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Setting up the Automation basics ! A Community-Driven Project - Devlog 

UnPaws Games
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The overworld is slowly turning into a sprawling factory in this episode ...
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Video Chapters:
0:00 Intro
1:13 Recap
1:16 Day 9 - Inventory pt.23/99
4:39 Day 10 - Inventory pt.24/??
8:52 Day 11 - Overhauling the hauler
14:47 Day 12 - Capitalism paradise
20:30 Outro

Игры

Опубликовано:

 

7 июн 2024

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Комментарии : 51   
@soullessgaming4485
@soullessgaming4485 Месяц назад
out of the dungeon into the basement
@kiwi_ogm_de_kat3118
@kiwi_ogm_de_kat3118 Месяц назад
Wow I just discovered you could switch RU-vid to full screen when pressing F, thanks to the dwarf! Regarding the game: What about the workers having randomized stats? It could encourage the player to rerun the dungeons in order to find better workers, and contribute to the gameplay loop. Great video as always.
@Unknownagon
@Unknownagon Месяц назад
try typing awesome while u have the video selected also there are keybind shortcuts for a lot of things if u hover over something it displays the shortcut also the idea of workers having randomized stats sounds interesting.
@hakiMakiman
@hakiMakiman Месяц назад
I feel like a scientist role for the workers would be interesting. They could create upgrades for you and other workers. Another Idea: simple conveyors. They move items to other places (chests), but slightly slow down the working time, as the worker has to actually put the item on the conveyor.
@Sabotender
@Sabotender Месяц назад
for the names, you could use random generated names (prefix+suffix) for most people, then have rare spawn people with discord chosen names. Maybe give these rare people slightly higher stats (move speed, work speed, whatever)
@jzeltman
@jzeltman Месяц назад
Really liking the series. Keep up the good work!
@romaneq6415
@romaneq6415 Месяц назад
love seeing your new family member ! Love the devlog. I look foward to see the interaction between the dungeon crawler and automation !
@Camdennnn
@Camdennnn Месяц назад
Looking great
@somebodystupid837
@somebodystupid837 Месяц назад
Yeah
@StaredownGames
@StaredownGames Месяц назад
Props to the editor. These videos are nice! Shoutout to the rock chiseler. Dude is on another level! Look at him go!
@nathangeorge4017
@nathangeorge4017 Месяц назад
I think the grid flickering is actually caused by the fact that the shader itself is not antialiased. So the lines change their visual width as they move between pixels on your screen. Increasing the width of the grid lines would probably fix this (by making it less noticable), or implemeting antialiasing into your shader. You could also do something like only show the grid in a radius around where the object is being placed. You don't actually need to see the whole grid covering the screen like that. And this would make the problem much less noticeable.
@UnPawsGames
@UnPawsGames Месяц назад
Thanks for your feedback! Ill try this soon. And I agree, seeing the grid in a radius around it would be great. But that’s more shader magic and as you saw I blindly followed a tutorial so I have no idea how to do that 😅
@nathangeorge4017
@nathangeorge4017 Месяц назад
Rather than trying to make the shader only show the grid in certain spots, if you just use a small grid visual (which could either be an image or a scaled down plane with your shader on it) that follows the mouse and snap that grid visual to the grid as well that will accomplish the same effect (although less smooth). So in other words just make a smaller visual grid which snaps to the grid in the same way as a building. It will always show underneath whatever thing you're building then, and will line up with the grid (since it is snapped to the grid) Probably not the best solution, but it's definitely an easier solution that gets basically the same result
@sourhill2292
@sourhill2292 23 дня назад
maybe add a really small collision box so that the workers aren't all standing on top of eachother
@UnPawsGames
@UnPawsGames 23 дня назад
I tried, but they kept running into each other and blocking their movement. Maybe I'll re-try during the polish phase, if I have time :)
@o-o2904
@o-o2904 Месяц назад
the 1px sweat on the little guy adds a ton of juice!
@somebodystupid837
@somebodystupid837 Месяц назад
Great game!😀
@Unknownagon
@Unknownagon Месяц назад
you could just use the priority system to add points to the best source based on witch one has the most resources no?
@renji-hjk
@renji-hjk 20 дней назад
you could simple put a png with the the grid below the builduings and set a gradient to blend with the ground, much more simple and less glitch
@UnPawsGames
@UnPawsGames 20 дней назад
Thanks for the idea ! I fixed it in the next episode :)
@ThomasWinget
@ThomasWinget Месяц назад
Looking better every time! A few thoughts, since you seem to like constructive feedback: - I'm curious why you have the buildings eject output when the player works them; why not just have that output go into the building's output inventory same as with a worker? Seems like it caused more headache than it was worth (though it did end up looking neat). - Considering the hauler's current distance to a destination building feels a bit weird, considering the hauler must first visit the source building, thus rendering the former distance-to-destination moot. I can see this having a beneficial side-effect though, such that a hauler hauling to a specific building is more likely to choose to haul to that building again after completing a haul.
@UnPawsGames
@UnPawsGames Месяц назад
Thanks for the feedback ! I actually started by just having the output stored in the building’s inventory but when it gets full it forces the player to exit the building, transfer the items, then re-enter it if he wants to produce some more… which could get annoying. I’m not sure I understand your point on the hauler’s AI. What do you mean by distance-to-destination moot?
