Killer Drones? Yes Please!
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- Опубликовано: 7 сен 2024
- #cosmicreach #devlog #java
In this devlog of Cosmic Reach, I talk how I added hostile drones and serialized items to prepare for survival mode
HOW TO INSTALL (Windows and Linux):
1. Get the itch app at itch.io/app
2. Run the launcher
3. Paste this link into the launcher: finalforeach.i...
4. Press install
For Mac get Java 21 first:
adoptium.net/t... then get the jar version of the game.
The game: finalforeach.i...
Discord: / discord
Subreddit: / cosmicreach
Official wiki: cosmicreach.wi...
Cosmic Reach issue tracker: github.com/Fin...
Watch the whole game dev series here:
• FinalForEach's Gamedev...
Music used:
* Commission by @mrdoctor175
* [Cosmic Reach UST] awaken soon machines - • [Cosmic Reach UST] awa... by @caloob_
* [Cosmic Reach UST] all saturns memories - • [Cosmic Reach UST] all... by @caloob_
Useful resources:
LibGDX: libgdx.com/
Learn OpenGL: learnopengl.com/
GIMP: www.gimp.org/
Sorry if someone has said this already but I think something that would be cool regarding the sky is that, if you ever go to different planets, maybe each planet could have some value related to its sky which affects the shaders or whatever to result in a different color palette for the sky. This is because of how different elements in the atmosphere interact with the light, on earth we have oxygen and nitrogen and we get blue skies during the day and red/orange sunsets, however for example on mars the sunsets are actually blue!
Someone told me that our sun is actually not yellow, but green or greenish. We see it as yellow because the blue is lost when the light comes through our atmosphere.
@@Reevini did double check myself to make sure i wasnt lying, but i think either you misunderstood whoever told you that, or they misunderstood what they heard.
The sun's is actually white, which usually is referred to as a green star. That's where i think the misunderstanding occured.
It being green has to do with how it looks under certain viewing conditions that i don't really remember.
It *does* look yellow from Earth's surface because the blues and violets scatter in the atmosphere, that was correct.
But if you were to look at it from space, the sun looks white!
If you google "what color is the sun" the AI answer shows everything that's relevant, and there's text and other sources below that if you wanted to learn more in detail. That kinda stuff is all very fascinating imo, so I recommend skimming through some of it. Good time killer if nothing else 😂
It depends on what you mean when you say colour, really. The answer can be different depending on how you look at it. Our sun being referred to as green is due to its black body spectrum. The most abundant wavelength of light emitted by it is blue-green, which it is often coined as green.
Which is why it is often coined as green**
So basically it took you almost hundred words to say that each planet's atmosphere should be unique? (I'm saying this as a joke, no offence)
Idea: a laser drone that shots at players, it would introduce projectiles and spawn alongside the interceptors.
It would be cool as done in BOTW. You see the light and have a moment to hide or start running.
Or raycast :p
@@MedicMainDave NEVER use raycast for AI.
Decades of game design have thaught you nothing!?
@@Splarkszter pew pew = raycast
Not the bloody ai, I'm not stupid
In my opinion, Oxygen Not Included is the most criminally underrated game and its gas and fluid simulation mechanics are something I've always wanted to see in different settings. It would be amazing to see a similar feature in a 3d voxel setting
how would that scale performance wise since this is 3d ? also have looked at stationeers and how it handles gases and fluids .
Healthy approach to game development.
Don't be afraid to divide the work into smaller units of progress
It gives a more detailed perspective on what has been done. It also reminds you of what you have already accomplished. It keeps you motivated and confident.
Hope you will find success!
Believe in yourself, you are doing great. If implementing something burns you out go for a fun feature instead and return later. I respect how you deal with the technical aspect of coding like figuring out rendering, multiplayer in advance. This shows greater potential in the long run than implementing all the gameplay stuff as soon as possible. I honestly think your biggest success would be a voxel no man's sky demake like aproach.
Man, the potential on this one is HUGE! Best of luck, Mr. FinalForEach :D
Since space is going to be a big part of this you should use some rendering ricks to make the horizon fall slightly to give the light illusion of a spherical planet
Equally if lod chunks are added to allow for insane render distances it would be even more noticeable and would allow you to have semi realistic atmosphere when it comes to when things begin to fade out
This would also open up the opportunity to have the actual texture for the world match the map while in space, ive seen tricks used where people just use a flat panning texture with no distortion to imply rotation. Even though thats not how that works it still looks like its rotating and would allow you to just slap the map onto it
If there really is a simple render trick to imply curvature, it could be REALLY cool to make "planets" of different sizes.
