#Ephemeral
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since it does seem like from our previous conversations you haven't made a game yet so 3hrs or less of game play might be a good start for you if you had more experience I'd say 5hrs would be good, also if your looking for an idea for a story I could suggest one or if your not looking to make a story then I could still offer some idea's
well something that helps are the two sayings are " keep it simple stupid" and "less is more" because mechanic wise it should be pretty simple and easy to understand, and "keep it simple stupid" because you don't want to get to hung up on anything this is your first game after all right? "fuck around and find out" do your best to have fun!
ok got it if you need any help w anything I'll do my best to help
also while your working I'd recommend a playlist to listen to it's harder to get bored and lose motivation
would you like one that I made?
thank you here's my playlist https://music.youtube.com/playlist?list=PL4obiVjzfw3SNMwf355HNPkViO_MvOjrT
ignore the thumbnails
I promise I'm normal 3 hrs out the day lol
your welcome idk your music taste but this one is full of vocaloids
also skip around a bit this playlist doesn't have a dedicated theme
i made a simple tileset for the starting biome which is centered around mushrooms
and i made butterfly and fly animations
i have made my base section which other sections will inherit from
also i have added a canvas madule for day and night lighting
this is the tileset
i have made a rose icon as the game's icon for now and i have set the requirements to add a parallel background to it
next i will create a tutorial level and create the player with basic movements
looks very nice you have better art skills then me lol
Thanks
i improved the tileset
changed the bridge to floating blocks
added a wooden sign to help show directions to the player
added a background and a could parallel background which i intend to replace with cloud generator later on
i also added a slime as the main character
and i have made the game expand with user's screen size
thanks everyone for your helps
Wow that looks pretty good can the slime move yet?
i made left and right movemenets for it just now
with velocity
but moving animations and jumping are not ready yet
and i added depth and layers to it as well
Ok well don't get too caught up on animations yet I'd work on getting all movement aspects done do you have jumping yet?
Ik jumping is a bit hard
thats true
Animations should be last in my opinion they just cause extra trouble if you haven't finished all features that you want to add to that effect the Animations
i made jump and double jump and gravity
i also made coyote time and jump buffer
i lowered the gravity so it feels light weight
you are right
i,ll do it last thing
Ok idk what a coyote timer is I think ik what a jump buffer is I don't really make platformers often
Good idea that should pair well w your game
i know it is not your style
it means the time you give the player to jump while not being on the ground
it makes your game feel fair
its a must have for platformers
Oh so it's for the double jump ok yeah I wouldn't know much about it then since in most of my platformers you can't double jump
no its actually for basic jump
its the thing that makes last moment jumps possible
sure
let me fix this bug i found
i,ll show what i mean to you
so i fixed the bug
and i changed the double jump system to "extra jump system"
so the player can now have double jump, triple jump etc ...
and i set it to 0 for now
so the player doesnt have double jump
but its possible to change it at anytime
also this system allows me to give player extra jumps when interacting with some items
for example a potion which makes the player's next jump a double jump etc ...
now let me send you a video to show you what i mean
Oh that's cool
i wasnt on the ground when i jumped but the character still jumped
it was because of the coyote time
for some reason i cant send a video
Oh that's wierd let me try
did it work for you ?
Yeah
i should consider changing my proxy
I just deleted bc it was my karaoke w no background beat
you are lucky i didnt open it
I really am
i,ll send you the video when i changed my proxy
Ok
Btw your using the wrong thing for when you send I'll
Coyote Time is a common game design technique in 2D and 3D platformers that allows players to jump for a few frames (typically 0.1s) even after running off a ledge
Ok smart
im using the wrong thing for what
You're send I,ll instead of I'll
Your welcome
No
Here's my live reaction
Sync it up w the video it looks really good I do like the camera smoothing it looks great on the eyes
Also the butterfly's look nice too
Also you should make the butterfly's go up and down
So they don't look stagnant
i couldnt ask for more ๐
it took me a few tries to sync it perfectly
but it felt pretty good when i did
thank you
ok i will do that
Yeah I could see why it looks hard to do
you are my main motivation dude
thank you
Aw tysm
Or my acronym for that acronym is "autism"
Tysm= thank you so much
That's why I clarified
yep
I knew was confusing
Also bc I'm a nice person and I have the confidence I will now post it and delete it for the duration of the clip and maybe a few extra seconds
Too bad you need faster fingies
i guess so
Download?
