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A Week of Progress Improving LEVEL UPs in my Indie RPG 

DevDuck
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Welcome to another devlog for Dauphin! In this episode I spend a week wrapping up some work on Dauphin's core UI which really adds some nice polish to gameplay. Hope you enjoy!
#dauphin #devlog #godot #gamedev #godotengine
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14 апр 2023

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Комментарии : 130   
@nopupils261
@nopupils261 Год назад
The fact that you're still sticking with your game and haven't given up is nothing short of awe inspiring. I love your videos and I wish you nothing but the best. Sticking to a big project like this is hard as hell and you have my deepest admiration for doing so.
@DevDuck
@DevDuck Год назад
It's a labor of love, and something that I ultimately still really enjoy working on. Thanks for the kind words!
@lillyraisin
@lillyraisin 4 месяца назад
@@DevDuck I love this series not just because of the development just the nice little updates like I went for a walk or it was a rainy afternoon they make the video so much better you got this
@Pontypants
@Pontypants Год назад
I do wonder if it would make more sense to have the "action prompt" appear above the object of interaction instead of above your own head to make it more clear what you are about to interact with. I could be wrong but it might be worth trying it out! Thanks for the video! Nothing better than an early morning coffee, a devduck video and some gamedev :)
@DevDuck
@DevDuck Год назад
I was thinking about that too! Might have to give it a go.
@leetri
@leetri Год назад
I think animating the icons in the thought bubbles would better convey the action. Just flipping between 2 frames would be enough, like an open and closed hand or door. I'd also say the XP circle filling up is a bit hard to read due to the pixel size, maybe increasing the radius by 1 and making the green 2 pixels wide would be clearer. The level up toast is really nice though, just needs a little jingle and it'll be really satisfying to level up.
@malorum
@malorum Год назад
I second this. The hand icon could easily be mistaken for something else, like a shell or bag or something. A simple little animation would work, maybe make the bubble slightly bigger to give you more room and maybe a little more room for more detailed artwork.
@xonor13
@xonor13 Год назад
This is a great idea. I was going to suggest changing the hand and door icons because I found them hard to distinguish what they were
@chadzulu4328
@chadzulu4328 Год назад
Great feedback bro...agreed.
@SilentRaven77
@SilentRaven77 Год назад
Agreed
@DevDuck
@DevDuck Год назад
Great feedback! I'd love to keep these sprites 8x8 if possible, so as not to feel too cluttered on the screen. I'll see what I can do.
@Kasiarzynka
@Kasiarzynka Год назад
2 pieces of feedback: 1. If there is only one possible interaction with an object, especially if it's logical, I would drop the interaction type thought bubble entirely. The highlight is entirely sufficient, like if I approach a door and interact with it, I expect it to open. If I approach something on a ground, like I stick, I probably want to pick it. Where these could be useful, though, would be if a) there can be different types of interaction, or reactions to the interaction and b) if these interactions depend on the tool in hand. For example, let's say you have doors that are locked with keys. You could then show a lock icon if the door is locked. Or some kind of lock and key icon, if you can ulock it because you have a/the key. On the other hand, let's say you can either pick up, or mine small stones. You could then show hand icon, if no pickaxe is selected, or a pickaxe icon, if it is. These are just ideas, but I feel like I would find it annoying, playing a game for hours and seeing a door icon every time I want to leave my cottage. Like, yes, game, I know I can open a door, thank you, can you now stop? 2. And this is entirely personal opinion, but although I have to admit that the level up popup looks very neat and has a great animation and the "press K to open that specific skill tab" thing is a good QoL feature. It just feels really, idk, cluttered? It feels too big and too in center or maybe too long on the screeen, at least for my liking. But again, it could be a me thing. Love the devlogs, btw. It's always fun to see someone's thought process behind stuff like that.
@ThinMatrix
@ThinMatrix Год назад
Lots of nice progress! Always happy to see you upload a new devlog :)
@raspberrygamer9675
@raspberrygamer9675 Год назад
Ayy
@CodeBum
@CodeBum Год назад
I love the vibe of this channel. It’s inspired my own efforts to develop a game with my sons. That being said, once you’re ready, I think your viewers would love an early access preview just to test it out and give you more feedback.
@DevDuck
@DevDuck Год назад
Thank you for the kind words! I'm excited to get some hands on Dauphin once I have a vertical slice that can be evaluated.