Calculating them like an actual sphere would be a mess, but basically just a limited grid size, with wrapping along the edges so you could walk all the way "around" the "sphere" while applying a heavy distortion so that when on the surface, the radius of the sphere appears small would be cool af.
@@Nevir202 I dont think looping would be necessary, just a standard world border would be fine
And have the amount of perceived curvature be based on world border distance
However, given that this is custom engine i dont see why he couldnt effectively allow the coordinate space to rollover
This would effectively let it loop
(Though that isnt technically a sphere would turn the world into a torus mathematically)
And this would massively complicate world gen code
And is a huge ask
A much larger ask then
"Make funky shader that make it look like big ball"
Which wouldnt massively change the way the game is implemented
@@darkener3210 Sure, I realize that making it loop would be harder, I was just saying that if your trick is easily implemented, having other things build upon it and control it would make other planets feel really different in a way that makes sense with the mechanics.
I mean you could RNG the apparent curvature, but a planet having the apparent curvature of Pluto while having a theoretical surface area equal to Venus would just be weird.
Be sure the drones have a large enough hit box so that they're not too much of a hassle to deal with. I find many mobs in mc like the phantom and baby zombie are annoying because they're difficult to hit
Having played around with them, they don't seem to be annoying to fight off, especially since they deliberately hover over you within reach.
@finalforeach the main issue with phantoms is when there are 4 at once which makes it usually impossible to get a hit in on one before getting knocked away by another phantom because the small hitbox is hard to hit while moving
you are supposed to sleep so you don't have to deal with them or only 1 or 2 spawn after not sleeping for only a short while, but nobody cares about sleeping in MC after getting good armour 😅
@@AkaObbiesThey also can show up early game and only drop items that are useful late game so they’re essentially useless until you beat the game. I think they’re really annoying to fight because you can only get about 1 hit in before they retreat which means either gruelingly long fights or getting a bow and enough arrows. The drones seem way less annoying since they don’t run away from you.
Oh wow! So excited to see you used two of my music tracks. Tysm Final!
Particles in the air, and when breaking things
Clouds
Passive mobs
Distinct and different tools
Glad to hear you were able to deal with the burnout! The advent of mobs and added mechanics for survival have me really excited about this.
If you're thinking about using atmospheric and pressure mechanics, I'd suggest taking a look at the game Stationeers. They go to a level of detail and complexity I maybe wouldn't suggest, but I feel it could offer some insight and inspiration on how you might implement pressurization mechanics and the like.
Thanks again for your amazing content, and I look forard to the next release!
Great progress!
Adding allied NPCs that trigger the traps and fight the Interceptors would make the world even more lively.
Simple suggestion: Slab merging, as in placing one slab on-top of another to make a full block. (Also wasn't sure where to put this but fsr you can place a slab entirely in yourself whilst crawling)
I was thinking about this, an actually think I would prefer slabs not be merged like they are in MC, but allow a block to be crafted from two slabs instead. I was thinking of smooth stone in MC, and how it is the one block type where you get a unique appearance with two slabs, instead of the same thing as a full block. This would allow for greater variation in building. Alternatively there could be implemented with "merge" and "stack" modes, leaving it to the builder to decide on the fly, giving the best of both worlds.
With crafting I think the most fun and immersive style of crafting is as in world or anti UI as possible. So like the cooking you mentioned, having to light a campfire or stove the use a cauldron or skewer in world would be more fun than just moving items around a screen.
Hell yeahh
This is a Sci fi game, you NEED UI. As futuristic as possible
I don't get it. You have to fnd the item in your inventory then place it onto your hotbar then select that slot and then in-game you have to do your business at the given station instead of just finishing it there in one step. Why is better?
@@detto1998 It's the difference between UI and UX. ARK in my opinion is too reliant on UI so it feels busy, Minecraft is trying to change but the crafting bench is still the major crafting bench for everything. They added the fletcher table ages ago and it still has 0 function. If we look at Terraria, they have different benches for different benches which I think works because it's themed for the crafted items.
@@schnitzelhannes6431 I would say then that the focus long term should be trying to make diagetic UI - the HUD of a space suit, a tablet you can hold in your hand, etc, as long as it fits in the world.
Invern turrets look so cool, I love em :D
with you having mentioned tools and ores i hope u consider how progression through the game could have branching progression such as certain ores specializing into specific aspects like in mc gold is faster but has less durability (preferably something better than this), and i hope we see a blend of more realistic ores for tool crafting like bronze and iron and more fanciful things like diamonds and rubies (dosent have to be these, just examples)
It'd also be good to see in the future a variety of weapons to play into different combat styles (although i understand if that wouldn't be a priority till the game is fleshed out)
If you add weather it would be cool if groups of clouds move around the world making it rain only under the clouds. It would be a more dynamic weather system instead of the entire world raining at the exact same time.
