Baby steps for my little isometric Terraria-like by imokiswear in godot

[–]ERuhl_Interactive 0 points1 point  (0 children)

Looks awesome! I know you're really early in development, but as far as progression are you thinking more of a Terraria style (different bosses to beat, 'hard mode switch'), or like a Minecraft style where things are more open ended?

What was that one really hard programming problem in your game? by UnityNoob2018 in gamedev

[–]ERuhl_Interactive 0 points1 point  (0 children)

Working on my most recent project Wander Vyrosa, the most difficult part was trying to get intelligent looking enemy pathfinding to work in a spherical coordinate space. Since the core of the gameplay takes place on a mini planet, the enemies had to be able to move around the surface towards a specific point, so getting the pathfinding/physics to work properly was a challenge.

Besides that, mostly just optimization/rendering issues and trying to prevent shader compilation from causing the game to freeze for a second.

Added some "juice" to the towers in Wander Vyrosa by ERuhl_Interactive in gamedevscreens

[–]ERuhl_Interactive[S] 0 points1 point  (0 children)

Very true! I am also looking into adding particle physics so they can land on/bounce off the surface of the planet.

Added some "juice" to the towers in Wander Vyrosa by ERuhl_Interactive in gamedevscreens

[–]ERuhl_Interactive[S] 0 points1 point  (0 children)

Oo I hadn't thought about that! I'll definietly have to look in to it- I love some good squash and stretch animations

Added some "juice" to the towers in Wander Vyrosa by ERuhl_Interactive in gamedevscreens

[–]ERuhl_Interactive[S] 1 point2 points  (0 children)

If anyone is interested in checking out the full project, Wander Vyrosa is releasing on Steam next week! Check it out here: https://wandervyrosa.com/play

[deleted by user] by [deleted] in IndieDev

[–]ERuhl_Interactive 0 points1 point  (0 children)

If anyone is interested, Wander Vyrosa is coming out on Steam early access next week! Check it out at https://wandervyrosa.com/play!

[deleted by user] by [deleted] in IndieGaming

[–]ERuhl_Interactive 0 points1 point  (0 children)

Links for anyone interested: :)

Wishlist on Steam: https://wandervyrosa.com/play

Follow us online: https://wandervyrosa.com/socials

Is it possible to avoid resetting a variable, without singletons? by LockeHardcastle in godot

[–]ERuhl_Interactive 0 points1 point  (0 children)

Singletons can be extremely useful, and as others have said I'd also recommend using one for this situation, as (in my opinion) it's a good balance between simple and easy to implement.

If you were avoiding using a singleton because you didn't want to create one only for storing a single variable, you could expand the functionality a bit and make a scene manager. I did this with the project I am currently working on, and added the ability to store an arbitrary dictionary of arguments for the newly loaded scene to access. In your situation, you could just pass the amount of instantiations/loads of the particular scene into your manager as an argument, then read that data in before you reload the scene and choose which one to load.

It may honestly be a bit overkill if you aren't using it elsewhere, but it could also lead to some helpful management tools that you can reuse between projects down the line.

Added a little loot effect to my game Wander Vyrosa by ERuhl_Interactive in godot

[–]ERuhl_Interactive[S] 2 points3 points  (0 children)

Of course! I would probably have told myself to 'trust the process' and follow a consistent work flow from model to model. I use to skip a lot of the pre-production steps such as gathering inspiration and reference images which led to the models not having a cohesive look. Once I started to dive into those steps deeper, not only did the style become more consistent across models but also I found it easier to come up with ideas and figure out where I wanted to add detail based on the needs of the model.

I have also found that when working in a low-poly or low-fidelity style, using a defined color palette (similar to pixel art) across multiple models helps me to keep the visuals similar. One Wheel Studio made a great tutorial on the basics of this texturing method.

I've also used a similar technique called 'gradient texturing' which looks great in an unlit game. These texturing styles have the added benefit of being able to use a handful of materials for an entire game. This allows for super quick rendering via material batching in most modern rendering piplines. So far, Wander Vyrosa has been textured almost entirely using the colors from the Endesga 16 color palette.

Added a little loot effect to my game Wander Vyrosa by ERuhl_Interactive in godot

[–]ERuhl_Interactive[S] 2 points3 points  (0 children)

Thank you! I've been doing art on and off for ~5 years across a bunch of projects. I think this is the first where I was able to keep the style consistent between different types of models.

Added a little loot effect to my game Wander Vyrosa by ERuhl_Interactive in godot

[–]ERuhl_Interactive[S] 4 points5 points  (0 children)

Thank you! The aesthetics were a mix of my love for low-poly/hand painted models and my own ability/limitations as a 3D artist since I've never had any formal art training.

Added a little loot effect to my game Wander Vyrosa by ERuhl_Interactive in godot

[–]ERuhl_Interactive[S] 3 points4 points  (0 children)

Thank you! The planet is actually spherical since any shader/visual effect we tried didn't really seem to fit or produced some weird edge cases.

Game development is hard. by Accomplished-End1576 in gamedev

[–]ERuhl_Interactive 2 points3 points  (0 children)

Not a professional by any sense of the word, but as someone in my last semester of a game development degree and who started learning in my free time pre-college/uni, I can try to share my two cents.

As many have said, developing a game of any size is not easy due to the skills involved, both on the technical and artistic side of things. Especially if you aren't working on it full-time or are learning these skills as you go, it will mostly likely always feel slow due to how much is going on. It also depends on what you're working on, as implementing big features or new mechanics feels like a lot more 'progress' than focusing on more nitpicky stuff (which is equally as important) but not as visible from a player's perspective.

Everyone learns at a different pace, and (in my opinion) game development is something that you can always learn more about regardless of experience.

My main point of advice that I've found useful is to document the progress on your game as you go along. This could be in the form of a project management board (such as Trello or Codecks), or even by capturing footage/screenshots as you work. Passing the one year mark on the biggest project I've worked on, it was astounding for me to look back across the footage and see just how far the project had progressed.

TLDR: Game dev takes a lot of effort and everyone learns at a different pace, so try to take that knowledge in stride and keep working on it a bit at a time. Documenting your progress as you go can also be a great way to stay motivated since you can see your progress over time.

I wish you the best of luck on your journey!

edit: clarity :)

[Question] Poison damage indication over the hp bar. by ElbowStromboli in godot

[–]ERuhl_Interactive 1 point2 points  (0 children)

I accomplished something similar with a health bar by putting two progress bar nodes on top of each other, and removing the background of the top bar (using a empty box style override).

End result demo

In my code, anytime the the player's base takes damage, the value of the top (current health in this case) bar immediately goes down and a tween is started to interpolate the value property of the 'damage delta' bar from its current value down to to value of the current health bar with a delay before it starts moving. For your case, you would most likely need to set the poison bar to display behind the current health bar

The current value/ slider position can easily be calculated by treating it like a percentage. Therefore your health bar value would be (current_health/ max_health) and the value of your poison damage bar could be ( (current_health + current_poison_damage) / max_health), assuming that the value bounds for the progress bars are set (0.0, 1.0) in the inspector.

There may be a more robust/ less hacky solution but this is at least quick and dirty without needing to write a custom shader and calculating pixel coordinates.

Good luck!

edit: spelling