Rebuilding My Sailing Feature from Scratch!
Тәжірибелік нұсқаулар және стиль
Welcome to another devlog for Dauphin! In this episode I finally tackle the rewrite of my sailing system, a feature that did not make the cut when I ported Dauphin to Godot 4. Apart from (hopefully) making the entire feature look much nicer, I also aim to make it more performant as you sail across Dauphin's large world. Hope you enjoy!
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Пікірлер: 123
These videos are alway so relaxing, and it's crazy how polished the game is starting to look. Keep it up man!
@theartworkhub
15 күн бұрын
A wild BRANDON!
@DevDuck
14 күн бұрын
Thanks Brandon!
@kn1ighttt
14 күн бұрын
wow brandon I love your videos and I love duck's videos what a crossover, you're both soo chill to watch. luv
I highly recommend you make the steam page asap and start getting wishlists now!
@sbonel3224
15 күн бұрын
How about no, let him get the game to the point where he is comfortable with it. Right now he's under no pressure, he doesn't feel like he disappoints anyone if takes breaks and does other stuff. If he already starts begging for attention on steam, he will feel pressure to work at the game and will eventually either burn out or release an unfinished product like so many others. Why do you want him to repeat the same mistakes that all other indie devs make?
@LordTrashcanRulez
15 күн бұрын
@@sbonel3224The entire point of making a steam page is to attract other people's attention and make the game successful on launch. Many steam games have a page but haven't had a release or even an ETA for years.
@alan.45874
15 күн бұрын
@sbonel3224 Because the first mistake indie devs do is not doing marketing, games are made to be played, if you've no players, it's a failure
@LordTrashcanRulez
15 күн бұрын
@@sbonel3224 There's no pressure to make a steam page, it just shows more players your game.
@turbo3464
15 күн бұрын
@@alan.45874 Yeah but you gotta time it right with your game expected to be released in the next year or two. I saw a devlog where someone mentioned that they went on Steam too early, got a bunch of wishlists but due to how long it took to actually release the game, they had far less conversion than on average.
2 things 1: you should you a cubic decay curve for the island luminance mask. It will make it look more natural 2: you should make the map wrap around itself, so the ocean feels infinite (you don't always have to go bottom right from the start island)
@DevDuck
14 күн бұрын
I dig both of these ideas! Especially the wrapping ocean, I had not even considered that. Was going to do boring invisible boundaries. Thanks for the suggestion!
That water effect close to the coastline is gorgeous!
@DevDuck
14 күн бұрын
It was definitely a “whoa” moment when I finally got that working and was able to see how it looked for the “sailing” view for the first time. Glad you dig it!
Quick suggestion for your chunk loading system. You should have boundary buffers so that if you keep crossing into/out of a chunk, it doesn't have constant load/unload while on the outer edges. Example: Find the edge of a chunk. Sail down in a zigzag (or just tap left and right while on the border, youll see what I mean) If you had a buffer (eg: 10-25% of the edge distance), you'd have to sail a little before updating the chunks. Then once you cross the buffer, you'd have a bigger distance to go before it reloads (basically setup like an AI seek attack target behavior, target in range attack, target further than chase distance, go back to idle).
@spicylemur1
15 күн бұрын
You might also be able to achieve the same effect with a Visibility Notifier on each chunk, and if is returns not on screen then you would also know to update the chunk on the opposite side
@Konitama
14 күн бұрын
Another simple solution for this is when you move past a point where a chunk should no longer be loaded, you can just set a bool on the chunk to tell it to unload, and then the chunk can simply wait a couple of seconds before unloading. Then, if the player moves back into range of the chunk while it's set to unload, it just sets unload to false and nothing happens. That way, the chunk kind of just chills there for a moment as if to say "are you really sure you want to unload me? or are you coming back over here in a second?" It's what I'm doing for my own chunk loading system and it works great.
@DevDuck
14 күн бұрын
Very good thought! An edge case I’d not considered, I’ll make a note of this. Thanks!
@AzraelTheManHandler
12 күн бұрын
@@KonitamaI was about to come in here and offer the same exact idea. Ocean loading looking good!
I think the cabin entrance should be on the left side of the cabin view. You enter the cabin from the left side on the boat, but when you transition to inside the cabin, you are on the right side of the room.
Truly inspirational how far the game as come. I was just watching some of your older videos again and I'm blown away by both your games progress, but also the quality of your videos. As always, thank you for sharing your journey with us all. Cheers!
