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Steve's Snack Shack
Canada
เข้าร่วมเมื่อ 17 มิ.ย. 2006
Steve Saarinen digs into the history of snacks (and soft drinks) from around the world.
Putter Land 2 - Devlog 4: Survival Horror in C++
A look at the development of Putter Land 2, focused on Pre-Alpha 5.
This includes the addition of a storage garage.
Also included is a look at the start of the ongoing rewrite of Putter Land 2 in C++. This was made necessary due to modified blueprint structures causing crashes when migrating the project from Unreal 5.4 to 5.5.
Since C++ is a new frontier for me, I opted to make a simple project in C++ before tackling the Putter Land 2 rewrite.
That project is a PS1-style survival horror game. Its more proof of concept than a real game; all you can do is move a character around a few scenes. But, all of the major fundamentals needed to re-write Putter Land 2 are present here.
Now, the full rewrite of Putter Land 2 can begin!
Putter Land 2 is in development by me, Stephen Saarinen.
This includes the addition of a storage garage.
Also included is a look at the start of the ongoing rewrite of Putter Land 2 in C++. This was made necessary due to modified blueprint structures causing crashes when migrating the project from Unreal 5.4 to 5.5.
Since C++ is a new frontier for me, I opted to make a simple project in C++ before tackling the Putter Land 2 rewrite.
That project is a PS1-style survival horror game. Its more proof of concept than a real game; all you can do is move a character around a few scenes. But, all of the major fundamentals needed to re-write Putter Land 2 are present here.
Now, the full rewrite of Putter Land 2 can begin!
Putter Land 2 is in development by me, Stephen Saarinen.
มุมมอง: 74
วีดีโอ
Putter Land 2 - DevLog: Pre Alpha 4 - Trailers and Kei Trucks
มุมมอง 3321 วันที่ผ่านมา
A look at the development of Putter Land 2, focused on Pre-Alpha 4. This includes the addition of trailers to the game, with the first being a semi flatbed. This is towable with the game's 4x6 big rig, the Borealis. Like all vehicles in Putter Land 2, these trailers are made using Unreal Engine's Chaos Vehicle plugin. Also included is the addition of a much smaller truck, the K180. Based on the...
Putter Land 2 - Devlog: Pre-Alpha 3 - New Island and Big Rigs
มุมมอง 97หลายเดือนก่อน
A look at the development of Putter Land 2, focused on changes since Pre-Alpha 1. This includes the introduction of McIntyre Island. This island contains the communities of Porcupine and Schumacher, as well as large undeveloped areas. Also featured is a new vehicle, a 4x6 big rig which will be used as the basis for vocational trucks and tractor trailers. Other minor changes (such as additional ...
Putter Land 2 - Devlog: Pre-Alpha 1 - The Next Draft
มุมมอง 108หลายเดือนก่อน
A first-look at Putter Land 2, the next evolution of my Putter Island project. Putter Land 2 is a slow-paced game focused on driving and moving cargo. Complete a variety of jobs to unlock new vehicles and areas to explore in a 4km² open world. Putter Island 2 is being made by Stephen Saarinen, using Unreal Engine 5.
History of the Potato Chip - Steve's Snack Shack (E01)
มุมมอง 885 หลายเดือนก่อน
Learn about the early history of the potato chip in this premiere episode of Steve's Snack Shack.
Boom Operator - Pre-Alpha 1.13 - Adding Visual Polish
มุมมอง 1527 หลายเดือนก่อน
A devlog covering Boom Operator - Pre-Alpha 1.13, an indie game in development by Stephen Saarinen. This build features lots of new visual polish, transforming the Tutorial scene. It also covers the move from Unreal Engine 5.3 to 5.4. You can find me on Itch at itch.io/profile/mr-saarinen
Boom Operator - Pre-Alpha 1.12 - Creating the First Level
มุมมอง 218 หลายเดือนก่อน
A devlog covering Boom Operator - Pre-Alpha 1.12, an indie game in development by Stephen Saarinen. This build features the first complete scene (or level), a multi-part tutorial which covers the basics of gameplay.
