Devlog 2024 | Growing Grass | Moons of Darsalon | Devlog EP8
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- Опубликовано: 13 сен 2024
- store.steampow...
Welcome to Episode 8 of the Moons of Darsalon devlog series, where we explore the intricacies of pixel art game development and share insights from behind the scenes of our indie game! This devlog unity episode delves into the unique grass system that adds depth and realism to the game's environment. Learn how we've integrated advanced techniques to manage decorative elements efficiently, ensuring optimal performance and visual consistency across all levels.
In this devlog game, we cover:
The creative process behind our dynamic grass system in a pixel art style, which adapts to each level's unique color palette. How we use ground fillers and the DecoManager to efficiently handle object placement and avoid resource-heavy overlaps. Strategies for optimizing game performance through custom culling systems and the use of object pools (also known as stores) to manage resources efficiently. Tips for achieving visual coherence in your game design, from color adjustments to maintaining consistent art styles. A sneak peek at future episodes where we'll dive into the complexities of AI and liquid physics mechanics, pushing the boundaries of indie game dev and indie games 2024.
Whether you're a seasoned developer or new to indie game devlog, this devlog 1 offers valuable insights and practical tips for creating visually stunning and efficient pixel art games. Stay tuned for devlog 0 as we continue to share more about the development process and innovative solutions for common challenges in the indie game dev scene. Join us in exploring the exciting world of game development and learn how to make your game both beautiful and efficient!
This game looks so cool! I love the artstyle!
Good stuff. It was not too intense. Game seems full of interesting details and I'm sure whatever you pick for the next video will be awesome to learn about!
Would be nice to learn more about you and your different background because you seem like you can do it all.
Great video as always
I used to be a DJ and music producer, and then also did a small company of parts for radio controlled cars
@@DrKuchoGames Nice, i'm sure this is not your first project (if it is I'm speechless), I'd be interested to see a video on how you got to a commercial release.
@@DemsW second project, well, pilots of darsalon was the second release but I made it with the code of Moons of Darsalon , stopping the production to release Pilots which is a smaller game ... how I did the process to commercialise? uff that would need a new dev log series
Appreciate the dedication to NO MIXELS. ;)
Totally agree with the result. La primera vez que me percaté de este efecto fue en el nivel del vehículo terrestre. Hice tantos puentes a la ida que, al verlos plagados de hierba y perfectamente integrados con el entorno a la vuelta me quedé 😱🤩
Would love to play this for my design channel at some point? Looks like you’ve got loads of interesting features here.
That is sooo interesting!
Piece of art❤
Why not assign multiple grass sprites to one bounding box to speed up the culling?
@@wofkwengel that sounds like might work , don’t know about rendering bounding boxes , I but also sounds that you would need to de assign them when one grass is destroyed?
@@DrKuchoGames You could try simplifying the task by using grid cells. Each blade of grass would be assigned to a cell based on it's location, and the culling system would only have to ask which cells to draw
seeing these dev-logs, and how technical they are, gives me more drive to keep working, even though I would never use any of the direct features (my games are nothing like this one).
as soon as I hit enter, I choked on my drink, and sprayed coffee on my newly cleaned setup
😭
Most dystopian AI video I've ever seen. Game looks sorta fun tho.
Could you please explain what do you mean with dystopian ai video? Not a troll question, I really want to understand.
@@DrKuchoGames isn't it AI voiced? 😂 Just the way it's scripted sounds like something ChatGPT would write, and the voice is ultra AI-ish to me. And the second voice asking silly questions etc. Oh, and the art. I dunno. Considering the procedural nature of the game too it all just suddenly seemed like some 97% AI generated game and video.
@@thermonuclearwarhead well procedural grass has nothing to do with ai. Then , yes voices are ai, but no , script is not ai. And yes the drawings of the not pixelated Darsanauts I use to add expressiveness to the video are ai. With all my respect, I’d say you smelled ai in the voice and drawings and then started to think everything is ai. Which is a pretty common human behavior I would say.
In any case I was mostly interested in the use of the word “dystopian”
@@DrKuchoGames Mostly just Internet hyperbole I guess, no ill will meant. We're not quite in the matrix yet, but stuff like this reminds me of that stuff in a few ways. Either way, game looking super interesting, and following excitedly :)
@@thermonuclearwarhead ooh the skynet from termitor fear! 😂 , that makes sense but c’mon ai is the new shit, it’s all over the place already and not using ai today is like shooting your self in the foot. Thanks for your answers it’s nice to know details of how my videos are perceived, some people really hate ai and I can identify those clearly lmao. But in your case it was not clear.
Edicion Fisica seria memorable. Juegarral...
Mmmm why using this byte stuff instead of simple integers?
Size optimization , less memory needed.
@@DrKuchoGames cool , Im gonna look it out
Thank you for making these technical breakdowns, I've had an eye on your game for awhile because I find the visuals very inspiring for my own projects. Your game is full of creativity.
There is another game called Rain World which also has many interesting aspects, I consider both your game and their one to be the best kind of art. Here is a video on some of their process that you might enjoy ruclips.net/video/sVntwsrjNe4/видео.html
Rainworld is a masterpiece , thanks!
First comment is for meeee
lolz