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Angus Macnaughton
เข้าร่วมเมื่อ 11 ธ.ค. 2016
Angus Macnaughton is a professional game developer based in the UK. Previously a performing musician and technical audio designer, he now works in level design.
MobyGames Professional Credits:
www.mobygames.com/person/1405425/angus-macnaughton/
MobyGames Professional Credits:
www.mobygames.com/person/1405425/angus-macnaughton/
Revelations - Spooky/Mystery Dark Fantasy RPG Music
Some music I composed for a D&D session, feel free to use for your sessions! I am personally using it for dark mystery moments, or for travelling through dark realms.
The score is for Flute, Clarinets, Bass Drum, Cymbal, Celesta, Harpsichord, Piano, occasionally a spooky Soprano, and string quartet.
The score is for Flute, Clarinets, Bass Drum, Cymbal, Celesta, Harpsichord, Piano, occasionally a spooky Soprano, and string quartet.
มุมมอง: 176
วีดีโอ
Forgotten Cathedral - Fantasy Orchestral RPG Music
มุมมอง 249วันที่ผ่านมา
A small fantasy piece for orchestra I composed over the last two days for a little project. I decided to bring in some harpsichord for this particular piece and a decent amount of classical inspired melodic movements, whilst keeping a clear 'fantasy' edge.
UE5 First Person Melee Combat - WIP Enemy Infighting
มุมมอง 23621 วันที่ผ่านมา
THIS IS ALL WIP, ESPECIALLY SOUNDS A short video to show off a basic enemy infighting system, in this case undead centurions vs robed cultists. Both are hostile to the player as well as the opposing faction. The gun currently operates just on a cooldown rather than reload just for sake of testing.
Fields of Raeburn - Epic Peaceful Fantasy RPG Music
มุมมอง 446หลายเดือนก่อน
Music composed by me using Musescore, inspired by earlier Jeremy Soule work along with elements inspired by Peter Warlock's writing. It's my first composition in a while using traditional scoring tools, and I'm very pleased with how it's come out! Feel free to use in your TTRPG campaigns, fantasy vibes etc.!
UE5 - First Person Melee Locomotion V2
มุมมอง 9472 หลายเดือนก่อน
I'm happy to announce I'm finally, at long last, working on a game using the first person melee system I designed a few years ago (and have a fair amount of views from!). This is a short video showing the current locomotion system, which has been expanded to include elements such as sneaking and sliding, as well as a more refined control for the player (such as being able to rush out of sneakin...
Silwyna Theme [Argent Dawn]
มุมมอง 3137 หลายเดือนก่อน
A fantasy composition for orchestra, using EastWest, Roland and Spitfire VSTs. I composed this to have melancholic segments alongside more 'epic' segments. Commissioned by Asero for their character Silwyna Shadowrunner, on the WoW RP server Argent Dawn.
[UE5 RPG] WIP Melee Combat with Multiple Enemies
มุมมอง 1.2K11 หลายเดือนก่อน
A little test of multiple enemies fighting at once! Previously, the player would stagger upon being hit, which meant that more than one enemy at once could whale on you and you'd get stunlocked. Now, the stagger is in a separate blended group, overlaying on top of the animations. There's still a lot of balance to be done, but it is functional so I'm happy! I'm also looking at reworking the bloo...
[UE5 RPG] Early WIP Combat Design: HitStops + Parrying
มุมมอง 62111 หลายเดือนก่อน
Basic hitstop effect and parrying mechanic created! When an enemy is about to attack you, you have a short (currently 0.4s) window to parry and deflect the damage and open the enemy up for counter-attacking. Landing hits on enemies also freezes the player's anim for a short time, giving a 'hitstop' effect without use of actual time dilation (which renders the camera useless) The next goal is ty...
[UE5 RPG] Branching Dialogue Test/Proximity Based NPC Alerts
มุมมอง 41311 หลายเดือนก่อน
Branching dialogue for an RPG-lite.
[UE5 RPG] Physical Surface Foley/Footstep Test
มุมมอง 42911 หลายเดือนก่อน
This is very much a WIP to build as a generic system rather than any final assets. Unmixed and unrefined, but testing different physical surfaces for foley in UE5 using physical materials. I'm only using UE's sound system for this, rather than Wwise. The system is super simple: tracing down to find out the physical mat, and returning that in a function to tell the foley emitters what to play.
