Hello, everyone! I’m GoodGus, and today I’m excited to share the development journey of my latest project, Dewdrop Dynasty. This game is a bug-themed metroidvania with a nostalgic MS-DOS aesthetic. It’s a smaller project designed to help me get acquainted with the Godot engine and create a commercially viable product.
While my professional background is in graphic design, I’ve always been intrigued by programming. My journey began with Game Maker during my childhood, followed by a transition to Construct. Eventually, I decided to deepen my programming skills and started learning Godot.
The idea for Dewdrop Dynasty emerged about a year ago during discussions with my friends at First Studio. As designers, we often find it challenging to bring our ideas to fruition. We aimed to enhance our ability to complete a mid-range project. Previously, we worked on MMORPGs like Whiz Birds and Fantasy World. If you’re interested in those projects, stay tuned for future updates.
We brainstormed a fun, collaborative project and decided on a metroidvania. At the time, I was inspired by Sock Pop games, especially Bobo Robot, which emphasized exploration and unique character interactions. This inspired the direction for Dewdrop Dynasty.
The bug theme was chosen to create a unique setting. Inspired by Pikmin, I envisioned a bee protagonist on a quest to return to its hive, facing various challenges. Naturally, the antagonist had to be a spider.
Though some may draw parallels to Hollow Knight, I was unaware of it when starting this project. Our initial goal was to complete the game in a month, but our first attempt with Construct 2 fell short. While great for prototyping, Construct 2’s physics system wasn’t ideal for our needs.
Despite regular meetings and idea sketches, progress was slow. After a few months, we decided to give Dewdrop another try. I developed a level editor using JSON and tile maps, but realized I was focusing too much on the tool rather than the game itself.
Finally, we transitioned to Godot, which I quickly adapted to. One of its standout features is the ease of importing artwork. Instead of manually handling files, I could import a sprite sheet, with any edits automatically updating in-game. This streamlined the process significantly.
Initially, I set a week to enhance the engine, but ended up adding features like a menu, saving functionality, redesigned maps, enemies, and even a new game plus. Dewdrop Dynasty is now more advanced than ever, and I feel it’s nearing completion. My current focus is on finishing the first area and boss, ensuring the gameplay is engaging and enjoyable.
If you have any feedback or suggestions, I’d love to hear them. This journey has been enlightening, and I aim to keep the project manageable. This devlog serves as both a reflection and an invitation for your input.
I hope you’ll join me for the next phase of this journey. For updates, follow me on Twitter at @thegoodgus, join our Discord, or visit our website at fearthstudio.com. Thank you for your interest, and stay tuned for more updates!
Delve into the Godot engine by creating a simple project. Focus on importing assets, setting up a basic scene, and implementing simple interactions. This hands-on experience will help you understand the engine’s capabilities and how it can be used to streamline game development.
Use your graphic design skills to create a unique bug-themed character. Consider the character’s role in a game like Dewdrop Dynasty and how its design can reflect its personality and abilities. Share your design with peers for feedback and suggestions.
Try your hand at developing a game level using JSON and tile maps. Focus on creating a cohesive environment that encourages exploration and interaction. This exercise will enhance your understanding of level design and the technical aspects of game development.
Conduct a study of the metroidvania genre by playing a few classic and modern titles. Identify common mechanics and design elements, and consider how these can be innovatively applied in a project like Dewdrop Dynasty. Share your findings in a group discussion.
Participate in a workshop where you collaborate with peers to brainstorm and design a small-scale game concept. Focus on teamwork and idea generation, drawing inspiration from the collaborative efforts described in the Dewdrop Dynasty development journey.
Here’s a sanitized version of the transcript:
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Hey everyone, my name is GoodGus, and today I’m going to be sharing a devlog on one of my latest projects, Dewdrop Dynasty. Dewdrop is a bug-themed metroidvania with an MS-DOS style, and it’s primarily a smaller project for me to get familiar with Godot and to create a more commercial product.
Many of you may be wondering about my background. I actually don’t come from a programming background; I am a graphic designer by trade, but I have a fascination for programming. I started out using Game Maker when I was a kid and then switched over to Construct. Eventually, I decided it was time for me to become a more serious programmer and start learning Godot.
So, what is Dewdrop Dynasty and why am I working on it? It all started about a year ago when my friends and I at First Studio were discussing a new project to work on. Like many designers, we often struggle to finish games. It’s easy to come up with amazing ideas, but executing them can be challenging. We wanted to improve our ability to execute a mid-range length project. Up until that point, we had primarily worked on our MMORPG game called Whiz Birds, and before that, we made another MMORPG called Fantasy World. If you’re curious about how I made those, stay tuned for future videos.