What's that?
slow internet
probably yes
i improved the butterfly and fly animations
added bushes
added slime platforms
made a small parkour level to teach movements
addded a directional light for moon light when i add day/night cycle
added directions for signs to point to
Oo sounds pretty cool do you have a video yet?
i,ll make it a bit better and i,ll send you a video
by the way made a custom cursor for it
Lol nice I love it when games do that
i added
-healthbar
-manabar
-a top left panel containing the player icon and bars
-a terrain to help me design levels easier
I would add a more defined outline to the health bar
I noticed I think that you also made the butterfly's move
Nice touch
yes i did
i wanted a simple HUD but if there is anything i can make better tell me
Ok
Nice
i created the day/night cycle
at first i tried making it using an animation player and a timer which worked but it was too much for each section to run every second
so next i removed the timer and coded a timer in my manager to update every second and calculate time
it allowed me to also
- get player's playtime
- get the amount of days played
- set a time scale
but it still had an animation player in every scene which wasnt good enough
so i coded the daytime using the sin calculation but it still wasnt good enough for me because i didnt want the transition between day and night to take that long
i wanted it to be kinda instant yet still give the player some time to hide before its night
so i removed the sin calculation and replaced it with a custom calculation
and also added a signal to set the icon when the time of the day changes
currently each full day takes 20 minutes to complete which is splitted between 10 minutes of daytime and 10 minutes of night time
i added moonlight to nights
i will only use it in the starting tutorial and rarely in other sections to help players find their way at night
i will remove the direction so that its straight from above
because i feel directional lighting is too much for a pixel art game
i also gave the player a small lighting so that its trackable at night
the player can now turn the light on and off by pressing b
Can you make a video w the light on?
Pretty cool thing w the hat btw when I said w the light on I meant the one that was toggle-able with B idk if that was it
the light is not very visible its very weak because i wanted to put upgrades for it
- i added a basic enemy
- fixed a ui bug which will greatly improve the ui elements i will add in the future
- improved ui manager
- added entities
- added pink slime as a patrolling enemy
- the player can hide from the pink slime by hiding in its hat
- added juice to healthbar
- added death function to player which can be used to implement dying animation and punish for later
improved enemy ui
now the player chases you when he sees you
- once you are spotted you cant hide in your hat
- the enemy will move on if you are out of its vision range for more than 5 seconds
- the enemy deals twice the damage moves slower and chase faster at night
hehe speedy slime
also add a cooldown to how much damage the enemy can do per second also make the player eject from the enemy so that can't die instantly with out a chance of escape also add a camera effect to make the hit feel more real and feel like it actual hurt you and it wasn't a little tickle
the timer is already added and i will give player time
the rest i will add
im now working on platformer and parkour aspects of the game
ok
i was working on enemy ai for a while now
the enemy will turn around if you try to sneak behind it and hit it
also the enemy will let go of the player after 5 seconds if the player is not visible to it
2 bugs were fixed with the enemy
the night now makes everything totaly black except for moonlight and player light
there is a spot added on the buttom left side of the screen to show quests and their infos
gameplay minutes 1/120
oh sounds really cool
thanks
i also added bridges and spikes
i first made the spikes so that they would damage the player for every second standing on them
but then i made them so they only damage the player once when the player hits them because i thought it would be better and less punishing
but i increased the damage a bit
so they deal one fifth of the player's health on full contact
next i added them to the tilemap so that its easy to place spikes anywhere on the map
When the player hits a spike I think every 5 seconds after the initial hit they should get damaged just so if enemies get damaged by spikes it's never a good hiding place or you can have them get teleported to the most recent area of ground and you can track that using a variable, and to make sure the player doesn't get teleported to the direct edge and get hit off by smt you should make it so they get teleported a few pixels away from that edge and give them a few invincibility frames so if they spawn on an enemy they don't get hit off then either, and to make sure they don't get teleported to a small platform you can asign certain platforms the tag "ground" and thats the only time the players position should be tracked.