@sosasees
@sosasees Год назад
for the interaction prompts: i think that at least for the first few times, the icon should have text next to it, so players who can't recognize the icon still know what it means. the first time i have seen the hand icon (in this video), i couldn't tell that it's a hand, so i couldn't guess that it means grab.
@souptaels
@souptaels Год назад
I'll always love these types of devlogs. No trying to have unfunny Dani-like humor most of the smaller gamedev tubers have, making corny "stealing co- I mean borrowing code"(even tho that code is open source anyways) or other jokes, none of that. Just a chill devlog with some vlogging mixed in and it's all straight to the point and entertainment. We need more people like you and more people to realize not everything needs to be funny to be entertaining. Keep up the good work! Awesome UI changes
@Kyjor_
@Kyjor_ Год назад
Don’t need to tear down others to praise someone
@itsjustbusiness1989
@itsjustbusiness1989 Год назад
​@@Kyjor_ but he didn't mention anyone specific tho and even if he did who care I don't. he kinda spittin too ngl
@Kyjor_
@Kyjor_ Год назад
@@itsjustbusiness1989 Cool
@StarkSounds
@StarkSounds Год назад
The ability to toggle the extra info would be nice. That way, players could pick a cleaner UI if desired. Best of both worlds.
@terrawest9500
@terrawest9500 Год назад
Your videos are always so inspiring for me. Being watching those devlogs since the beginning. 🙏❤️
@JakesAutomotiveYT
@JakesAutomotiveYT Год назад
Great devlog as always! You and Bitbrain were actually my inspiration to jump ship from Unity to Godot and so far it’s been well worth it
@petipois28
@petipois28 Год назад
Love the dev logs. UI and XP make it so much easier to see your progress. Can't wait to play this game.
@devkumo
@devkumo Год назад
Been following since the beginning and it's so inspiring to see you continue friend, keep up the great work! 😊✌️
@damianpoole2933
@damianpoole2933 Год назад
That is looking really nice!
@Icie145
@Icie145 Год назад
Looking at this now and still shocked that this game is still on the works, and yea the progress is going well, keep up the good work man! :)
@otsilejeremiah5431
@otsilejeremiah5431 10 месяцев назад
Really inspiring stuff Fam!
@calcite_dragon
@calcite_dragon Год назад
Yaay! Devduck uploaded!
@GamesBySaul
@GamesBySaul Год назад
Very nice devlog mate! :D The end footage of that lake looked super lovely! The UI Changes all look really nice, think they add a lot to the readability of the game, rather than having loads of text, visuals on their own convey a lot more!
@nathancardinal-vods2897
@nathancardinal-vods2897 Год назад
Small text and hard to read is something a Designer told me when I first started as a web dev. And the easiest fix he had for me (other than using another font)... raise the letter distance. He does this with almost every font. They are nice for headings or Buttons, where you just want to display "EXIT" But as soon as you want to have a text that people are supposed to read and not just look at (jear, strange difference I know) he puts more spacing between the letters. I did this, and ... it is such an easy and quick fix. Just a bit more space between each letter, and it is way easier on the eyes. :) Maybe that solves your problem!
@pyscrap
@pyscrap Год назад
Yay new devlog!
@orisso8636
@orisso8636 Год назад
Very nice. Love the level up message and the detail of jumping to the right skill in the book. An idea would be to give the interaction prompts a small animation like the hand opening and closing. Even just 2 frames would work. I think it would give just a bit more clarity.
@bazil5130
@bazil5130 Год назад
Love the new UI! Definitely a step up!
@yarhacijin9463
@yarhacijin9463 Год назад
I love your room set up bro
@zippywings
@zippywings Год назад
Just a quick thought in response to the first part of your video when you showed off the original exit prompt (Press "E" for exit): I find that most games these days take a long time to finish, and when the gameplay loop begins to dull, even if I haven't yet finished the story, I'll take a break. It's usually not forever, but it can be a while. Four examples in my current library of games I love and have invested much time into but have never finished include: Stardew Valley, Terraria, Factorio, and Core Keeper. Now, I'd love to finish these games eventually, but I also don't want to lose my current progress. However, in many cases with games today, the only way for me to relearn how to play is to replay from the beginning (where all of the tutorials happen). I don't always want to do that. So...what I propose is a "how-to-play refresher button" that can reset any teaching icons or prompts I need to remind me what to do in the event that I've forgotten. I hope more games would implement this (of the ones that don't already come with built-in instructions and wikis via menu selection). That way, if a teaching prompt is assumed no longer necessary, it doesn't have to be forever absent in the event I need it again. Hope that makes sense.
