How I made the PERFECT Indie art style! || Godot 4 || Devlog 2

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hey everyone zi here back with another striling episode of Watch Me struggle to make a game today's dead Vlog is packed with action adventure and questionable design Choice first things first my Game's name is still working progress project awesome FPS inside a body doesn't quite roll off the D so I'm open to suggestions feel free to drop your ideas in the comments so the story is still a bit of a mystery even to me the basic premise is that you the player shrink down and enter someone's body to fight an alien infection you're probably going to work at some sort of company but I've got tons of other ideas it's going to be cool I promise more details to come once I actually figure them out last time we focused on basic combat we have random guns from sketch Fab which looked cool but felt a bit well random to fix this I decided to flex my modeling muscles and created a custom pistol it has a neat little button you can press to shoot abilities fancy right I also added animations to make it look like a man's business oh and did I mention aiming down sides that's in there too it makes you feel like a pro even if you're just missing every shot before jumping into environmental interactions I made a quick demo to test out the mechanics spoiler alert the platforming itself so added a dash ability for midair Maneuvers now you can miss jumps with style not much platforming in the final game anyway next up I tackled the shock wave ability it's pretty sweet and works well for now with that in place I turned my attention to the environmental interaction or HED up a destructible wall of cube sure it's basic shapes for now but smashing through it feels oddly satisfying some reason I thought adding puzzle mechanics would be a great idea so I created a door that opens when you put a box on a pressure plate it's a fun little addition even if it doesn't quite fit in felt like I needed to level up my skills so I bought two udem me courses one I'm making a survival game and gdau and another on 3D modeling and blender after grinding through the gdau course I felt like a Game Dev wizard it was just what I needed to push the project forward now let's get into the main event the plant braking system I started playing this game lately called Journey to the Savage Planet which has these plants that you can shoot at and they drop items like extra health and stuff like that so I wanted my game to have environments where you can shoot at plants and watch them explode into useful items so I embarked on a journey to create this feature and boy was it a journey first I created a template for any breakable objects then I wrote a script that makes these objects explor different items when they break those items need to be pickable so I made another template for pickable items I wrote a script to handle the mechanics of picking them up now when you walk over these they obediently jump into your inventory like well trained puppies with basics in place I created new inherited scenes for each of the actual items this means I can basically make a 100 new breakable objects each dropping its own loot gau's resource system made this super clean and organized so my code doesn't look like a balls forget damn result a fully functioning plant braking system shoot a plant watch it explode like the goodies it adds a whole new layer of interaction and fun to the game it don't really explode yet and it's not really planned now that I think about it but that's okay for now the game looks pretty stupid right now but IDE I started experimenting with different styles and at one point ended up with a kind of realistic scene it was beautiful but not quite right for my game and a bit laggy after more tweaking I landed on a high contrast High saturation style that looks pretty sick the only downside was the objects tone pitch black when you got up close bit more tweaking and I found a unique and cool look that fits the game perfectly in the past month I've also improved hit effect revamp the UI for stamina and ammo and added a dash meter plus I updated the breakable wall to fit the game style better it's a bit laggy and Rough Around the Edges but hey it's progress finally I embarked on the long journey of creating a steeve page it's not up yet the hardest part's done so if you're watching this in the future go ahead and wish list it if it's up and that's a wrap for this de blog thanks for sticking around and watching me fumbles for a game development stay tuned for updates more features and probably more Bugs see you
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Channel: Xemu
Views: 1,347
Rating: undefined out of 5
Keywords: 1 year, 3d, Godot, Switchingengines, Unity, animation, blender, first game, game, game dev, gamedev, godotlearning, how to make games, howtolearngodot, indie gmae, indiedev, indiegame, indieps1, learningGodotfast, modelling, new, unity, unity engine, unitydev, unreal, unreal engine, fps, dreamgame, making my dream game, dream game dev, game dev dream, story fps, high on life, stylized game, godot 4 games, godot games, godot games to inspire you
Id: iuyf_xkic1o
Channel Id: undefined
Length: 3min 26sec (206 seconds)
Published: Fri Jul 05 2024
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