i liked your idea
but i dont want to teleport the player because i would want the max health to show itself in parkour so that the player needs to upgrade it even when they decide not to fight the envirement
update
i made the 5 second timer you suggested and i also improved the spike sprite and added a single spike which deals 10 damage instead of 20 (half the damage)
i made it 1 second instead of 5
i fixed a bug
removed single spike because it was a bit too small to be seen i think group spikes are fine
its really fun for me to remake scripts and nodes to make them better
the first spike i designed would get the player node and then check if it matches any entities in its scan range and if so it would kill the player
the second one would get the player node and then check if it matches any entities in its scan range and if so deal a fixed damage to it
the third one wouldnt need to get any nodes and so it was much faster
and also it would deal damage to the player if they stood in the spike and for that it needed to get a timer node to start and stop and connect the timer to deal damage to the player on timeout and it needed 2 variables and a timer node for every check and the whole code was 30 lines
and the last one i made would just preload the timer and use 1 variable to detect the player and deal a custom damage i set to the player
it needed only 20 lines of code(with spaces)
and it only uses 1 variable and a preloaded node for checking
thanks
sure i will send the next video today when i finish making the first room
right now im working on trees
i sorted my sprites and made a diffrent folder for this game's sprites
when i first started drawing my game sprites i thought at most 100 sprites would be needed (not including tilesets and animations)
so far i have drawn 556 sprites and 12 tilesets
about 100 of those sprites are animations or sprites with more than one frame
24 sprites are for this game + 1 tileset
so it was no longer a good idea to keep them all in a single forlder
i have also made a task manager application for myself to track things easier
i couldnt find any good free task managers
if anyone knows any please tell me
i remade the task manager using pyqt6 instead of tkinter for gui
i dont think i would need a task manager anymore
i made it into an actual application and named it TaskManager with LICENSE and credit
i can put the application here for free if anyone needs it
-changed the quest panel looks
-added 2 new bushes and 2 small trees to the tileset
-improved night and day sprite
-improved file names and file structure in godot (one huge structure change is remaining which im not willing to do now but the current changes make me creating new files and sprites easier)
i finished drawing the tree and im using it to make the parallel background for now
i will make a jump pad of some sort and after that i will start creating the first room
wow looks really good I don't think I have much to say here
thank you
i added another layer of background to it
i also reduced clouds and backgrounds' visibility and also added bridges to the background
and i added the jump pad mushrooms which turned out better and smoother than i expected
a perfect jump pad in my mind was rayman legends' jump pads
so first there was a problem in which the player could walk into it and it still would made the player jump
and i fixed it so that it only works when the player jumps on it
but still it wasnt good enough for me because the player would enter the mushroom before being launched and that wouldnt look as good as i wanted it to
so i moved the detection range 5 or 6 pixels up so that it has time to react before the player is in the mushroom and it fixed it
i added mud and slime paths which will make the player slower and faster
at first the player would only get the buff and debuff while on the ground but i wanted the player to be able to use them to be able to jump long gaps using slime paths
so i added a last_movement variable and fixed the code so the movement buff would apply even when jumping
im pretty satisfied with it
i think i have enough material for the first tutorial room
Yeah should be a fun one
i finished designing tutorial 1
in this room the player will learn moving - jumping - slime path - slime path jumping - slime path controlled jump
2:30 - 4 min gameplay
3/120 gameplay done
i will finish the backgrounds for it and i will post it here
tutorial 1
collectables will be added to the empty spots
and tutorial tabs will open to teach player the basics
i,ll now make labels (DONE) -> room transition-> respawning (DONE) -> collectables -> tutorial room 2 -> 10 min gameplay -> lore -> lore fragments -> add new tiles -> new platforms -> levelups -> hub room -> shop room -> enemy ai 2 -> collectables 2 -> dying ->next 2 rooms -> 30 min gameplay -> resting spots -> new enemy -> enemy ai 3 -> new platforms 3 -> next 2 rooms -> 50 min gameplay -> background upgrade -> animations -> effects -> temperature -> heat and cold resistance -> new platforms -> new tiles 2-> new enemy -> enemy ai 4 -> next 4 rooms -> 110 min gameplay ->tabs-> quest 1 -> room improvement -> quest 2 -> room improvement 2-> quest 3 -> room improvement 3 -> new tiles 3 -> 150 min gameplay
with replay ability and quests the final gameplay time would be at least 2.5 hours - 5 hours
which is one forth of a full game's gameplay and enough for me to release a demo of it
instead of tabs i made labels and its better for tutorial levels but i will add tabs later as well
i,ll continue it tomorrow
Oh lore you say let me know on that I could help get out rough story boards
That gap i. The bridge seems a little off idk how you would fix it though at that length you might wanna change what kind of bridge it is just so it doesn't look funny
I will improve its looks later on
ok thank you
i dont really know what I want for lore
your welcome, I might be able to help you w lore
you could do a revenge story, a love story (kinda basic), a race to become the best, a rivalry, a hunt to find something, a journey to reclaim the old version of something, you could also do slime has to defeat big bad. but these are just a few ideas if you have your own then you make that but if you need help I'm here.
