FRANZ FURY - Behind the scenes - Made in Godot (GameJam Version)

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments

Hey, I don't think I saw that very colorful dialogue in the game jam summary video. Nice.

Very impressive work overall.

👍︎︎ 2 👤︎︎ u/G-Brain 📅︎︎ Feb 16 2021 🗫︎ replies
Captions
[Music] [Applause] so yeah about my project after looking at the sprite sheet for five minutes somehow i had the absolute idea and intention of making a car game something with post-apocalyptic stuff in it because somehow i saw some sprites in the sprite sheet that really just spoke to me hey make something post-apocalyptic um so my first goal was to make a car if you have an idea for a project i think it's not a bad way of starting with one key element and then go from there oftentimes when you build that they are already coming ideas together i didn't want to make a big concept of how exactly the game is going to work out so i really just started with bashing sprites together and while doing that i developed the game design idea in my head it felt much more organic than planning everything out yeah and while building the first car from those sprites i really wanted to do something with guns because i'm really a fan of action games and screen shake that's my thing the cars needed to have guns they needed to be fast v8s and race around the wasteland desert and yeah run over stuff and shoot stuff and explosions everywhere so that was my goal for that project so then after i finished the car i started thinking about the car physics the car controls yeah and after following some tutorials to be honest i had something basically working i made some tire tracks using line 2d and a small script that just spawns points where the tire is um and i also added a little bit of particles yeah you could argue that it's too early to do this kind of polishing but in the end i think it's very important to get a feel about what the final thing will be and for me that's just part of the process without the particle effects the drifting wouldn't look so cool sometimes it's not even that much work getting those things in and running i then started working on the acceleration on the speed and i quickly had the feeling that just adding linear acceleration would be super boring so i did some research and found a really good reddit post explaining racing car simulations for games this post was pure gold i basically took that approach for my game and what i got from that was a really very simple ear switching system if the gear is switched i could play an animation it felt much more alive and much more like a real car and not like some sprites floating around yeah and after that the next absolutely logical step was to add guns to the car at the moment they don't really shoot it's just an animation but you can already see that it looks much more fun to drive around to shoot stuff i also wanted to integrate some funny story some funny characters to underline the crazy wasteland that the players in so i implemented a very simple dialogue system and wrote some very simple simple and i tried to be funny dialogues and yeah i used the sprites of the sprite sheet to make very simple animated characters to make it even more charismatic then i started working on some basic environment for the game i used some parts of the sprite sheet i combined them in pride to create a road texture yeah so adding this texture to a simple line 2d never forget to enable repeat makes for a really cool texture you can see here it's working all right it's not perfect but good start i noticed that the road really looked boring and it could need some texture to break it up yeah in this case the shader because i couldn't use a outside texture so i wrote a very simple shader that basically fades out the edges of the road to make it blend in better into the environment and i also added some noise to just make it a bit more interesting and give it a bit more sandy look in the next step i added a shader to a ground sprite in my case i wanted to make a little sandy stoney texture so i just combined different noise textures to this shader and in the end it may blend the road and the surface of the sand really nicely together it's really valuable to have a little bit of knowledge with shaders in my opinion so for the next step i wanted to create some mountains to give the maps some interesting layouts and also areas where the player can't go to confine his area of motion and of movement to the map and to do that i used a plugin called smart shape 2d it's really nice if you don't know it it's really worth your time checking out if you need such elements it can also save you a lot of time basically what it does is it lets you draw a polygon and you can apply different textures to the edges to the outsides to the fill then you can configure those edges in the current version it even supports materials so you can add shaders to the edges it's really nice so the next most important thing in my game was explosions yeah in the beginning i was over engineering the explosions a bit as you can see i created a sprite sheet of different textures from the asset pack that i liked and i tried to rearrange them in a way that it looks like a fiery explosion animation and somehow i found out afterwards that it looks more like a christmas ornate explosion than a real fiery explosion so yeah i had to go back again and make it more simpler and in the end it worked out much better i also added another layer to the explosion made up of emoji sprite i just wanted to make it a bit more funnier and break up the explosion with some elements that are not so usual yeah that's the result i like it somehow i'm not sure if i will keep it forever i added another layer to the explosion spikes that shoot outwards to give it some more forceful look so to do that i use the sprite and set it up so the particles animation frames don't match the texture so the texture basically gets caught up into small spikes here making those shoot outwards with a little bit of color after tweaking around with the settings that look like this and with all the elements enabled it kind of looked like an explosion i was really afraid of the explosion because making an explosion with this sprite sheet let's put it like this as well it was a challenge i had the feeling that the explosion needed more glow so i used a very simple shader to create a gradient that somehow fitted the overall colors of the explosion and when set to blend at the explosion look much more like an actual explosion with some glow that pulls all the elements together quickly animated everything using an animation player and yeah that's that i very quickly created some landmines with those explosions using some sprites of the sprite pack an area 2d and a trigger and then it goes boom at that point in the project i wanted to start adding enemies my first thought was just taking the player car and basically changing the controller to a npc controlled controller so the car physics and everything stayed the same but the controller is not controlled by that by the keyboard but is controlled by npc so it tries to find a player find a direction and control the car accordingly yeah there was quite a bit of challenge getting an up and running but after some initial fails it started to work at least in a very simple way after some tweaking with values after some refactoring of this very simple steering code it started to it started to be fun to race around with the other guy that's exactly like you just a little modulated but it was fun seeing the other car chasing trying to get it to run into landmines i had the feeling i was on the right direction for the project and when i started