NPC Upgrades, Custom Camera & Effects in Sacred Forest | Devlog #5

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  • Опубликовано: 8 янв 2025

Комментарии • 68

  • @sacredforestgame
    @sacredforestgame  3 месяца назад +5

    🎮 Wishlist Sacred Forest on Steam 🌳👉
    store.steampowered.com/app/2864350/Sacred_Forest/

  • @NinesIng
    @NinesIng 3 месяца назад +23

    The camera colliding with a wall (raycast thing), I suggest you make character sprite become semi transparent (maybe gradually). That way you can still see what's behind the character model.

  • @EmilienDev
    @EmilienDev 2 месяца назад +3

    For the camera, you have a node called SpringArm3D in Godot
    It does what you did.
    It acts like a raycast, it can detect collisions
    And whatever you put as a child of the SpringArm3D will move to a new position
    This way, the camera doesn't clip in walls

  • @sketchonk
    @sketchonk 3 месяца назад +3

    @6:10 yea I really like that, its a pet peeve of mine when a character on platformers have dust particles off their feet everywhere

  • @AdrianT755
    @AdrianT755 3 месяца назад +17

    Lets go new Sacred Forest update!!

  • @seeranos
    @seeranos 3 месяца назад +2

    The best solution i've seen for camera-geometry conflicts is the transparency/window method, where geometry that intersects with the volume between the camera and the player gets its alpha reduced so you can see the character, or the volume has a shader applied to it where any intersecting pixels within the volume get made transparent, essentially creating a window through geometry whenever the camera gets occluded. The latter looks the best when the window has some scrolling perlin noise driving the transparency at the edges

  • @jesusantispray
    @jesusantispray 3 месяца назад +10

    your vision only continues to impress me. This looks not only beautiful and completely unique stylistically but also and MOST IMPORTANTLY like it is fun and fluid to play. The Gliding, grappling hook, and just general movement/camera perspective all looks SO engaging. take as long as you need brother, just seeing this be developed is fulfilling enough.

  • @h3sniperman
    @h3sniperman 2 месяца назад

    That whole section from 8:10 to 8:50 was very impressive. Really showed off your cinematic talents I think which you can't see as much of from the rest of the video. Also I hope that very prominent rock texture being used everywhere like at 5:47 is placeholder as it really drags everything else down. The overblown black line cracks in every rock look really bad. Something brighter and simpler would tie in with the rest of your aesthetic much better I would think. This is a really interesting project. I'm so curious to see where it goes.

  • @zachary4304
    @zachary4304 3 месяца назад +8

    It could be the recording but the crosshair seems hard to see when looking at the fog, giving the ability to change the color or just making it a bit darker when it's against a brighter color could make a big difference. Though again, I'm sure it's not something you haven't already thought of, the game looks great so far!! Really excited for the playtest :)

    • @yumsoup3377
      @yumsoup3377 3 месяца назад +1

      or be like Minecraft and just be an inverted colour

  • @souzaluis251
    @souzaluis251 3 месяца назад +1

    The new camera looks great! I'd only suggest that, for situations where it gets too close to the character (such as the one you showcased), you increase the alpha on the sprite, so that it's more transparent and doesn't fully occlude the player's vision.

  • @StrayaMate1337
    @StrayaMate1337 Месяц назад

    Love this. Seen a lot of people talking about the 2D / 3D being weird, probably because they are not used to seeing it. My opinion, Stylized game world / environment would look great with 2D pixel art. BUT, either way you're doing an amazing job and it looks amazing so far :)

  • @BroMakesGames
    @BroMakesGames 2 месяца назад

    This series is very inspiring to me as a solo game developer. Thanks for sharing and good luck with this project.

