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SigmoidDev
SigmoidDev
SigmoidDev
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Hi! I'm Peter, a 15 year old hobbyist game developer from Scotland. I'm currently using Unity to build my pixel art survival sandbox, inspired by games such as Terraria and Stardew Valley. I make devlogs showcasing its development as well as giving some useful tips where I can.
Комментарии
@kantallive
@kantallive 23 часа назад
Will you upload part 2 of this video?
@sigmoiddev
@sigmoiddev 9 часов назад
Ehh, probably not (at least I'm not working on it at the moment). I'm kind of focusing on my main project at the moment and it would probably take up too much time.
@albert_ac1045
@albert_ac1045 День назад
uhh im making the same, but for a hunting game, where for example wolf can hunt rabbits to eat XD
@sigmoiddev
@sigmoiddev 9 часов назад
Best of luck then!
@toowyzen
@toowyzen День назад
What software did you use to draw your animals? I'm thinking about creating a game with the same art and animation style, so I'm just really curious.
@sigmoiddev
@sigmoiddev 9 часов назад
Aseprite - all my software's in the description
@toowyzen
@toowyzen 9 часов назад
@@sigmoiddev oh thanks! I appreciate it
@yonilaskov340
@yonilaskov340 2 дня назад
amzing
@uziao
@uziao 2 дня назад
thank you from Brasil :)
@Mechanical_coding
@Mechanical_coding 3 дня назад
Question, as you keep adding features to the game, how does your code not turn into a absolute mess
@sigmoiddev
@sigmoiddev 2 дня назад
Trust me, it does! A lot of the stuff I wrote (especially from back when I started the project) is just so unmanageable, which is why I'm planning to rewrite the whole codebase once the demo is finished.
@Mechanical_coding
@Mechanical_coding 2 дня назад
@@sigmoiddev oh cool, thanks
@TiltLoop
@TiltLoop 3 дня назад
Very good video and the game looks so solid! I'm trying to get something similar done, altough I'm only uploading shorts for the devlogs and my game is an earlier stage. I do have very little time to work on it unfortunatelly. =( Best of luck on the process!
@Treyson31
@Treyson31 4 дня назад
You‘re insane dude, keep it up 💪🏻
@Wbjpen
@Wbjpen 4 дня назад
The colors look so good; you obviously know a thing or two about color theory. Have you considered doing some simulation calculations with DOTS or the Jobs API?
@sigmoiddev
@sigmoiddev 3 дня назад
Thanks! Nope, haven't been all that bothered with the whole ECS and DOTS stuff. Since the game is 2D and the textures are low resolution the performance tends to be 'good enough', but I'll definitely look into it.
@HMFCEdit
@HMFCEdit 4 дня назад
Hey Sigmoid. I am wondering what resolution you use on aesprite for the animals ? is it 32x32 pixels or 16x16?
@HMFCEdit
@HMFCEdit 4 дня назад
nevermind i see bottom left its 24x24 :)
@sigmoiddev
@sigmoiddev 3 дня назад
Yep, 24x24. It's a bit unusual as a resolution, not really sure why I picked it, but hey, it works.
@just_a_zombie6718
@just_a_zombie6718 5 дней назад
just an idea: instead of camera shaking when cutting tress, shake the rees instead, it feels like a boss coming tto you when the camera shakes
@sigmoiddev
@sigmoiddev 3 дня назад
Yeah, I didn't really think about it very carefully when I was adding it 🤣
@ayl-rose
@ayl-rose 5 дней назад
I really want to contribute doing some music for your game!
@zehphir965
@zehphir965 5 дней назад
Wow, you're 20 years younger than me and already at this level. Impressive work!
@oh-badination8390
@oh-badination8390 5 дней назад
ma im actually such a big fan and i was really researching stuff about rainworld to maybe learn programming, i would really want to reach out to u
@sigmoiddev
@sigmoiddev 3 дня назад
Well if you have any questions feel free to ask!
@cpt.cornelius723
@cpt.cornelius723 6 дней назад
call it Sigmoid
@adrianroed2178
@adrianroed2178 6 дней назад
A* does not rely on a grid or a finite set of nodes. It is a specific implementation of the best first graph search algorithm applied to pathfinding, but the underlying algorithm is used in symbolic AI, such as most chess solvers. (its also used in google maps and unity's pathfinding system) A priority queue might sound daunting - but in reality its just a sorted list, that stays sorted when you add nodes. (C# already has an implementation of this) Heres the simple explanation of how to implement it: Beginning with only having explored the starting node, you repeatedly explore the best node you've found so far. To explore a node, you calculate the score of each unexplored neighbour and add them to the priority queue. The score of a node is its distance from the starting node plus the estimated distance to the goal node.
@Dyanosis
@Dyanosis 6 дней назад
If you're wanting some good information on doing on-the-fly pathfinding, you should read some of the dev vlogs for Captain of Industry. They talk about it extensively, especially because that game has the capability of allowing a player to have hundreds of vehicles that are all trying to figure out where to go and what to do at any given time (even figuring out if it should give up on a destination without getting there immediately). Another thing you could think about is using signals for animals to communicate, in a sense. But mainly just position information to any animals within X radius of them. That would dramatically increase your A*/pathfinding performance.
@Dyanosis
@Dyanosis 6 дней назад
Does anyone else feel that some of these devs seem to have more experience with memes and video editing than they do with game design? Not saying you aren't making progress, but it is mildly annoying to hear people say "I have no idea what this coding/gaming concept is, but I know all of these memes and I have fancy transitions and probably paid for my editing software".