to add guns to the cars and make the enemy shoot at you when i test the right angle i noticed that first i had to make a variation of the car as you can see right now the player car and you can see that i accidentally recreated tron in a very funny way wasteland tron but i also noticed a problem while it was fun to race the other car it was very boring that crashing the other car having an impact made no difference at all because it was kinematic bodies so a collision would basically do nothing to each other except if i code it so i thought it would be way cooler to make the player car a rigid body so it can react to physics but the results were not so satisfying in the beginning yeah i had to rewrite some code at least i could keep all the complicated engine code after having that done i was still fighting with the box as you can see but yeah when i had the basic ai car done and the guns done so they shoot when they see you and they don't shoot when they're in front of each other the game really started to become potentially fun so yeah after the cars i wanted to add some more enemy variation i wanted to have at least some kind of simple shooter enemy like infantry enemies um a melee enemy which is the scorpion and the grenade guy and i ended up in the end also adding a sniper because when i had the basic system set up it was very simple to just add a laser pointer and make a guy shoot after a certain delay so yeah making those was achieved by splitting up smaller regions of the sprite sheet combining them animating those single parts in an animation player add some modulation and create some very simple animations by combining all those different animation layers i could achieve interesting animations for these kind of assets and i was very happy with the simple walk animation idle animation attack animation it really looked organic what also really helped there was to also animate the scale of the overall character it may look really strange at the beginning when you do it and it also looks strange in the video if you play it fast enough it makes it much more juicy and organic i added that to all characters especially on the attack animations that are very quick and you can see how it really makes it much more interesting much more organic i used the same techniques on the animations for the soldiers put everything into separate parts and you can see in the hierarchy and the scene hierarchy it looks really wild but in the end what works works so i was fine with that yeah and after fiddling around randomly with vector math after some trials and errors i got it working that it just charges the player walks toward the player and controlling that rigid body is almost similar to the car so i apply impulses left and right to turn them and yeah just add some acceleration to speed them up yeah and it looks really funny when they bunch up and push around the player car because yeah it's all physics based so everything is a rigid body and has velocity so yeah it's really cool i wanted to make damage in the game look much more persistent so i added a little scene a very simple script that creates a random more or less random blood splatters from the assets i found in the sprite sheet and every time the thing is spawned it just splatters those around randomly here and that worked pretty well i later found out that it was the culprit for some performance problems but that was easily fixed yeah so every time an enemy gets hit i spawn those blood pools they get modulated in a way that fits to the enemy so red for human enemies and green for those scorpions and i also added a detection for the impact speed of the player car so i can run over those guys and it started to became really fun and had this old school gta 2 feeling that i was looking for i also added a random modulation to many many game objects so so it just looks more interesting seeing all those plants and all those enemies and they always look a little bit different so after having some enemies done i started working on some basic maps to try out movement to try out avoidance of enemies and you can see here again using the smart shape 2d is a really cool way of making quick elements for your maps here i had to combine different layers because i was limited to the asset pack so using those i was able to quickly create maps with more or less interesting patterns that limited movement of the player and the enemies and yeah it made it much more interesting and creating those rocks was very simple as drawing a polygon and you can also see that i added a very simple enemy tracking system on the edge of the screen and at first i tried to solve the problem with math but obviously i was too dumb and so i just created basically a collision box around the car that fits to the size of the camera casted a raycast to the position of the enemy and that worked but yeah bit cheap but hey whatever works i wanted to create a very simple damage indication system so i created a particle system that looked a bit like fire and depending on the amount of damage that the player car or even the enemy cars have i add those fire effects onto the cars so the player can see on the first side oh i'm burning really crazy i should probably go a bit more passive about my gameplay and yeah i just stuck the fire effects onto the player car whenever you're damaged so you can instantly see if you're damaged or not so i started working on the player ui which was also a bit of a challenge because of the limitation of the asset pack i made some elements using polygon 2ds that worked quite well i also had an indicator for the amount of boost your car had left to color that i used the gradient and just interpolated the value of the current boost cell onto the color so worked pretty nice yeah and slowly i was starting to create maps everything was coming together slowly i also added an objective marker so every time you get a new objective like kill them all or exit the map you will get a message on your screen telling you what to do next i had the feeling that really helped giving the player some direction all i had to do was basically finish maps like i said i used a lot of the smart shape 2d to create the mountains and like this i could really quickly create maps and to add some variation to the maps visual look i had a gradient on each map that manipulated the post processing a bit so i could apply an individual look to each map and i also had some colors there that manipulated the shader colors so i could quickly change the overall aesthetic of a map and that made it very easy to make all the maps interesting so yeah at that point basically all that was left to do is to put everything together to create the main menu make each level follow the next yeah i tested a little bit and there are quite some bugs left but overall it's a fun game and i'm really happy with the project how it turned out if you like go to itch check it out have fun and i'm looking forward to your feedback so that's it for today i really hope you liked the video if you did leave a like if you didn't like the video leave a dislike yeah if you have questions or feedback write it below in the comments if you want to keep updated make sure to hit the subscribe button and if you like the game you can check out the steam page i will put it below in the info box and see you next time
Info
Channel: picster
Views: 3,815
Rating: undefined out of 5
Keywords: game development, gamedev, indie dev, indiedev, Indie Game Dev, Mad Max, Franz Fury, Musclecar, Godot, Godot Engine, Tutorial, Step by Step
Id: R6FKofoJPXs
Channel Id: undefined
Length: 16min 50sec (1010 seconds)
Published: Mon Feb 15 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.