Boom Operator - Gameplay Tutorial
มุมมอง 368 หลายเดือนก่อน
A first look at the in-game tutorial scene from Boom Operator, an indie game in development by Stephen Saarinen. This tutorial scene includes an introduction to scoring, movement, boom control, pickups and lights.
Boom Operator - Pre-Alpha 1.10 - Sound and Visual Polish
มุมมอง 208 หลายเดือนก่อน
A devlog covering Boom Operator - Pre-Alpha 1.10, an indie game in development by Stephen Saarinen. This build features all-new sounds, remade animations, and a plethora of visual improvements.
Boom Operator - Pre-Alpha 1.9 - Multiplayer Powerups
มุมมอง 229 หลายเดือนก่อน
A devlog covering Boom Operator - Pre-Alpha 1.9, an indie game in development by Stephen Saarinen. This build features the addition of several powerups to Boom Operator Arena.
Boom Operator - Pre-Alpha1.8 - Competitive Multiplayer
มุมมอง 109 หลายเดือนก่อน
A devlog covering Boom Operator - Pre-Alpha 1.8, an indie game in development by Stephen Saarinen. This build features the introduction of Boom Operator Arena, a local competitive multiplayer game.
Boom Operator - Pre-Alpha 1.7 - Recording Replays
มุมมอง 119 หลายเดือนก่อน
This devlog is an overview of Boom Operator - Pre-Alpha 1.7, an indie game in development by Stephen Saarinen. This build features the addition of a replay system. The player can view replays of their current run, as well as any run on the scoreboard. Boom Operator is now feature complete. The next build, Alpha 1, will be a polished and bug-fixed version of this build.
Boom Operator - Pre-Alpha 1.6 - Asynchronous Physics with Blueprint in UE5
มุมมอง 30710 หลายเดือนก่อน
This devlog is an overview of Boom Operator - Pre-Alpha 1.6, an indie game in development by Stephen Saarinen. This build features a re-write of the game's movement system, taking advantage of Unreal Engine 5's optional asynchronous physics tick. Alex Craig's AsyncTickPhysics plugin is used to allow Blueprint access to the physics tick. You can now move your head separately from the boom, allow...
Boom Operator - Pre-Alpha 1.5 - First-Person Boomer
มุมมอง 7310 หลายเดือนก่อน
A devlog looking at Pre-Alpha 1.5 of my upcoming game, Boom Operator. This video covers the addition of a new first-person perspective, as well as some changes to lighting. Boom Operator is being made by me, Stephen Saarinen, using Unreal Engine 5.
Boom Operator - Pre-Alpha 1.4 - A New Perspective
มุมมอง 85210 หลายเดือนก่อน
A look at Pre-Alpha 1.4 of my new game, Boom Operator. This video covers the addition of lights that the player must avoid (and avoid casting shadows from). It also covers the change from perspective to orthographic camera projection.