Angus Macnaughton - Game Design Showreel 2023
มุมมอง 2.5Kปีที่แล้ว
I am a game designer based in the UK with a particular interest in combat design. I also have a strong expertise in complex audio implementation, including gameplay-driven dynamic audio systems using Wwise. 0:00 Third Person Platformer Combat 0:20 First Person Dueling Combat 0:47 First Person Horror FPS 1:14 Third Person Dark Fantasy Combat 1:26 Stylized Pizza Delivery Platformer 1:54 RPG Branc...
UE4 Medieval Combat - Dueling with melee and magic
มุมมอง 3.3Kปีที่แล้ว
UE4 Medieval Combat - Dueling with melee and magic
UE4 - Boat Controller with a horror atmosphere
มุมมอง 347ปีที่แล้ว
UE4 - Boat Controller with a horror atmosphere
UE4 First Person Medieval Combat - Locomotion/Sound/Lighting test
มุมมอง 4.5K2 ปีที่แล้ว
UE4 First Person Medieval Combat - Locomotion/Sound/Lighting test
Unreal Engine 4 - First Person Sword Combat
มุมมอง 47K2 ปีที่แล้ว
Unreal Engine 4 - First Person Sword Combat
Arathor Horse Lords - WoW Guild Theme (Argent Dawn)
มุมมอง 3633 ปีที่แล้ว
Arathor Horse Lords - WoW Guild Theme (Argent Dawn)
UE4: Root Motion In Sequencer [Super Simple Unreal Engine Tutorial]
มุมมอง 10K3 ปีที่แล้ว
UE4: Root Motion In Sequencer [Super Simple Unreal Engine Tutorial]
Maledictus - Fantasy Music by Angus Macnaughton
มุมมอง 1443 ปีที่แล้ว
Maledictus - Fantasy Music by Angus Macnaughton
What game is this called
@@Nathangorman854 it isn't a game unfortunately! This was just a system I designed a few years ago. I've expanded the system since and am actively working on a first person action/horror game with similar combat as in the video, which we aim to release in a couple of years (and will be announced some point next year)
@@AngusMacnaughtonGames cool good luck 👍 😃
Out of all the things skyrim did well, combat wasnt one of them, still love the game tho
Oh this is so good, thank you for sharing this with us! I really has such a gloomy ambience, I'll absolutely save this for when I'm writing some more spooky stuff 🖤🖤
@@Crystalpet13 I'm so glad to hear :) I may compose more in a similar style soon, I really enjoy this kind of piece (even if it is super cheesy)
Tutorial
Sorry, I don't plan to make a tutorial for this as I am focusing entirely on making a full length game, and making a tutorial takes a lot of time I already don't have :)
@@AngusMacnaughtonGames Can you suggest some documentation or content?
What's your plan for the long run? If you'r trying to make a new dark messiah of might and magic i'm Hyped !
I'm actively working on this game with a small team in our evenings after work! It's less Dark Messiahy in regards to the action, as I'm putting more of a focus onto stealth (inspired by Thief) with combat segments as an optional approach! The theming is also more horror - I'll have more to show in a few weeks! The combat mechanics are similar to Dark Messiah though with the kick, similar kind of blocking/attacking inputs etc. :)
@@AngusMacnaughtonGames seems really interesting, I look forward for more news in the future ! I'll keep your work on track.
Great stuff mate! Working on something similar but keeping the medieval vibe. I can see how this would work great in 18th century themed game. Something like Dishonored. Keep up the great work!
Thanks! I just had a look at your stuff on your channel, looks awesome, especially the physics kick! We've got a basic kick in ours, though it's more of a function to bash shields out of the way or interupt attacks rather than actually kick things over. I originally made this kind of first person locomotion for a medieval game, though the 18th century stuff just worked better for the balance of combat and stealth/horror we're going for!
@@AngusMacnaughtonGames Yeah the kick is nice. Was doing something to be able to kick down enemies. Same idea for shield enemies, take the guard down. But I think it can be fun if you are able to kick some enemies off a cliff or into some traps like Dark Messiah. Still a lot of work ahead. The physics kick is a work in progress. On that video is way overdone just for fun hah. Working on it rn, gonna have an updated version soon. And I know that you started like that with medieval theme, tbh you are one of the reasons I got inspired to do something like this in the first place, gave me hope that it can look good even if it is done by a single person. :D
First 👌
Second 👌
Third 👌
Very impressive stuff, I really love how polished and fluid it all looks, my question is do you have a background in programming? or are you more of a hobbyist? I only ask because I'm starting to dabble in game development myself and fear I wont be able to achieve similar results.
