Get 20% off your first year (on top of any existing site-wide discounts!) with this link (first 50 people): academy.zenva.com/cart/?add-to-cart=1319205&coupon_code=partner-jacevarlet-2024& Thanks for watching everyone blbl
yo Jace, this is looking sick. love your blocking style, anything to get the ball rolling, seriously great stuff. "haven't implemented money yet" had me rolling. love the dev meta humour. It's looking super cool, seeing this first demo got me real excited to play! Love from aus, keep up the good work.
So glad you enjoyed it! It's a bit hard to answer the quest question. Perhaps around a 3-4 days, but that was also including me making new/fixing old cutscene actions (more about this will be discussed when Part 2 drops) and new features as well. So theoretically it should get easier in the future, or harder depending on if they become a little more complex.
it's me again, i have a question.. Do you sill use c# (i guess yes),did you have any engine limitation using c#, i am not talking about the code, but more of addon /tools / debug you cannot use because is gdscript only, Regards, Mathieu
I haven't run into any limitations yet. The only thing so far is that GDScript seems to have some additional granuality out of the box when it comes to profiling tools, however there are some existing solutions with Rider and a plugin. However, I don't have Rider so I can't really comment too much on that, but that's really all I've come across. There have also been some functions that don't exist in C# but they are incredibly few, not super necessary, and generally have a reasonable workaround.
As others mentioned, the quest is cool, the levels are cool too, but I really enjoyed the gate and the gate stuff. I broke up with my last girlfriend cuz she wasn't into gate stuff so I'm glad to see I can enjoy gate stuff in your video game. I'm even more excited to check it out! Thanks Jace, helps a lot.
Damn this is massive progress, there is actually so much happening in this video which isn't obvious at first! Like obviously there's quest tracking, inventory, dialog, animation, collisions. But then there's also ramps, stairs, transparency, loading areas (with transitions), text styling, shadows, and probably heaps of other stuff I didn't notice.
Glad you're liking what you're seeing! And yes there are SO many things that I really can't explain it all haha Part 2 will cover some more things, but still not everything. Super nice that you noticed!!
Sneaky thought: Plant those Drugs somewhere that gets that Shady Guy in LOTSA trouble... >:) (Edit: Don't forget to avoid leaving Fingerprints on the stuff while at it.)
This is looking fantastic! I can’t wait to walk around and discover all the fun little Jace ideas and dialogs. I like the way you are learning and figuring out the best way forward and changing things up. You’re freaking doing it, homie.
I have to say this has been very interesting to me in a specific way. I've always liked crafting stories, and had practice telling them as a DM/GM in tabletop for example. However games, while they have much greater reach and fidelity, just seem too big and complex. I'm certainly no visual artist, so even if I could pick up the technical side it seemed impossibly out of reach to go further. Watching your method, the tools involved, and the interim steps you take has been super interesting and is making me start look into the possibilities much more closely. So I wanted to thank you for that. Moving something from the "Impossible" to "Possible" is a hard lift and I appreciate you spending this time to do it.
Super exciting to hear that the idea of making games is no longer an "impossible" thing for you. Game developers aren't super heroes - we're just people too and we come in all shapes, sizes, and capabilities. There are so many ways to make games and games can be anything. So I believe if you wanna make them you definitely can!
love the aquarium shapes already.. actually looking forward to you drawing the aquarium. if you will share it of course. the city layout already looks great too. nice and crammed
Aww thanks for the feedback and glad you're enjoying it! I didn't use any life drawings for the ticket machines or goals. The ticket machines were based off my memory of japanese train ticket machines, and I just winged the goals. Ideally, I should be using reference images, but I was just trying to make things quick and dirty that conveyed their intention (but they ended up not looking too bad!). Also glad you appreciated the little animations and stuff. They were fun to make!
Looking great! Thanks for the update! All the little parts and pieces you've shown before are now coming together very nicely. And that quest you showed was really heartwarming in a funny and weird kind of way. I teared up a little bit. Thanks, Jace, helps a lot!
I hope that line or similar about the dev not implementing money yet stays around as an Easter egg 🤣. Having been working on recreating Commander Keen 1 in Godot for the last month I totally appreciate the things that look "small" but actually can be the hardest to get right. Thanks for the (part 1) update 🎉
Nice! Seeing feet behind/beneath a glass table, that is cool! Nice little quest loop. Multi-level city map is nice. Initially reminescent of Dragon Warrior and FF1, where you start in the center of a city/castle.
Wow. Actually a really good quest Jace. It might not LOOK like a lot but I know the progress here is even larger than what you would think! It brings joy to my face 🤗 Wish u the best
Your method of level design reminds me of the old web-optimized JPEG images. Blurry blocks that slowly load into more and more detail, kinda satisfying to watch it load in :)