@professorposh4146
@professorposh4146 Год назад
It wasn't immediately clear what those thought bubbles were showing until you told us what they were showing.
@alexandrgarlock4075
@alexandrgarlock4075 Год назад
Keep up the great work. Can’t wait to play it on steam deck!
@Skeffles
@Skeffles Год назад
Fantastic to see the skill UI improving! I really like toast when you level up.
@benbillybobjoe
@benbillybobjoe Год назад
Looking cool.
@Daealis
@Daealis Год назад
All the new elements look great. Nonintrusive and informative. Just the right amount of information, and it's not constantly in your face. I'd add the button prompt next to the icon in that thought bubble. But like you said, it can get a bit too much after you've played a longer time. Maybe there could be two different triggers to hide those: First two-three levels, you always get the hotkey prompt to build up that muscle memory of what button to press. A second counter for when the game is started, and the first 2-3 interactions show the button prompt again. After those only the icon. The second prompt would serve returning players: I for one tend to take breaks from games that can last months. Upon returning to the game, you've forgotten everything about the game, even what buttons to use. So having the first few interactions include the button prompt when you start the game.
@gospelsandgames
@gospelsandgames 10 месяцев назад
I love that level up animation! That looks so satisfying! I'm imagining the runescape firework sound effect with it so that might be helping lol
@Skel150
@Skel150 Год назад
It would be cool to see percentage of an island decorrupted and see the areas on the map which has been completed
@acehomi
@acehomi Год назад
Ayy a fellow OSRS'er doing some CG, nice! :)
@randominternetguy7426
@randominternetguy7426 Год назад
Hey, been loving these dev-logs and been following since day 1! Something to keep in mind for the future, it might be a good idea to have a font size setting for some of the smaller text, as it might be hard for players with impaired vision like myself to read. I can’t wait to play it one day, and I’m sure something like this would help any potential disabled players enjoy it even more.
@generrosity
@generrosity Год назад
Love how you are sticking with the project 💚 might I suggest for the action icon for it to have a single frame of animation after a few seconds seconds - the hand lifting up/door opening wider; Incase a newbie sits and wonders but long enough it doesn't play and clutter for most ppl Love the experience toast! For the 'k to open log' you could instead peek the bottom of the log book sprite down to really sell opening it up 😆 you could also have the whole toast get pulled in to the open log book behind it, and fade the log as it closes, depending if that feels too diagetic or not 😆
@tomkc516
@tomkc516 Год назад
Your Pup has gotten so big!
@Menji_x
@Menji_x Год назад
Love that you can see the XP like in Runescape!
@chaoscifer1483
@chaoscifer1483 Год назад
love the video and the improvements. Sometimes, the icons and information can get jumbled up when they appear simultaneously (and I've noticed at least one instance where they were obscured by a tree). Maybe some code to make them detect if there are more instances of info floating in the screen and avoid to stack up.
@8epic819
@8epic819 Год назад
for showing xp, I feel like it should be an animated progress bar or else the player doesn't know how fast they are leveling up. I personally think it would be cool if when you gained xp a bar pops up on the bottom left with an icon of the skill, and little xp orbs fly twoards it and increase it, and then it pops down when you stop earning xp or the icon and progress change depending on which skill you are leveling up. Also the "[k] view in field notes" pop up should only appear for getting levels one and two or else its one of those things people zone out because its like "well obviously".
@chaoslimeturtle
@chaoslimeturtle Год назад
Nice a new vid👍
@bitbraindev
@bitbraindev Год назад
Great progress as always, Ben! One challenge I have in my game is around multiple potential interactions at once and "iterating" through them. For example, there could be an item on the floor in front of the player, while an NPC also walks exactly where the item is. What interaction should be displayed? One idea was to have some sort of "toggle" mechanic to toggle between the different overlapping interactions. By the way, I cannot wait to play a demo of Dauphin at some point. I would probably spend hours fishing and nothing else, haha.
@DAndHGamer
@DAndHGamer Год назад
Nice channel and good progress on the game. I preferred to see the button (hit "E") rather than the icons when starting out as I can usually infer what it is going to do but might have to go to keybinds to see what is used. You could just use the button in the thought bubble for that. Also, as you mentioned these things will be needed less later so having a system where after the first dozen times or so shown there is an increasing delay between proximity and the display would be great. That way it does not just go away and the player gets used to it taking a little longer but no matter what if you wait 4 seconds by something and have not interacted the prompt comes back (maybe you have not played in a while and forgot the button). Keep it up.