@Mechanical_coding
@Mechanical_coding 7 дней назад
This is insane, the art is way beyond my skill level
@diligencehumility6971
@diligencehumility6971 7 дней назад
Squirrel slayer
@jessewillems6465
@jessewillems6465 8 дней назад
I wouldve liked a more in death look at your state machine tree mess lol and see what kinds of interactions and decisions your creatures can make
@quagswagon
@quagswagon 9 дней назад
Taming would be cool to see. I thought since the animals have memory, you could tame an animal based on objects that they love carrying? So, players would have to observe an animal for a bit before being able to tame it.
@sigmoiddev
@sigmoiddev 7 дней назад
That's actually really smart - it would make the game more fun, and would add a reason for making AI live its own life.
@BenjieBailon
@BenjieBailon 9 дней назад
Hey dude heres a suggestion you should add some insects and grass so that something like a grasshopper jumped out of the grass when u stepped on the tall grass
@sigmoiddev
@sigmoiddev 7 дней назад
Yeah, might do that at some point
@BenjieBailon
@BenjieBailon 9 дней назад
Hey dude u should make a Mobile version this seems like a nice game to play in a phone
@glicskadlo555
@glicskadlo555 11 дней назад
Hey youre content is really fun and I was here with the first devlog so now Im on a quest to make your channel popular af so lets go
@MarkoPiroski
@MarkoPiroski 11 дней назад
The game looks very polished, Im amazed! I immediately subbed! The forest looks very alive, cant wait to see more. The only complaint I have is the Slime enemy, it is so generic and overused in other games, I think you have to make some really unique enemies (also no bats please!) For example, you can make fome forest creatures, like Orcs, Trolls, dark Fairies, Trents, etc. This game has a potential 🎉❤
@sigmoiddev
@sigmoiddev 7 дней назад
That's a good point actually! I'll keep the slime for now, but when I get into adding all the proper content I'll definitely take that into account.
@masenko109
@masenko109 11 дней назад
Squirrel Murder Simulator
@vonbaldric9767
@vonbaldric9767 12 дней назад
Just FYI you do not need a statically computed grid for A*. It's sufficient to have a function that takes a position and returns the list of adjacent positions. So you don't have to page anything in or out as you move around. The main things to worry about with a homegrown pathfinder are escaping a deep bucket-like shape where the unit has to move away from the target to make progress, avoiding runtime explosion due to retracing in mazes, and identifying that a location is unreachable without searching the entire world.
@Dyanosis
@Dyanosis 6 дней назад
It's also worth noting that A* is great for vision based checks, almost like Ray casting. And the algo only needs to be run if the creature/thing is trying to get to a specific location. But just for basic, "this is what I do daily" behavior, you don't need A*.
@lisyarus
@lisyarus 16 часов назад
+1 for the A*. I've used it many times even on infinite procedurally-generated grids, and it works perfectly. To prevent searching infinitely long for a path to an unreachable destination, you could do bidirectional A*, which expands vertices simultaneously from the start and the end. If the destination is unreachable, e.g. is a closed "rom", then the "backwards" expansion will visit all the nodes in a room and realize there's no other vertices to move to. Bidirectional A* is also faster in normal situations, because it tends to expand less nodes in total.
@pokepoke1889
@pokepoke1889 12 дней назад
This looks so freaking cool dude! Maybe I’m thinking to much into this … But will only the animals dissolve? Or will all mobs- Would the mobs drop bones and other things?
@sigmoiddev
@sigmoiddev 12 дней назад
Yep, definitely overthinking it! Absolutely not realistic for anything to just dissolve, but I figured it would look cool and it saves me from drawing out a proper death animation for everything.
@Fexthedeveloper
@Fexthedeveloper 12 дней назад
make multiplayer
@teabow.
@teabow. 12 дней назад
4:56 I think if you're making a believable ecosytem, the player shouldn't be able to see what the animals are thinking of doing. They are wild and should be somewhat unpredictable.
@sigmoiddev
@sigmoiddev 12 дней назад
Yeah, I get what you mean. I might make it so that it is only visible when equipping a certain accessory or something whenever I get around to adding equipment.
@flamingooooz4926
@flamingooooz4926 12 дней назад
Amazing brotha. Keep working
@BrianHallmond
@BrianHallmond 13 дней назад
Genuine question - can I hire you? I want to develop a game with it's own creatures and if they can have their own lives and interact with the player and NPCs that would step it up to another level.
@sigmoiddev
@sigmoiddev 10 дней назад
Thanks for the offer, but I think not as I'm already kind of preoccupied with school and making this game.
@Mechanical_coding
@Mechanical_coding 13 дней назад
Yo this is insane! It's so cool seeing you designing these animals, and then making them come to life
@sanjeevsinghrajput5593
@sanjeevsinghrajput5593 13 дней назад
I believe that highlighted sentence just means that on every step of the algorithm, we take out the node with the lowest f(x) value [the formula is on the same page above] and then update the neighbor nodes (since a priority queue keeps the smallest value om the front, we are sure to get the smalled one every turn)
@Axerless
@Axerless 13 дней назад
6:10 I see that u use the exact same health bar on world enemies as Terraria does, try to give it some of your style to get it more unique or in your game style. It is not wrong to get some inspiration, but here it looks like 1 to 1 copy, so be aware of that. Besides that great work, and good luck on future content!