@DevDuck
14 күн бұрын
Thanks for coming along on the journey!
Kind of a silly thing to point out, and I apologize if you have already explained your decision before, but sailboats typically anchor from the bow! That way they rotate to be streamlined facing into the current/wind. Sweet looking game you're creating!
Really interesting to hear how you tackled the chunk loading! Awesome devlog as usual :D
@DevDuck
14 күн бұрын
Well thank you again for your great work on the shader - I found it really simple to tweak for a more “zoomed out” view for sailing, and as always it turned out awesome!
The slice of life chunks of the vid makes it very connecting and immersive to watch!
Love the look of the boat! Just an idea to make it feel more realisitc/immersive. Have the sail be animated separately from the main boat. Look up some sailing diagrams and have the sail rotate based on a chosen wind direction.
Thanks for always inspiring me whenever these videos come out. Encourages me to continue my personal projects
@heyderekj
15 күн бұрын
SAME!
Your making fantastic progress man i really like where all this is going, especially the overall marine and water theme i find is extremely attractive. I'v been following what your doing for years now but never commented, so there you go. From one dev enthusiast to another, you are 100% on the right path with this game.
@DevDuck
14 күн бұрын
Appreciate the support Jonathan!
Can't get over how nice that water is
Wow, I can’t believe it’s been 4 years since first I found your videos! I was studying back then, now I am a full time game developer. Thanks for motivating me through the rough times! Also, I’m glad you’re still working on your game. Keep up the good work!
Quick suggestion (and not all that important): when is raining you could put some splash effects in the water to make the environment feel more alive. It is a small detail but that was the first thing I noticed, that the weather and the ocean had "no connection". Great devlog, truly inspirational!
I'm just coming back to your video in a year after being a casual viewer for a long time, I'm happy to see come a long way 🔥
Wow! This looks like a brilliant upgrade to the sailing system. I really like the new boat and it's awesome seeing the chunks loading so smooth.
Another great devlog from DevDuck! You're an inspiration to new dev loggers like me. Love your work man!
Oh hey, was looking for this video yesterday. Glad your back DevDuck!
I love how your videos are relaxing and motivational at the same time, thank you!
Holy moly I haven’t had one of your dev logs pop up in so so long, all this progress is awesome
great work! the visual update looks incredible :)
I was literally playing Sea of Stars a few months ago and thought of Dauphin once I got the boat. Glad to see that inspo here!
as a beginner who started learning godot you're a huge motivation for me. thanks DevDuck
This is so fantastic. There's something about your videos specifically that make want to work on my own game. Keep up the great work!
Always really great to get an upload from you, and this was fascinating. Dauphin looks better and better every time I see it!
New devduck upload! Best birthday gift :)
@DevDuck
14 күн бұрын
Happy birthday!
That coral and seaweed looks amazing! the ocean in general is looking a lot more like a finished game.
looks really gorgeous man great work !
Lovely video as always, really liked the new music too, it sounded new anyways! I think your chunk spawning is how Insomniac's Spiderman did it, they have a GDC talk on how they load Manhattan, I'd recommend it if you haven't already!
Your content inspires me every time 🤝
Awesome work man keep up the devlogs ❤
i’ve been watching this from the start I always love all your content
the game is looking great man. can't wait to play it one day!
Thanks again for another great video; inspired me to go back and do a bit more work on my own game.
2:15 something I think might be interesting is to try mimicing the absorption spectrum of water with water, it's not linear for all wavlengths of light blue light gets absorbed very little, followed by green, then red being absorbed the most it's normally a relatively subtle effect, but makes a noticeable difference at deep depths
I really love the weather in your games I always get excited whenever it’s raining in blink.
Another great devlog, I love the new boat, it fits the graphics much better than the last one!
I love this series so much!
Beautiful sailing system and the terrain generation looks great
Looks a lot better than your original implementation, I noticed 2 things. 1) the boat looks good, but it’s still kinda wonky with the turning. It feels like it could look good doing a 12 directional system, but right now it looks like it favors left and right and then just snaps to forward or backward. 2) I haven’t watched the dev logs for awhile so wow the water looks a lot better, but in the sailing mode the underwater elements just don’t match up with the smooth zoomed out island. It kinda breaks the immersion, and I’d definitely rework the underwater tilemap so it also looks zoomed out. Other than that great job! Game is looking much nicer now
French Polynesian Atolls would be great looking in this game. Sail through a passage into a ring island with reefs and underwater caves. 😊
Wow, this game looks really cool. First time seeing this.