    • @sacredforestgame
      @sacredforestgame  2 месяца назад +1

      Awesome! Good luck with your games! :)

    • @BroMakesGames
      @BroMakesGames 2 месяца назад

      @@sacredforestgame thank you 🙏

  • @uHasioorr
    @uHasioorr 3 месяца назад +1

    About camera, Oni(2001) had transparent walls but it would clash with Occlusion culling.
    IMO it's better than suddenly having your camera so close to your character's back that you can count her pimples. There is no good solution just trade offs.

  • @thenamelessdev
    @thenamelessdev 3 месяца назад

    Doing great sir! The other camera option is the built in springarm which does essentially what you built in terms of overall effect.

  • @RaynArts-h2t
    @RaynArts-h2t 2 месяца назад

    I really enjoy to see the progress of your game, each video is amazing

  • @cabeskywalker4346
    @cabeskywalker4346 2 месяца назад

    So excited to play this. Keep up the awesome work man :)

  • @iammichaeldavis
    @iammichaeldavis 3 месяца назад

    Wow, man. This is stunning. Immediately subscribed

  • @TryHardStudio
    @TryHardStudio 2 месяца назад

    Look amazing, also really impressed at how far godot has come. This might get me to move from unity for my next game. I'm also looking for alternatives for a 3rd person camera collisions, since occluded meshes and sensitive camera collision make a mess when working together. Awesome work keep it going!!

  • @spellseer
    @spellseer 3 месяца назад +1

    Love this project m8, go go go!

  • @synccyt_
    @synccyt_ 3 месяца назад +1

    wow this is looking incredible. this has motivated me to work on my game.

  • @Ralke1
    @Ralke1 3 месяца назад

    looking foward for more devlogs thanks!

  • @Bekah_Penguin
    @Bekah_Penguin 3 месяца назад

    Game keeps looking better and better!!

  • @GrahamOfLegend
    @GrahamOfLegend 2 месяца назад

    I love the look and vibe of this game!!

  • @Voiderra
    @Voiderra 3 месяца назад

    Been keeping up with development on this game and can’t wait to review it on my channel!

  • @SauceBoxGames
    @SauceBoxGames 3 месяца назад

    Game looks better with every video. Did you make those trees? I want em lol

  • @xtarsia5822
    @xtarsia5822 3 месяца назад +1

    Hey, thanks for the shoutout! Your game looks awesome so far!

  • @austin0_bandit05
    @austin0_bandit05 3 месяца назад

    I think it would be cool if the wall running on cliffs could allow you to sequence break if you're clever or good at the game

  • @tomppeli7727
    @tomppeli7727 3 месяца назад

    This is sooo gooooooooooooooooooooood!

  • @skhaarin
    @skhaarin 3 месяца назад +1

    Lovely

  • @_gamma.
    @_gamma. 3 месяца назад +3

    You can also use a SpringArm3D for that camera! It’ll handle collision for you

    • @sacredforestgame
      @sacredforestgame  3 месяца назад +2

      Too late hah! I'll keep that in mind for future stuff that behaves similarly :)

  • @Mr-Highball
    @Mr-Highball 3 месяца назад +1

    Nice 👍!!

  • @hershfam
    @hershfam 2 месяца назад

    jut came across ur channel and looks awesome, the only critique i have is when theyre walking their legs come up too high so it almost looks like theyre running

  • @StagnationPrime
    @StagnationPrime 3 месяца назад

    rocks 🤘

  • @kooweso
    @kooweso 3 месяца назад +2

    👍

  • @Mistereee
    @Mistereee 3 месяца назад

    i think it would be cool if the player had some sort of normal map so that it has a sort of 3d look

    • @sacredforestgame
      @sacredforestgame  3 месяца назад

      The player and all of the NPCs have normal maps :)

  • @befrey
    @befrey 3 месяца назад

    Hell your character looks amazing , I was just wondering , why not do the environment textures in pixel art ?