hmm
i could actually use your help
but these are too heavy for my game
these would require text to be explained
and plus revenge and love are too much for my cute dumb slime who hides in its hat
Lol
Ok
I mean defeating a big bad at the end might be a fun one
but my slime cant fight
i know its a hard one
if you were able to come up with anything please tell me
Tf you mean she can't fight? Atleast give a simple fire ball or acid ball she can throw maybe she has minions that fight for her but it's hard to come up w a story like that
wait actually what if she's trapped underground and is trying to get out
Or she's trapped in a mystical dream land
And as you progress through the game it gets darker and more scary
Until she escapes
What do you think?
sorry someone called
i think she is a part of this dreamland
she doesnt really look like an outsider
i will give her an attacking ability but she sure wouldnt be using it much
the game is more about living peacfully with the creatures
maybe she's dreaming about being a slime
and she's really a human or humaniod creature
and her worst nightmare is being a helpless little slime that couldn't do anything
and maybe each section of the game is a new dream
its more like a dream
but basically the game is about living in peace in a lovely world
i dont want a psychological lore for it
its too heavy
your suggestions are good but my game is simpler
maybe she's departed from a friend
that would take away the open world feeling
i want the player to feel free of any missions and tasks and just enjoy the amazing world
that's tricky
yeah idk then maybe she is trying to get back to her shop in the beginning or smt but you said metroidvaina so maybe she sells potions to adventurers and she get's tasks to get stock, talk to towns men, other things but she needs to learn new abilities to get different brews or other thing so she can adventure along to get the ingredients for things
thanks
maybe i change some details but that is the exact amount of lore and expandability i want in my game
can you figure out a lore for the game world as well ?
like the history - what happened to it - why creatures are more hostile in the dark - the magic
and things like that ?
ok give me a sec
i,ll go eat something and come back
ok
So it all started in a town called "town name" when a dark mage sleekly casted a spell to send a mist of an unknown substance out that doesn't do much during the day but at night it condenses more, because it gets colder and when it touches monsters it messes with there mind reducing their vision. After a little bit, if a monster has too much exposure to this mist at night they will go mad. You (the main character) make potions that negate the effects for a set period of time, but if you stay out for too long you will slowly succumb to the mist and die. So it's your job to supply this potion to all people so when they go outside at night they don't go mad. You can also use magic to help with movement, and defend against wild animals that have gone mad. These times are very hard to get through so until it passes your job will stay to keep the town safe from the dangers that come at night!
got a story!
also what does ephemeral mean?
this story is also good since it set's you up for a sequel to find the dark mage
it means having a short life
Oh ok
when i was 17 i wrote a book for myself and named it ephemeral
i didnt have a name for this game in mind so i used ephemeral as a placeholder
it was actually better than i expected
Oh ok
Thank you
My father whatch isakai animes alot so ik the plots of most of them
but still i think the player's job should be more of a daily work thing
i dont want the player to have a burden on its back
cool dad
Oh ok
Maybe she has a rival shop
So the town isn't fully relying on her
I would add to your lore like
x years ago y cursed the happy cute fantasy land and now its a cursed happy cute fantasy land
the people in the land went crazy during night time and killed each other and so there are signs of a dead civilization but the nature has taken the land now and now its a part of the nature with magic signs
the remaining creatures are also cursed but have managed to live but they still go a bit nuts during night time
and our cute little slime is just a random slime living happily in this land and doing z for living (something to do with collecting stuff from the nature
probably as you said but we leave room for change)
and tries to adapt itself with the nature
Your welcome
lore DONE
we gotta do a lore 2 later
but for now this will do
Eh wish I could thank him too but let's just say I lose my appetite bc of him every now and again
Why?
It is
He just chooses to whatch stuff during dinner
And watches normal things before and after dinner
No it's just he watches modern anime and well * throat clear * they have awkward situations to say the least at times
Unlike older ones where it isn't every episode
i dont have any comments
too much spoiler
too short i would say
cursed lands
i was about to say disney land
you're gonna get sued if do that
we should do poka-slime
what does poka mean
giscl
loksy
wimsy
try switching from the sy
wait thats a word
i know yes ๐
thise
this ? e
yimpre
idk how I feel about wd
ok ?
idk
im confused
just looks wierd
how about nafasami
yes
really ?
lol
because its an actual word
not english
oh
nafasami in persian means 'you are my breath'
i just typed it by accident and i was like whatever lets give it a shot
should i change it or is it actually good ?
maybe what about nafesami
still means the same in persian
nafasami - nafasomi - nafesami - naffasami
they all mean this in persian
this one is actually meaningless
ok lets do it
ok i,ll start a new devlog
can i add a picture to the cover ?
oh yeah make a new one just forward a message from here
so if ppl want they can still see what happened here
no
because i cant be active in both devlogs
i,ll forward the videos again
i have saved them
ok
yeah