@XadegamerOfficial
@XadegamerOfficial Год назад
I like it when you say Design then build.. I am a game programmer myself and I need to design more 😊
@goosechasing
@goosechasing Год назад
Awesome video! New keyboard?
@Selrisitai
@Selrisitai 10 месяцев назад
I think a half-opened hand, as if reaching for an object, would be more readable than what looks like a fist.
@sosasees
@sosasees Год назад
in the XP popup, it's really hard to tell how much the XP bar is filled up - especially that there even _is_ an XP bar, because it just looks like a bevel. i would add a pixel of padding between the XP bar and the black outline to make the XP bar more visible.
@vandoodev
@vandoodev 7 месяцев назад
Your room looks so sick :D awesome big screen and really cool aquarium
@Mcuello17
@Mcuello17 Год назад
I really like the progress you're making with the game! Have you considered adding the skill progress to a screen in the clock? I think it could add more functionality go the clock while reducing the amount of stuff on screen.
@itkurb
@itkurb Год назад
I do like the new UI elements for leveling and the Runescape influence is amazing! But in my opinion I would give the option for a simplified version and or to be able to toggle it off for people who want a more relaxed play style.
@RedP1ggyBank
@RedP1ggyBank Год назад
I think the interact UI is a huge improvement! I don't think the hand icon reads very well though. I thought it was a camel or elephant when it first popped up lol
@aryszin
@aryszin Год назад
i would really love some startfish and small rocks on the sand so it looks more interesting!
@zejugames5045
@zejugames5045 Год назад
When you pick up an object, it'd be nice if the object visually moved into your loot log. Just a quick animation that moved the item across the screen, establishing a visual connection between the item that disappeared and the loot log that just appeared!
@sven_93
@sven_93 Год назад
I would really love to see some tutorial style videos in the Godot4 Engine from you
@Rikuluva12
@Rikuluva12 Год назад
UI is looking good, the icon is definitely better than the text, but you should keep the button prompt, or maybe have it all be reactive. If the player walks over to something and doesn't press interact for 2 seconds then show the interaction bubble and button prompt but if they walk up and press it right away you know that player understands what to do and you can just not show the prompt at all and let them do their thing
@vatyunga
@vatyunga Год назад
Maybe the bubble should be a little bit smoother, like 3 frames: 1: One small bubble 2: One small bubble and another one above it 3: The final result with one small bubble and a big one above it that contains interaction image Also some items could potentially have more than one interaction, so maybe two bubbles in different directions would work. One working with Q button and another with E button for example. (Example: you could either knock a door or open it)
@4X4NAV
@4X4NAV Год назад
Shoutout to the Gauntlet shot in the middle of the vid!
@gingerjester2870
@gingerjester2870 Год назад
Think the hand icon could do with some work. I had no clue what i was looking at until you said it
@nilsmuller-cleve6769
@nilsmuller-cleve6769 Год назад
Good job on your progress! Tbh I think the outline is more than enough information and the thought bubble feels like clutter. If you can highlight other elements (like the door) in a similar matter to your items, this would be the more suitable solution to me. Also I suggest you give the outline a little bit of movement. My solution would probably be tweening it between 50% and full opacity.
@ishadijcks
@ishadijcks Год назад
You've got plenty of fish left, I think you're ready to move on to Corrupted Gauntlet ;)
@brammutje15
@brammutje15 Год назад
massive thinmatrix vibes
@Blusailor
@Blusailor Год назад
I love the transparency, and information, but specifically at 9:22 I feel it gets cluttered. love ur content btw :3 edit - oh and maybe make the toast a bit smaller, idk.
@RKIOrbMage
@RKIOrbMage Год назад
Hey I remember the though bubble from a while back! Maybe you should remove all shading from the drawings in the thought bubbles to really make it clear what the player is thinking about... Great devlog!
@jorge28624
@jorge28624 Год назад
2:57 that icon looks like a small bear, tbh.
@datdev
@datdev Год назад
I think this system, to show how much you need to level up a certain skill is really good and creative.
@longdongsilver3267
@longdongsilver3267 Год назад
I think you should animate the thought bubble a bit. Like have it bounce slightly so that its not just static.
@PAzDaChillaMilla
@PAzDaChillaMilla Год назад
Hey are you using a TV as your screen ? Gratz on your progress :)
@benbillybobjoe
@benbillybobjoe Год назад
@3:58 it would've been funny if you put an 'interact' icon above your head for the weights.