I originally worked in music, but shifted to game audio then fully over to game design (being self taught)! THIS project is a hobby/side project for me, but I have worked in AAA fulltime for a few years now (both in audio originally and now level design) so I definitely do have a bit of a background in games at this stage! I would say though - don't be discouraged at all! This loco system (and the combat system which I will be uploading a video of soon) is smooth and feels good but is very simple under the hood - keeping things simple but focused and polished is always what I think is best. My only programming background was from doing computing at high school (with visual basic lol), though I can get by enough with python - everything I do in UE is Blueprints!
@@AngusMacnaughtonGames Very cool, thank you for the thorough reply. Will definitely be subscribing to keep up with your progress.
Epic! This is exactly what I would like to do. I'm a very very beginner in developing and I'm fascinated by what you guys actually doing!
Best of luck! I'm working on a game using this system in the video reworked (as it's set in the 18th century instead of medieval, there's flintlock guns etc.), so there will be plenty of update videos coming with more first person melee!
Nice!
Don't get your combat inspiration from Skyrim... Skyrim's combat is awful and that's coming from a long time skyrim fan
The sound T-T so good
Hello Angus! Amazing work! Where did you find an animations for first person sword combat?
Hello, all of the animations in this video are from the Unreal Engine Marketplace, some of which I then edited on the animation file itself in-engine using keyframes!
Incredibile work man, look sick
Thanks! I've got some fun update videos coming - we've expanded things even further and combat is just about at the stage I'm happy to make some videos about the overall gameplay loop :)
Nice!
Thanks! There's definitely a lot I would do differently now, especially in regards to the gun feel and AI, but I'm happy with what it was :)
Sounds very professional!
Its amazing ❤
Nice
Fucking insane is that an upcoming project of yours by any chance?
@@IstyManame originally I designed this combat system for something different, but I'm now expanding and reusing it for an upcoming game I'm working on with a small team on the side from my day job! It has the same kind of duelling combat, but with the addition of an off-hand flintlock pistol, and it's more of an action-horror game. Think Thief, but more horror, and this kind of combat!
@@AngusMacnaughtonGames Sounds exciting, can i track it anywhere?
@@IstyManame Not quite yet - still getting together enough so that there's some interesting stuff for people to see and experience before release! I'll reply to your comment again in the nearish future once we've got some stuff set up (discord server is likely the main thing!)
tutorial?
Damn dude, ive been following you for a while. I love this. I want to make a FPS melee game too at some point.
th-cam.com/video/vhIfFbBDoKA/w-d-xo.htmlsi=A62pUCSn41U-uAxZ was a test area I made but it doesnt have your slick movement.
@@dogipillar Looks nice, I love how the shadows look in the level, and you can't go wrong with a dungeon full of skeletons! I'm slightly regretting my own video here being so dark as you can't see a lot of the locomotion happening as clearly haha. I'm almost done with the flintlock mechanic, then I'll be making a (brighter) video showing off some of the fluid combat with this loco
that looks awesome
@@nbshftr thanks, I didn't realize how dark the video would come out so once I've finished up some of the combat design, I'll post a much brighter video with all the fun locomotion along with melee fighting and shooting!
@@AngusMacnaughtonGames theres not enough melee based games out rn, you are doing gods work
this is what Mortal online 2 should look like. Man wishfull thinking :/
I would like to see a full tutorial on how to make a video that plays at the beginning
Do you mean a video that automatically plays at the beginning of a level, or the kind of sequence that's at the beginning of THIS video? :)
Wow this looks awesome!
Do you think it would be possible to do something similar with blueprints in Unreal Engine 5 ?
@@Mathieu-ov6li this was done in blueprints in UE4, and I ported the system to UE5 for the full release game I'm working on right now, so it's ABSOLUTELY possible!
@@AngusMacnaughtonGames awesome, thank you
That is simply awesome. Big fan, +1 sub. I would like to have a similar atmosphere in my horror game, do you have any tips, or tutorials to help me achieve that? It's a bit out of my skills right know. Again, well done.