Boom Operator - Pre-Alpha 1.3 - Difficulties & Scoring
มุมมอง 18ปีที่แล้ว
Boom Operator - Pre-Alpha 1.3 - Difficulties & Scoring
Canadian Store Brand Cola Showdown - Steve's Soft Drink Shack (E20)
มุมมอง 131ปีที่แล้ว
Canadian Store Brand Cola Showdown - Steve's Soft Drink Shack (E20)
What the Fanta? (2023) - Steve's Soft Drink Shack (E19)
มุมมอง 159ปีที่แล้ว
What the Fanta? (2023) - Steve's Soft Drink Shack (E19)
Mtn Dew Honey Dew - Steve's Soft Drink Shack (E17)
มุมมอง 88ปีที่แล้ว
Mtn Dew Honey Dew - Steve's Soft Drink Shack (E17)
Coca-Cola Cherry - Steve's Soft Drink Shack (E16)
มุมมอง 126ปีที่แล้ว
Coca-Cola Cherry - Steve's Soft Drink Shack (E16)
Mirinda Orange - Steve's Soft Drink Shack (E15)
มุมมอง 208ปีที่แล้ว
Mirinda Orange - Steve's Soft Drink Shack (E15)
Coca-Cola British Columbia Raspberry - Steve's Soft Drink Shack (E14)
มุมมอง 106ปีที่แล้ว
Coca-Cola British Columbia Raspberry - Steve's Soft Drink Shack (E14)
Thums Up - Steve's Soft Drink Shack (E13)
มุมมอง 80ปีที่แล้ว
Thums Up - Steve's Soft Drink Shack (E13)
Kickapoo Joy Juice - Steve's Soft Drink Shack (E12)
มุมมอง 132ปีที่แล้ว
Kickapoo Joy Juice - Steve's Soft Drink Shack (E12)
Lester's Fixins' Peanut Butter & Jelly Soda - Steve's Soft Drink Shack (E11)
มุมมอง 91ปีที่แล้ว
Lester's Fixins' Peanut Butter & Jelly Soda - Steve's Soft Drink Shack (E11)
Mtn Dew: Seven Bottle Brawl - Steve's Soft Drink Shack (E10)
มุมมอง 204ปีที่แล้ว
Mtn Dew: Seven Bottle Brawl - Steve's Soft Drink Shack (E10)
I lost a project once when updating too ㅠㅠ (in Unity). I like how it's not too dark in the night time scenes. Many Horror indie game are too dark and can't see anything hehe. Keep it up :D
This looks pretty cool. Hope the rewrite goes well and makes things easier down the line for engine updates and other game develop-y things!
No pause to sear??? Your missing how that's how you crisp her up
I'm a Gander (from Michigan for those who don't know), however I always preferred Canada Dry or Schweppes, Vernors is too sweet for me.
The Kei Truck looks super fun. Wonder how well it drifts.
I like this. Just raw gameitude for it's own sake. Keep going.
Are you open for some suggestions regarding further features? Because I would love for this game to have an option for customizing the vehicle, like- you know- expanding the pickup bed size, changing the dampers, maybe adding cargo trailers, etc. Since you spend the vast majority of time driving your vehicle in this game, such thing would add so much on top of the experience.
These are some good ideas! I've got some vehicle customization already (mostly visual). I was thinking that different sizes of beds (or articulated trucks, or trailers, etc) would come through different vehicles, Snowrunner style.
Wow, looks like this game is shaping up nicely. I'm impressed!
Thanks, brother!
In my opinion, Vernors is too sweet, and Canada Dry is kinda bitter. I like Schweppes better than those two, but Seagram's was my favorite when I compared these four easy-to-find brands a few years ago. Apparently Seagram's changed their formulation in 2022, and I've been meaning to try it out again and see what I think of it now.
I didn't know I needed this video
I love them 😊
Shawn Rhymes here. I'm not impressed. The fact that it reads "ale" would indicate that it's an alcoholic beverage. It's not an ale, it's a soda!!!
Ginger beer is alcoholic, while ginger ale is not.
I do agree with you, though. Doesn't make sense to me, to call it "ale".
Vernor's is good just very, very robust!
not sure what this game is about, but your effort's not gone unnoticed. All the best luck to your project g!
I feel like the boom mic shouldn't be directly in the center
This looks awesome. Can’t wait to see more❤️❤️
Thanks for the review. My store is out of my favorite flavored water Clearly Canadian and I been looking for the next best thing and so far I've just wasted money on shit that wasn't even close to tasting like Clearly Canadian like I read online....So I'm going to try this one. 🎉
Saw your stuff from a ginger ale vid, your stuff has passion keep it up!
I can't believe this is from 11 years ago it could have been filmed yesterday
They have Tahitian Treat in Alabama
I hope I'm not the only one who hears "Boom Operator" sung to the tune of "Smooth Operator" every time Steve uploads a new devlog...
It's been stuck in my head since I started the project! Also, long time no see. Thanks for keeping track of me after all these years!