Looking good! 👍
This looks amazing man
Awesome video! :)
It would be easy enough to implement a more realistic color falloff as you dive deeper. Different parts of the spectra get darker faster as you go deeper underwater and it really changes the feel of diving. IDK just a random suggestion.
Thanks, DevDuck!
I love your dev logs! Keep up the great work! Are you still working full time and doing this on the side? Or has this become you full time job now?
@DevDuck
14 күн бұрын
Still working full time! Everything you see on the channel is crammed into free time 🥲
The ship animation and sprite looks much better now! But I think it can look better, for example I want to see you try the method that Brandon James Geer do motorcycle top down sprite animation on his new game
very excited to see your videos, can't wait to play the game. Is there a release date planned yet
Would love to be able to wishlist this on steam and get this to play on my steam deck! Also what Ipad stand is that? I can't see it in the description and for the life of me can't find a similar one online!
Very nice chunking method. I was hoping you would find one as I was saying chunk it chunk it! lol
This kind of makes me want to try doing my own sort of seafaring simulation it looks like a fun project
I think you should make the seaweed slowly sway across the screen instead of all going at once: 1:50
My guess is your stutter is from set_cell_terrain_connect. In 4.3 tilemaps have been eschewed in favor of tilemap layers. Perhaps some overhead is reduced as a result and you could benefit merely by using layers instead of the more bloated tilemap node. Another thought is to just regularly set ocean tiles with some alternate tiles for variance instead of making it a terrain.
@DevDuck
14 күн бұрын
I’ve heard that 4.3 is bringing some changes. Excited to explore those - hope it’s not too much rework haha
I'm ready to wishlist
Cant wait to play it
Great video! Not sure if you realize or not but your newest Patreon post gist is public, because it's one of the first things in your Patreon post I guess, anybody even without a membership can access it.
Hey Duck... Suggestion on how to speed up loading of map as you travel. I suspect you're using Tiles? You only need to load Tiles on the edges facing your direction of travel. Faster to shift Tile data in your array, and then load the two edges of Tiles in travel direction. Or, use nine arrays. Center is player's world view. They travel across it and as they near the edge of the array, the game engine pulls needed data from the other arrays to complete the player's view.
I would use sprite stacking for the boat myself, especially if it is the only vehicle, but this looks fantastic!
For the tiles, perhaps gave them load one at a time instead of rendering them all on same tick. This is what a lot of maps do to reduce stutter ( google maps, leaflet ect)
that remixed pokemon soundtrack is relaxing
love the use of Poké themes
Nice! This is basically how Google Maps works.
Sprite stacking could look really cool for the boat
very cool👍
The problem with the lags is the autotiling algorithm. There are also some github issues regarding this. You have to create your own autotiling algorithm to solve the issue. Unfortunaly the set_cells_terrain_connect function is pretty slow
this game looks cool
Hey have you done a video on your setup? If not would you please make one?
Regarding the lag, you have multiple options: Loading and unloading assets should not be done on the same loop like your game's update or draw loop. Load assets upfront, put them into a pool of resources and assign them to your game objects as needed. When not needed any longer, don't release the resources, just unassign them or exclude them from the update / draw logic. You would only load and unload resources on the fly when you hit Ram limitations, which should not be the case with your awesome project. And just so you know: I am clicking on every vid you upload. It motivates me to continue my own stuff.
What if you just have the ocean as one background and load in islands as needed so you don't have as many tiles
@0:20 the shadow and light between his legs is a little unfortunate.
Where did you get that incredible desk O_O?!
arrr pirates of sid meier
nice!
really nice progress, but i feel like that boat needs 16 directions drawn as it's so big
Why keep the water as a tileset? Can't you just only have the stuff on top and keep the water on a different layer that doesn't generate or load
So is the ocean chunk simply a predefined tilemap just full of the water terrain you've predrawn?
Will there be fossils to discover?
0:09 What are those goggles there?
@jamie_dev
6 күн бұрын
seems like apple vision pro?
Is that a custom desk?
Is the repo open source?
Small tip, you have a very noticeable low frequency humming in your voice recording, atleast hearable with my beyerdynamics DT990 :D
Shrimp
The stuttering, Could you not solve it by having a camera, which is centered onto the boat, who only shows the like 45% always of the map he is sailing in and while it approach's a specific amount of the boarder where nothing is this will be generated but outside of the view of the user, so there should be no stuttering, since it is happening not at the visual of the user, where it already has loaded!
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will dauphin be free?