Weather being tied to environmental aspects, like rain only under clouds, would really make the game more immersive.
That's quite a pretty cool concept
That'd be epic! The clouds could be actual blocks that move around or something!
There will be any combat mechanics, such as parry or dash? Would be kinda nice to find a dungeon (like an abandoned spaceship) and destroy all corrupted robots. But, if normal survival or building is the focus, I wouldn't complain either.
Idea: Interceptors should occasionally drop their own machinery. This could allow the player to construct one as a remote control interceptor. And maybe the red sensor could be a green sensor or another color.
Extra:
While writing the previous idea, I thought about what of the sensors or lenses could be swapped out on the RC Interceptor, and they could detect different things.
That'd be pretty damn neat
You should make a player model and decide what you play as in the game. Are the players humans? Aliens? Robots? How many joints will the playermodel have? Will the animations be missing elbows and knees like in minecraft? Will there be skin customizability? These are some things to think about.
I like the idea of playing as robots. Reminds me of Space Station Silicon Valley (robot vs. robots)
I think the darkness of the caves is perfect, but if you are going to add hostile mobs to them, I don't see myself ever entering a cave with the current lighting options.
The should either be better light sources for caving, or some sort of night vision goggles (if you go with this approach, could also be interesting to see a mob that shines really brightly, which might blind you temporarily if you aren't careful with the night vision goggles).
I vote for night vision goggles and a grappling hook 🙂
Hmmm. Maybe rocket launcher drones that force the player to build atleast a protective shell out of more advanced materials if they want to build there, while adding something that forces you to build there, maybe a simple colony system similar to terraria's npc system but with biome specific npcs.
I think a temperature system would also be really cool. Maybe temperature would rise as you go further down, or different biomes/planets would be very hot or very cold
I stumbled upon your first video a few hours ago and have now watched them all, it's very interesting to watch your progress. Best of luck for the project.
Consider the possibility of mobs having natural enemies in other mobs. For example, perhaps these drones are automated defense against some other kind of mob. One of the easiest ways to bring a game world to life is to have the elements within it react to each other, not just the player. This is another thing the new Zelda games did quite well.
Honestly, Minecraft's inventory gets messy when you have a ton of different items. A capacity-based system would fix that. Tools could use up more space (20 out of 500), while stackable items take up less (1 out of 500, since you'll use a lot of blocks). This way, you'd avoid the clutter issues Minecraft has, and it’d be way easier to manage your items. Bundles in Minecraft try to do something similar, but this would be a more straightforward solution. Probably the best examples are Skyrim and Zelda: BOTW, dont know how difficult is changing the whole inventory right now, but its just a suggestion.
I think what the game would benefit most from would be an API for mod developers to add in their own mobs with their own behaviour, and a built in pathfinding solution to improve accessibility for mod developers
It would be cool that if we could explore multiple planets, each of them offer different biome, blocks, sky (colors and star position maybe ?), gravity and mobs. It would make a great system for the player to have to explore multiple planets to get different materials and it could allow you to make different "themes" with buildings, npc and bosses (why not :D)
Anyway the "sci-fi" theme looks very great and could make the great difference between minecraft and cosmic reach, allowing it to have its own identity.
Anyway great video and i'll hope we see another pretty soon (3 months of waiting was a torture lol)
Been watching since Day 1. The progress is astounding!! Keep it up!!
Murder drones? Cool
cold
dark
thank you sans undertale
lifeless
cosmic
Finally! I was on time to a video :D
Valheim has a really interesting system with cooking and food. You can eat three different types of food to recieve buffs such as increased health and faster movement speed. The buffs become more potent depending on the quality of the food and diet variation. If you do add cooking I'd check it out!
Would be cool a precise damage system, with a little icon on the corner of the player and it’s body parts. Like the interceptor is easy to kill but aims in the head being dangerous, or some projectiles when shot in the leg makes you limp
it keeps getting better
I have an idea, unlike Minecraft where when things are builded they’re unchanging it would be nice that in this version things are perishable, trees can sometimes fall down, a system where player made buildings need constant resources for maintenance or else they will slowly crumble, same thing with contractions and farms where those wear down from constant use, all needs constant maintenance and input from the player which keeps them engaged and brings realism to the world
This looks amazing. Well done man. Cant wait to buy this game, you deserve AAA pricing for this.