@Hato1992
@Hato1992 Год назад
I wasn't watching you for a while, but I can see you made big progress! I gives me boost to work on my game. But I have a problem right now, I need some models, textures etc. And I'm not happy with what I make :/ If any 3D artist read this, lemme know and hopefully I would offer some job ;)
@ThatOtherOakDaniel
@ThatOtherOakDaniel Год назад
Good day. After watching your videos all while either falling asleep, or as background noise while working, I've decided to graduate from being a lurker to actually commenting. Here are some of my thoughts after watching the playlist. Take all these points with a grain of salt where needed. This is your baby, we merely coo at it :) General vibe - I honestly like the general vibe of the game. This should be obvious given that 44 videos are a lot to watch begrudgingly. :D - Though I understand the reasoning for doing the magic-ey vibes with fighting corruption, I was ever so slightly...(I'm still trying to identify the emotion/word that is not as strong) disappointed. I think this game is great, partially because I'm expecting to immerse myself into doing marine biology field work from playing the game. If this is core to the reason for building the game, the expectation is that plenty of this will be preserved (and for the most part I actually do think that you are actively working on doing this). I for one love the watch face, depth meter, and fishing/capturing gear that you have implemented. I think the notion of not killing enemies, but saving them is beautiful and very different. This might be corny, but can you not save creatures from corruption with the power of...KNOWLEDGE? Corny I know, but I actually think you are set up extremely well for doing so. Some of the loot can actually be info tidbits, filling in your field journal sentence by sentence. You learn how to save creatures better by capturing/saving more and essentially becoming better at it. I don't even think you need the visuals to change necessarily, who knows what a truth bomb actually looks like? Fishing - Choosing which fish bites if more than one approaches, look at how fishing works for Crashlands, not as your entire fishing mechanic, but as the selection mechanic. - There are some visual improvements to fishing, I'm sure you want to implement. One I think is subtle (and consequently I think will be overlooked), might be easy to implement because the trigger is known (left click/WASD to move bait) and will have a deceptively large impact into feeding into the realism from my very personal opinion (cause I sat here wondering what I feel was visually missing and when I realised, I could not unsee it) is pulling the line taught and relaxing it when it is not taught. When a player interacts with where the bait moves, the bait can still move as it should, but instead of the very nicely done loopy line, just do n straight line. Open questions - If an island is saved from corruption, what prevents it from "ecologically collapsing" if I missed a single crab. My expectation would be that players would be disheartened and stick to viciously defending only a couple of islands. Building on the knowledge is power vibe, maybe you can identify a missing ecological niche that will stabilise an island? Or collect enough items to craft an education center, encouraging preservation? Or granting a level of resilience to an island based on the "healed" percentage? I honestly am looking forward to the next episode. Cheers!
@mranima748
@mranima748 Год назад
Since you are returning to feature development I think implement some kind of travelling merchant, like the one in terraria. Who appears at Straggler’s Rock or washes up on shore like gullimer from acnh
@timothymclean
@timothymclean Год назад
3:09: The door icon looks like a door, but the hand looks like a fist. I think there's too little finger and too much "palm". 9:46: It seems fine. The skill icon next to the +XP notification seems kinda...a lot, though. Maybe making it partially transparent would help it blend into the background when you're not focusing on it?
@anonymouseicecube91
@anonymouseicecube91 Год назад
When do you estimate finishing this project?
@user-cx6ec2kp6u
@user-cx6ec2kp6u Год назад
I think your entire ui is very big! I didn't notice it till now cause I watched your vids on my phone but when you showed startdew I suddenly noticed the huge contrast! Do you plan to release foe mobile or is it just by chance?
@RAKEO5
@RAKEO5 Год назад
Yoooo
@matt1871
@matt1871 Год назад
My man, PLEASE tell me where I can listen to your OST you have so far. I NEED to just sit and chill while listening to it, please!!
@miguelleite2051
@miguelleite2051 Год назад
I dont know if its just me but the hand looks a bit weird and wacky, but good job as always
@Ebrand0n56
@Ebrand0n56 Год назад
im not sure if this is something you already have since this is the first devlog ive seen of this, but you should add character customisation. if thats even possible idk (im not a developer 💀)
@godonholiday
@godonholiday Год назад
I think you might be over designing the icons. A simple hand for pick up, arrow for in would work?
@TheDrover15
@TheDrover15 Год назад
I wonder if the limitation in pixel size from your art style is limiting your ability to execute your vision for the game... have you thought about doubling your sprite sizes for the game art, I wonder how much closer to your vision you could get with I higher pixel rez
@dein_tod5006
@dein_tod5006 Год назад
Wouldn't it be good to have an option to toggle those information on or off?