Sorry for the delayed reply! I'd be happy to give some advice in general, though I don't think there (or know of personally) tutorials for getting the atmosphere! If you want, feel free to add me on discord (the name is Macnaughton) and I'm happy to give advice/guidance. Otherwise if there's a big want of it, I could try and make a shortish video outlining the vibes, as a lot of it is carried by sound design
I love this combat system. Could u pls tell me the name of this one. Thank you so much ❤
It's a system I made myself based on my first person melee combat! Unfortunately I'm not sure what to suggest as a purchasable/similar system but I'm sure 3rd person melee systems are out there to purchase! I'm personally not planning to sell mine as I'm actively using it in a game I plan to release later this year
TES6 better come correct in regards to combat
I can't seem to get root motion working at all in a sequence? do matter what i do the character doesn't move forward
Are you sure that the animation you're using is a root motion animation and has the Root Motion checkbox enabled within the animation itself? It might not apply to you but the other thing is that if you're using Mixamo animations, the mixamo rig for some reason doesn't actually have a root bone even if the animation is technically a root motion anim, so you'd have to manually add it (there are auto-tools for this as a blender addon :))
Be sure to not have an hp system, but a module system instead
What do you mean module system? :)
@@AngusMacnaughtonGames instead of killing the enemy by reducing their hp to zero, win by incapacitating them until they can't fight, by damaging individual body parts. The severity of the injury can be determined by an hp-damage system, but only on a per-module basis. Each "body part" is a module, whatever you choose to define that as. Adding mechanics like bleeding and adrenaline might also be cool.
Look up the damage system in War Thunder, it's like that, but applied to a human body rather than a machine
@@Aegis4521 that's pretty cool, I'll definitely look into trying a system similar to that as it could be very interesting!
I’m trying to achieve something like this, wish me luck 😂
HOLY AMAZEBALLS. CANT THANK YOU ENOUGH.
I'm glad it helped you!
this woule be a great vr game if the visual are crisp
where can i buy this
How did you get the weapons to clash like that?
It's just animations with some VFX and audio feedback (and a bit of screen shake)! When you attack someone who is blocking, rather than dealing damage it branches off to trigger 'blocked' logic, which in this case triggers the deflection animation on the victim, with VFX sparks and audio triggering at the point of impact on the player sword
Awesome bro
This song just randomly popped up at my YTB home, nice job bro this song is peak!
Nice one, thanks! It was a commission I wrote for a person I play WoW with, not my usual TH-cam content but nice that you liked it!!
Hi. When I do a similar root animation, the character does not move along the Z axis. What could be the problem?
Hello, it's hard to know exactly what the issue is without seeing it. Has your animation definitely got Root Motion checked in its settings on the animation itself?
@@AngusMacnaughtonGames Yes of course. The skeleton is custom. I do animation in blender 3.5. or UE5, the result is the same. The root movement is triggered on the X and Y axes, but not on the Z axis.
@@boundlessunrealengine9467 Sorry but I'm not sure I can help you - I don't know a lot about animation beyond the basics!
make this a paid tutorial please
How do you adjust the direction of the attack motion towards the center of the screen (where the crosshair should be)? In my case, I always do it while looking at the camera attached to the head socket of the animating character. However I don't know where the center of the camera view.
It's just a manual placement, the arms are attached to the camera rather than the other way around. The actual centre of the animation doesn't mechanically matter for me as there's a fairly wide spheretrace happening to see if the player has hit anything! I usually end up tweaking the height of the arms a lot through developing systems like this to make it feel good, so I wouldn't worry about not having it perfect first time
could you make some sort of overview of how you managed this because this really nice and i would love to use it in college project
Everything's been very busy for me lately so I haven't managed to get round to making a video about it yet, but I plan to since I get asked a lot. This system at its absolute core is just a series of notifies triggering traces to see if you land a hit, then checking things like if you're blocking or not etc. to give back an animation and calculate how much damage is done. The magic projectiles are their own projectile BP with the projectile component on them, that are spawned one after the other with slight offsets when the spell is cast (the animation is immediate). The enemies in this video are super simple- they just run at you and if they're close enough, they'll try and attack. My newer work on this system has far more interesting enemies with strafing, more dynamic decisions being made etc., but here it's still good fun to play against. Obviously there's a lot of stuff I haven't mentioned (there are quite a few interesting things under the hood with audio and more customised movement) It's worth having a look at some videos/writings about game feel, as that was a big focus for me in making this feel good even though it's actually very simple
I'm ready to pay some money for a tutorial on how to make a melee system like this in Unreal, and I'm pretty sure I'm not alone. There are no any good courses about FPS Melee combat. Awesome work!
I'd love to see a tutorial for this!
The best!!!!
Thank you so much!
Add some rolling and now you have dark souls.
Good Tutorial