And I can't wait to see more devlogs from you too
Wait, actually a nice cave system, great job overall 4 a single dev as u are.
I'm loving the atmosphere already! Especially at night! The colored lights and dark world mix amazingly. It'd be neat if there was maybe a hardcore mode or another planet you could visit that was in eternal night. Or potentially a moon like our own that has synchronous rotation, and the position of the sun in the sky depends on your coordinates.
Something that might be worth thinking about is structure styled enemy spawning. While enemies finding the player may still be what your after, enemies spawning randomly even at a distance can feel unintuitive and arbitrary. The difference is probably small if you still want enimies to go after the player, but it might give players more control of their surroundings.
I'm not saying it needs to manage unloaded entities, it probably isn't worth the hassle, but I do recommend taking inspiration from the enemy placement design in The Legend of Zelda: Breath of the Wild.
Wohoo! New video of my favorite small project :D
Thank you for the devlog! It's nice to witness the evolution of the game :)
Keep up the good work!
The game is actually getting prettier, good job!
super interesting seeing and hearing the process and progression. I hope things continue going well
I know you didn't really touch on building in this log, but considering the half slab and vertical slab, I feel like those should be treated as the same thing in the player's inventory. Perhaps one way to make this work is to have a projected outline of the block you are placing appear before you, and, if you hit R, it will rotate that block between flat slab, and vertical slab. Then, much like minecraft with stairs, it places according to whichever side of a block you are pointing towards. For flat slabs, that would simply be bottom or top, but for vertical it would rotate between the four different possible positions according to what edge your cursor is nearest to. Again, the projected outline would help the player be sure they are placing it correctly and alleviate some of the tedium of breaking and replacing directional blocks that you placed wrong. Excited to see what comes next!
I really hope you add infinite world depth, I would love to be able to tunnel forever, or come across a huge pit that went down for like 2 kilometers and was pitch dark with bats or monsters in it.
i think a friendly drone that could harvest plants and other materials that can drop off the loot in chests would be a great addition, as well as making it so that as you progress in the game and get better materials you don't have to go entirely out of the way to get more of older, lower tier materials. maybe have specific drones for say agriculture and woodcutting, and even some that just go around maintaining machines
really great! loved the video
I've looked into ur channel a couple days ago. wishing a new video would come out.. and here it is. youre magic
I love where this project is going!!
YES PLEASE
thank you for the flying amongus
Lets goooooo another devlooog !!
The drone light should be green or blue until they go agro, then it is red. That way you can tell when they are after you at a distance.
how about different shaders for the death screen dependent on how you die. typically someone closes the game when they get bored, distracted or die so something new could be inspiration to continue. when killed by the interceptor the red sci fi look is very nice but how about it fading to black for hypoxia or if different planets have life on them (rather than robots) then they could also change the style etc etc.
Great video. TYSM for making a mac port! I was worried I'd only be able to watch lol.
I love this serie so much, this is awsome man! And.. his game has so much potencional!
Hell yeah! I was just thinking the other day about I hadn't seen an upload from you in a while.
An electrical system would be cool!
Where Unlike Minecraft power cannot be infinitely generated using a single red stone torch. Maybe one has to search for rely able energy sources to use certain machines and stuff! Batteries could be used to store energy. Maybe after a really long time batteries will discharge without being ever used just like in real life. Maybe there are different types of batteries, For example Lead Acid or Lithium which could have different pros and cons.
An interesting idea to say the least however i do acknowledge the difficulty setting up a mechanic like this!
So far i am in love with this game and can't wait to see where it goes! Give me some feedback what you think of the idea!
This is looking really cool. Keep up the good work!
3:53 A bee when it sees a front door camera for no reason:
Man, what an update! Love everything, though I do think the drone attack animation might look better if they lock on and slowly accelerate toward you instead of the little wind-up animation they currently have.
unique tools like a grappling hook and backpack that tie into the game without just being another toolset. would make exploration more fun and make looking for said items cause more reason to explore
I like Invern's interpretation of what a player character could look like, you should go with that.
oh muh gauh! player is kill!
can't wait to see this game in 1 to 2 years
One idea I have for you to implement, is making different stone types, and then making ore a tag applied to the block. That way, planets can have differing stone types, and each stone type can have ore within it. This, however, will have to lead into the raw ores system Minecraft has. Then again, Starbound does the ore tag and raw ores system too, so it's not exactly a new concept.
Interceptors are like Manhacks from Half-life 2, in a good way
It would be cool if blocks had physics! But may be complicated, so not the priority.
