, Terraria, No Man's Sky, etc
Wow, this is just an unbelievably rude comment.