@brain_in_a_calcium_spheroid
The XP UI feels a bit cluttered to me, esp when other things like disappearing corruption or dropped loot are added to it. maybe you could show the +4 (or however much it then is) sign next to the round progress bar item at the top? Then the player sees how much they earned and how much they need at the same time and you removed one cluttering item while not loosing any information. Love your devlogs, alwqys looking forward to the next one😊
@skellious
@skellious Год назад
The hand icon isn't very clear, neither is the door. I would change the hand to an upward pointing arrow. I would change the door icon to a semi-open door.
@neozoid7009
@neozoid7009 Год назад
HOW did you Made the Outline on the Sprites ?
@DevDuck
@DevDuck Год назад
With a shader!
@neozoid7009
@neozoid7009 Год назад
@@DevDuck is it Applicable for all type of sprites like For Normal Non-Pixel art Sprite also ??
@xaroz904
@xaroz904 Год назад
10:08 - 10:16 what are the jellyfish at the bottom of the screen doin?
@banicans5299
@banicans5299 Год назад
toast i think is a little too big, other than that it looks great, you could do different color background for each different skill type.
@jh-rs3bo
@jh-rs3bo Год назад
Dig all your UI improvements, but the circular/radial xp total top of screen was hard to read - could be a thicker fill or perhaps another colour or even maybe a horizontal bar...? It's not as visually pleasing but it could better convey the level up information before the timer fades it away.
@devjoshi4499
@devjoshi4499 Год назад
Did you study computer science or software engineering?
@naramoro
@naramoro Год назад
Circles look kinda bad at small scales => maybe use an octagon for skill progress?
@wortwortwort117
@wortwortwort117 Год назад
The corruption shader effect you made a long time ago looks cool don't get me wrong. But it feels out of place since the rest of the environment is pixel art.
@redswordz9131
@redswordz9131 Год назад
what game is @5:44? thanks
@timjklein36
@timjklein36 Год назад
Old School RuneScape
@CodeBum
@CodeBum Год назад
Abandon the pixel art fonts in your book and try a handwriting font scaled appropriately
@DevDuck
@DevDuck Год назад
I've been thinking about doing something like this! Would like to find some good examples of non-pixel-art font in a pixel-art game to see how it works.
@CodeBum
@CodeBum Год назад
I’ll see what I can find, but this is your game and you definitely can strike out on your own, blaze a trail and make that aesthetic part of your signature style.
@dragonmcbob2075
@dragonmcbob2075 Год назад
@@DevDuck terraria has a non pixelart font
@ofrikirshen3071
@ofrikirshen3071 Год назад
I like the pixel art font
@wwyvern418
@wwyvern418 Год назад
​​@@DevDuck into the breach (if I recall). And lots of it too
@yshuttle
@yshuttle Год назад
I think it would be slightly better to write the name of the skill that leveled up. Perhaps the first line could say Mining and then second line could say Level 20.
@netowgtz
@netowgtz Год назад
Do you dedicate full time to Daulphin? Or do you have a second job?
@iiropeltonen
@iiropeltonen Год назад
I vote yes on pop ups! But I think your progress wheel graphic is nearly unreadable. Definately needsa a clearer design.
@warcookie_3052
@warcookie_3052 Год назад
Honestly looking back to the first few devlogs, it's kinda scary seeing the progress and just how far everything has come
@krazykoolaidkid1168
@krazykoolaidkid1168 Год назад
Like the video. How do you do game dev? I'm trying to get into it.
@krazykoolaidkid1168
@krazykoolaidkid1168 Год назад
@@Izzy-fr1zu Thank you so much
@gonzalo6867
@gonzalo6867 Год назад
I think the pixels are very large and there is a very low density of them. This makes it difficult to give details to certain objects and not easy to understand what they are. In my opinion they look like small fuzzy blobs more than clear objects.
@LeMellow
@LeMellow Год назад
You should focus more on game play than visuals such as UI and Sprites it's nice having everything look good, but then the gameplay doesn't match the artistic detail
@mathiasgranberg9723
@mathiasgranberg9723 Год назад
Its annoying me that it says "BAit" on the box 😅
@pickleeggs3340
@pickleeggs3340 Год назад
your house windows are really low lol
@Sapix_
@Sapix_ Год назад
the name "Megahombre" has been stuck in my head since ive been watching these devlogs... make it stop
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