The sky looks amazing, but maybe too strong. One thing that came into mind is a option or configuration to change the color to feel more exo planet. The shading of the game looks great.
Can we have a mob inspired in Wall-E?
One more thing, would be possible to create a config option to change the location of hud elements?
i think it would be cool to have somewhat generated skyboxes
so, for example, when you have two different mods, each adding one more moon to earth, you will see both of them in the sky.
procedural animations are the best. would be amazing to see it here
I like that you want to try a different way to use food than just a hunger bar. Crafting is another opportunity you have to try to shake things up.
Vintage Story has a crafting system similar to Minecraft's, but they want to move away from that to a system that is more present in the world, without using a 3x3 grid. You might consider starting with a different system so you don't get stuck in it.
Another note for survive mode - Vintage Story has a super helpful handbook that tells you how to get started. You could have something similar, but even make it diegetic - something like a little holographic tablet that exists in world, and it could also be a source of story/tasks if that's something you want to go for.
You might even go so far as in the long term making all the UI be diegetic, maybe something like a space suit hud.
I think this guy likes vintage story
@@secureb00t39 I would get an "ask me about Vintage Story" button to wear it I could, xD
AHHHHH!!!!!!
bast episode yet!!
great to see you back! is the plan to share and open up the source with the alpha release?
YEAHHHHHHHH JOHN "COSMIC" REACH IS HERE AGAIN!!!! WE ARE SO BACK
If you're worried about the interceptors feeling too persistant, it might help if you moved their position between attacks further away, by making their attacks slower/giving more reaction time, and make it easier to run away.
this should be a future goal, but i hope to see a UI that looks unique from minecraft
Would be cool to have a mob that has the ability to jam light emmiting blocks as a way to reveal it's presence
Fantastic Video!
intel has the weirdest drivers known to man. godspeed
Killer drones! Yes please?
you didn't mention the games, but you go through one. it looks cool
Idea: You can create a mobile version, and add an in-game skin editor, like an avatar editor with a color palette
Hello @FinalForEach :-) I have some suggestions for Cosmic Reach to make it even better: some type of spawn eggs for spawning mobs, zombies, ranged combat (bows and guns?), some melee weapons (one-handed and two-handed swords?), armors, some more building blocks (wool and bricks) as well as some more sci-fi-related monsters (the interceptor is awesome) like bombers and robot-warriors. P. S. In my opinion the combat system should be done right because of minecraft's 1.9 (combat update) ruined combat for many players. P. P. S. What do you think about my ideas :-)?
Buff-based cooking systems are definitely great. Best when they offer unique benefits, and are balanced around the rarity of their ingredients. It's always a bummer when half the recipes are pointless because better versions exist that can be made just as easily.
Multiblock machines like those in immersive engineering would be cool.
Hello, whenever you get around to creating an electricity system please consider a full on electricity simulator as opposed to a stale old redstone clone. Thank you and I hope you keep working on this amazing game!
So this wasn't covered in the video, but please make storage items be able to move. This is an annoying issue in minecraft java currently and with the scifi ideas of the game, mechanisms that move blocks seem probable. Also seeing as you are going for scifi, a vonuman probe could be an interesting idea to play around with, either being an enemy or what the player is themselves.
Do you mean block entities, e.g. the crates? Von neumann probes are fun also, I've seen a good take on it with the game "Ur quan masters" where eventually they just take over a region of the galaxy if you don't deal with them on time.
Yes i was referring the the crates in this example, but it was more a general statement. At the moment the game is in the most moldable state before you start stacking technical debt, so just being aware of the the idea of wanting to move blocks around and probably smoothly as well is something to keep in mind. Also man that is a run on sentence.
Some sort of background or color change is needed for the you are dead text, as it's red on red, which makes it less visible/legible.
For an optimization thing, I don't know if you already do something like this but could the game scan the world (or chunks loaded) for common positions of blocks kind of like how PNGs or JPEGs work, like variations or arches or curves that are commonly found in the terrain, this could save memory by not storing each block position but rather storing clumps of block positions. I don't know if this would be super impactful or even necessary.
good work man
3:54 the mosquito in my room at 3 am
I missed your voice.
Love the little guy!
WAKE UP BABE!!! FINALFOREACH NEW VIDEO DROPPED!
It look like the drones in half life 2. A manhack
Are you going to make Venus? Also, are you going to add audio (ambience like wind or other stuff)?
you added manhacks...
Of all half life enemies to add, manhacks...
Before I saw it was FinalForEach who uploaded this I thought this was a minecraft video
Incredible!
the drone looks like a cute little goob
1:35 oh hello!