Steve's Soft Drink Shack, This is amazing! I subscribed right away!
From a fellow food enthusiast. It was wonderful to dive into one of my favorite soft drinks.
What rotisserie model is this one?
Looks dope
Love thismdrink
Also an idea for how to deal with obstacles! The PUBG method! Have a button to basically unlock the camera from movement, kind of like turning your head when actually operating a boom. Makes it so you have ro juggle boom placement with "map knowledge" (for a lack of a better word). Legit a skill I had to learn while boom opping
It's surreal to see someone take what i did in college and turn it into a video game
First person would also allow for varying heights of the target. Maybe one level would have you on a different height from the actor, for example a scene where they ride and escalator. I left a comment on the previous video mentioning how VR also addresses the depth perception problem. It also would have an added benefit regarding the problem you mentioned here, of being able to aim hold the boom and look about independently, helping to avoid obstacles whilst keeping the boom in your periphery. You could probably achieve a similar result in non-VR first person, by having a way to decouple the mic and your view, similar to in "PowerWash Simulator" you can lock the camera and have the mouse just control the jet, until it reaches the edge of your screen and starts to turn your view with it. Granted this is a more dynamic game so that would be quite a challenge to get feeling right, but yeah, I think there's potential there. Oh also I think for a VR mode, you could really lean into the physicality of things, like "Boneworks", have the arm and your arms physically collide with the environment, have stupidly stacked physics objects to knock over and ruin the shot, all kinds of things lol. Edit: also to add, for flat first person, more developed indicators would probably go a long way to helping with depth perception. A vertical line to the ground to project a representation of the top-down indicators most notably.
Thanks for the feedback! Lots to consider here.
@1:55 I don't understand what the problem is. Clearly you are not trying to do dynamic lighting/shadow casting, you could of coarse do that. So what is the goal?
Thanks for the feedback! The goal is to create a shape that shows what the camera can see. Right now, it's a simple cone the size of the camera's field of view. This is flawed, because obstacles don't block the camera's vision. The purpose of this shape is two-fold: 1) To show the player where the camera can see, exactly, as a UI element. There will be scenarios where the player can hide behind an obstacle while within the camera's field of view. I want the shape to reflect this. 2) Lights will do their line traces against this shape to see if the player is casting a shadow into the camera's field of view. This is not for visual effect, this is for score keeping. It feels clunky to me, but I can't think of a better way to check if the player is casting a shadow visible to the camera. The same principles apply to lights. I want the player to know where, exactly, a light is projecting, and where it is casting a shadow.
@@StevesSnackShack I'm thinking about this. Cool mechanic idea, but I don't know if this can translate well to the sceen... Like imagine a smoke cloud, or some other volumetric shape... You can easily see the edges on a 2d screen, but seeing the FRONT and BACK of such a shape, is hard to translate to a 2d screen, PLUS they can be stacked.... Several bodies drawn on top of each other on screen, their depths are now unknown.... objects interfere, readability goes down. You may have seen how bad people can be at navigating wire-mesh 3d worlds.... What is wall, and what is door? Maybe instead, put a red light on the camera, which cast normal shadows, this might communicate the same information pretty much..... Avoid red light on your character... -a simple test using a shader for red pixels on the character model and BAM.... point deduction, or whatever.... You can do this test on a 2d capture, of your cameras render target.... This way, each camera can perform a test, and you may be SAVED by keeping character off screen in at least ONE camera, so they have footage to cut to.... Also this way, you can display every camera image as evidence for the player when they die.... Show them how they died.
I hadn't considered using a light to show what the camera can see. That's an interesting idea!
What a hilariously creative idea for a game! Excited to see where this goes
May i suggest using the scroll wheel to adjust your movement speed? That way you could fine tune your speed based on camera movement. You could also use scroll wheel to raise/lower the boom
Thanks for the feedback! There's lots to consider on the control side when it comes to the mouse and keyboard. Currently, I'm using the standard WASD for movement, with mouse for rotation, and scroll wheel adjusting for boom length. A simple shift-to-walk modifier might make sense for most users. With the number of analogue controls (movement, rotation, boom length), I find I do best with an Xbox controller.