We brainstormed what would be a fun small project to collaborate on and talked about creating a metroidvania. At that time, I was playing a lot of Sock Pop games, particularly one called Bobo Robot, which featured a little robot running around and shooting things. I loved the idea of a game focused on exploration with unique characters and dialogue, so I thought this would be a great approach.
The bug theme came from the idea of creating a different setting. I was also interested in Pikmin and thought it would be fun to have a bee trying to get back to its hive, facing challenges along the way. Naturally, the villain had to be a spider.
I know it may seem like we copied Hollow Knight, but I wasn’t aware of it when I started this project. Our goal was to create the game in a month, which seemed manageable. However, during the first attempt, we didn’t get very far. I was using Construct 2 at the time, which is great for prototyping but not ideal for longer projects. The physics system was challenging, and despite my familiarity with Construct, it just wasn’t working well for this project.
We sketched ideas and met weekly, but we struggled to make progress. A couple of months passed, and we decided to give Dewdrop another shot. I thought that creating a level editor might help streamline our workflow, as last time I ended up doing most of the level design myself. I worked on a level editor using JSON and tile maps, and it became quite sophisticated. However, I realized I was focusing more on the tool than on the actual game, which was overkill for such a small project.
Finally, we decided to try again using Godot. I picked it up surprisingly quickly, and one of the most helpful features was how easy it was to import artwork. Instead of manually loading files and cropping them, I could just import a sprite sheet, and any edits would update in-game automatically. This was crucial since a lot of the work involves adding artwork.
I gave myself a week to work on it and improve the engine, but instead of sticking to that deadline, I ended up adding a menu, a saving feature, remaking the maps, adding enemies, and even a new game plus. Currently, Dewdrop is looking good; it’s the furthest it’s ever been, and I feel like it’s close to being done. My goal now is to finish the first area and the boss, refining the gameplay to ensure it’s fun.
If you have any feedback or suggestions on how I could improve the game, please let me know. This has been an interesting journey, and I want to keep the project manageable. This devlog serves as a reflection for me and a way for you to provide input.
I hope you stick around for the next part of this journey and see the updates. If you’d like to follow along, check out my Twitter at @thegoodgus, our Discord, or our website at fearthstudio.com. Thank you for watching, and stay tuned for more updates!
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This version removes informal language, filler words, and any potential distractions while maintaining the core message and structure of the original transcript.
Game – A structured form of play, often undertaken for entertainment or fun, and sometimes used as an educational tool, especially in the context of computer software. – The development team spent months refining the game to ensure it provided an engaging experience for users.
Programming – The process of designing and building an executable computer software to accomplish a specific computing result or to perform a particular task. – Mastering programming languages like Python and Java is essential for a successful career in software development.
Engine – A software framework used by developers to build and create video games, providing the necessary tools and functionalities. – The team decided to use the Unreal Engine for its advanced graphics capabilities and robust support.
Project – A planned set of interrelated tasks to be executed over a fixed period and within certain cost and other limitations, often involving software development. – The software project was divided into several phases to ensure timely completion and quality assurance.
Design – The process of envisioning and planning the creation of objects, systems, or interactions, particularly in the context of software and user interfaces. – The design phase of the application focused on creating an intuitive user interface that enhances user experience.
Development – The process of creating, testing, and maintaining software applications or systems. – Agile methodologies have become popular in software development for their iterative approach and flexibility.
Metroidvania – A subgenre of action-adventure games, characterized by a large interconnected world map the player can explore, with access to parts of the world being limited by doors or other obstacles that can only be passed once the player has acquired special items, tools, weapons, abilities, or knowledge. – The new game combines elements of Metroidvania, offering players a vast world to explore with numerous hidden secrets.
Challenges – Tasks or problems in a game or software development process that require skill and effort to overcome. – The programming challenges in the hackathon tested the participants’ problem-solving skills and coding efficiency.
Artwork – Visual elements created for a game or software application, including character designs, backgrounds, and interface elements. – The artwork for the game was praised for its unique style and attention to detail, enhancing the overall aesthetic appeal.
Gameplay – The specific way in which players interact with a game, including the rules, plot, objectives, and player’s overall experience. – The gameplay mechanics were designed to be intuitive yet challenging, keeping players engaged for hours.