  • @GikamesShadow
    @GikamesShadow 3 месяца назад

    I think the progress shown here is great. However one concern and mind I am new to the channel and I will sub after posting this comment: The artwork for the characters they feel flat in comparison to the rest of the world. Insert joke about it being pixelart here. Nono I get it. I myself do pixelart. Its hard for it not to be literally just what it is. It is more a concern for me when looking at the artwork in comparison to the 3D world. When you had shown off a small section of the character jumping and moving about with a grapplinghook this was shown off more than in any other section of the video. Cause it is for the most part just a frame or two being used.
    This will not be something that you can probably fix. But I do hope that the way you hope to implement it into the final version (since this is practically Alpha) works as you want it too ^^

  • @vonvetur
    @vonvetur 3 месяца назад

    Just a thought: I'd love to see a "learn by doing" type of a tutorial, with some kind of sequence of obstacles, that teaches the player about movement possibilities.
    Imagine game starting with a long gliding section that teaches you how to glide and shows some epic views. Then maybe some kind of narrow canyon with wall running, platforming etc.
    An NPC showing you the moves is ok, but I think tutorial sections don't have to be so "formal" and can be fun, especially when it's often the first impression user gets.
    ruclips.net/video/-GV814cWiAw/видео.html

  • @Rnjesus-1
    @Rnjesus-1 3 месяца назад +2

    How big is your canvas when you make character sprites?

    • @sacredforestgame
      @sacredforestgame  3 месяца назад +1

      Most of the characters I make with a 128x128 canvas just to give me room but they are actually only around 70-ish pixels tall depending on the character

    • @Rnjesus-1
      @Rnjesus-1 3 месяца назад +1

      Thank you

  • @jeanprofite4341
    @jeanprofite4341 3 месяца назад

    Hi, will there be elemental abilities ?

    • @sacredforestgame
      @sacredforestgame  3 месяца назад +1

      I'd like to have an ability tree but I still have a ways to go until I implement something like that hah! :)

  • @MrMister_
    @MrMister_ 3 месяца назад

    You should look into making normal maps for the 2D characters, would make them feel more at home in the world. Currently they look a bit flat since they don't interact with light.

    • @sacredforestgame
      @sacredforestgame  3 месяца назад

      All of the characters already have normal maps applied to them :)
      (If you look at the intro with the character pulling the cart, the way the light hits his back edge causes it to be lighter because of his normal map)

  • @Vulcy
    @Vulcy 2 месяца назад

    Hey, I'm thinking about making my own little low poly multiplayer fishing game as a hobby, do you think godot is a good choice, and is it viable for a complete beginner with no experience? Any starting tips on where to begin learning?

    • @sacredforestgame
      @sacredforestgame  2 месяца назад

      That sounds like a great hobby project! Although, I would probably not start with making a multiplayer game as it complicates every aspect of the development and testing of the game but it is certainly possible to do this type of game in Godot.
      To start out I would go through some of these introduction series on here (this is recommended by Godot in their tutorials section):
      kidscancode.org/godot_recipes/4.x/g101/index.html
      Once you feel a little bit comfortable with Godot I would recommend making at least a small demo of your fishing game as a single player version (with simple shapes, not the low poly art yet) to figure out what you want it to be like.
      Try to break all of the parts of your game into small workable goals that you can try to accomplish one by one and for each goal look up any tutorials or guides for how to achieve those goals. for example:
      Goals:
      -Making a simple player controller with a simple built in capsule shape that you can move around on a simple ground made of a Box (with WASD controls if you want, 3rd person, or first person depending on what you want)
      -Making a cast mechanic for your simple character to throw a simple lure object (like using a sphere for your lure object)
      -Making a simple fish object that is attracted to your lure (the fish can also just be a sphere)
      -Making a water zone where your fish can move around in
      -Making your simple lure float on your water zone so your simple fish objects move towards your lure when it is the zone
      -etc.
      So with every goal you sort of build up your knowledge of how to do things in Godot that are relevant to your fishing game and work your way up towards understanding how you could make your real fishing game.

    • @Vulcy
      @Vulcy 2 месяца назад

      @@sacredforestgame that such an awesome reply. Thank you so much.