@ThomasWinget
@ThomasWinget Месяц назад
@@UnPawsGames well so my thought is that when the hauler is choosing a hauling job, its *current* distance to each potential destination factors into that destination's score. After the hauler chooses a job and goes to the source, that original distance to the destination is no longer valid/correct, making using it as a determining factor for which job to choose moot at best and potentially leading to undesirable outcomes. It's not super important, just a thing I noticed. I wouldn't change it if I were you, but if you *did* it could be interesting to do a job score calculation based on full trip distance (current distance to item source + distance from source to destination). Obviously that's a bit more complicated than your current setup and the current one works, so I wouldn't blame you for leaving it. Sorry if that was still unclear (or if I'm missing something and just wrong). :D
@FutureDragon
@FutureDragon Месяц назад
shouldnt this game have grid based placement?
@quakxy_dukx
@quakxy_dukx Месяц назад
I mentioned on the previous video that the inconsistent scaling of ui assets is jarring Also, something interesting to me is that while haulier is a word, hauler is much more common. Similarly, suffix is more common than postfix.
@UnPawsGames
@UnPawsGames Месяц назад
Thanks for the feedback ! Yes I read your comment about UI scaling and it's something I hope I get time to work on. It's not a priority now, but I'll keep it in mind for my next UI elements. I'm not english native so hauler and postfix are just what google translate handed me lol.
@quakxy_dukx
@quakxy_dukx Месяц назад
@@UnPawsGames good to know
@mmy4328
@mmy4328 Месяц назад
Wondering why use shaders to implement the grid - why not just overlay the grid asset on top of the map? This way you can also make highlighting certain cells/regions easier
@UnPawsGames
@UnPawsGames Месяц назад
I don’t think that’s possible - let me know if I’m wrong !
@hi-me7jv
@hi-me7jv Месяц назад
when can we try the beta
@UnPawsGames
@UnPawsGames Месяц назад
I hope in 1 month a very early version !
@calicow
@calicow Месяц назад
Noooo, Tao! 😹My partner and I are trying to introduce our cats to each other, which has been hard enough. I can't imagine introducing a rabbit! Amazing work so far. I can't believe how many complicated systems you've built in so little time. Inventory though... ugh. It's such a headache. I've never been able to code it myself. I always end up borrowing code from other people or purchasing assets to deal with it. I wish you luck in getting an inventory system you're happy with and can build upon! I feel like I'm always "that guy" that nitpicks about words, but I think for more understandable English, you might want to go with "Hauler" for that unit? As in someone who hauls things around, right?
@UnPawsGames
@UnPawsGames Месяц назад
I think 2 cats might be actually harder than a cat and a rabbit, because Tao doesn’t feel threatened in any way by Loly. Now she’s super chill with him, except when she wants to play 🤣 There are just so many functionalities you can add to an inventory system, it’s really a never ending task.
@UnPawsGames
@UnPawsGames Месяц назад
Yes hauler might be the right term, I dont know, google translate proposes both ?
@Te3time
@Te3time Месяц назад
Subbed for bunny content
@hi-me7jv
@hi-me7jv Месяц назад
but what if youy just want to store and not use something wouldnt the haulers steal it
@UnPawsGames
@UnPawsGames Месяц назад
Yes they would 😂 Adding this to my to-do list. Allowing the player to set some chests as storage-only. Thanks !
@Rignchen
@Rignchen Месяц назад
Hey, it seems like you always have problems with the inventory, I'm pretty sure there are libraries to do that, so why don't you use one?
@UnPawsGames
@UnPawsGames Месяц назад
Hey ! I’m just challenging myself on this topic 😊
@Majo_9
@Majo_9 Месяц назад
Luli is so cute i want him too
@glitchedgaming7604
@glitchedgaming7604 Месяц назад
Add a battlepass
@glitchedgaming7604
@glitchedgaming7604 Месяц назад
Lol
@sourhill2292
@sourhill2292 23 дня назад
you probably stopped playing palworld because it doesnt really hook people very well, a lot of survival/automation games just don't really give people a good reason to keep playing. also instead of having two inventory systems, you could get rid of the dungeon loot inventory and instead have resource counters so that instead of having complicated item stacks hold your money you could use MATH. Any time you want to use your money (or whatever else) you could just click a button and the game will subtract the amount of resources needed from the counter. You could add as many counters as needed but i think one for coins, one for each resource, and one for "treasure" (generic trinkets, gems and jewelry for selling to a merchant) would be a start. I don't know how complicated that would be to add, and you might have to rework the haulers again, but i bet it's a hell of a lot simpler than whatever you're doing now
@UnPawsGames
@UnPawsGames 23 дня назад
I'm a bit too far in the project to rework all the system now, but thanks a lot for your feedback ! And yes that's probably a reason why I stopped playing PalWolrd.
@MudforFun
@MudforFun Месяц назад
Hey Unpaws, I have a question about code if you could help me?
@UnPawsGames
@UnPawsGames Месяц назад
Hi Mud ! Sure, I advise you join the discord and ask your question there, we are a few developers that can help you then :)
@MudforFun
@MudforFun Месяц назад
@@UnPawsGames How do I access your discord?
@addisond.1786
@addisond.1786 26 дней назад
@@MudforFun in the description of the video there’s a link to the server; def recommend joining, super helpful and kind people there!
@Lennyfunny01
@Lennyfunny01 Месяц назад
Hi
@Broodjekip-mt7rq
@Broodjekip-mt7rq Месяц назад
f
@AcroPolis914
@AcroPolis914 Месяц назад
bro please dont use AI for your thumbnails
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