The premise of this is great. Some (unsolicited) thoughts: 1) I recommend leaning into things-going-wrong fun - look at Trombone Champ 2) I think this game might be more fun from a 1st person perspective where you are holding the boom like in a fps. This is truer to the experience of being a boom operator (ie. it's hard!) but will feel more fun and funny being "on the ground" 3) When the level completes show the film camera view in full screen, replaying the movie from the camera's perspective. It's at this point you realise what a clumsy amateur you are (bad sound, boom hitting the actor's head etc.)
Thanks for the feedback! Overall, I will definitely be leaning into the silly side of things. With my art skills, I have no choice! I've considered the first-person approach. It will be challenging to play, since there's a depth perception component on a 2d screen. I'll have to add it and do some playtesting to see how it feels. An end-of-scene replay is definitely on the to-do list.
@@StevesSnackShack A VR mode perhaps?! would certainly address the depth perception issue. I can imagine this game with various modes, where levels like those in this video are score based minigames, in between a campaign of more meticulous almost puzzley levels where you get to watch back your scene after to see/hear how well you did. Something like "The Movies" or the replays of "Stuntman", where it can look very professional if done well, but also the behind the scenes shenanigans can be more like "What The Golf", trying not to trip over cats and other ridiculous scenarios... Very excited to have discovered this, I trust it will be great, whichever direction you take it in, and I can't wait to see more :D
Lovely!
Cool concept! Shame that you've had to change projection for gameplay reasons. The effect of seeing different sides of the walls as the camera moved added a lot of dynamism and depth to the scene. With the new projection method it might as well be a 2D sprite based game. I wonder if there's a better way... perhaps you could keep the old projection style, but always have the camera centred on where the mic is, or perhaps on where the actor is.. such that when the mic is directly above the actor it will still appear clearly directly above as it should. I'm sure you could still have the actual viewport of the game that the player sees be distinct from where the centre of the camera is, such that the viewpoint centres on the player character if you wanted that. I reckon centering the camera on the actor wouldn't look bad though. After all, you have to keep pace with them anyway.
Thanks for the feedback! When it comes to being a 2d game, I had the same thought. Why not reimplement the idea in something like Godot using sprites? If I find the top-down orthographic approach is the most fun the play, I might go this route. As for the position of the camera centre, I've experimented some. Whether its centered on the player, the target, the mic, or the boom (the way I find feels best) there seems to be some alignment issues. That's because you're trying to positioning two objects (the player and the mic) that are some distance apart. Centering on one of these targets alone makes the other even harder to position. Perhaps this is OK, and should just be part of the challenge?
@@StevesSnackShack You're welcome. Hey, whatever works! I've found myself that game design is often an iterative process of experimentation and adjustment. Best to go with whatever you think works best! Alternatively, you could just add a 'shadow' underneath the boom, similarly to how 3D platformers often have a shadow underneath the player so they can land their jumps.
this looks really fun! subbed, looking forward to more vids!
Very interesting, I can't wait to see what comes next!
Awesome video man, lot of effort put into it. Keep it up!
There was no short supply of it in Philly in the 90s.
looks cool
Hey man! Im working on a boom operating game also!! I'd love to chat with you if you're down... Couldn't find a contact for you so posting here!!
You can reach me at stephensaarinen@gmail.com . I'd be happy to chat.
In the film Pulp Fiction, the character Vincent Vega, portrayed by John Travolta,orders a Vanilla Coke in the 50s nostalgia themed diner.
I'm commenting on this before it becomes the number one played game by streamers in 2024.
Vernors is bottled under the Keurig-Dr. Pepper brands of drinks, along with RC Cola, Snapple, 7up, and A&W Root Beer. You might be able to find some through one of their affiliates. I live in the Midwest, and get it all the time.
I'd appreciate liking store brands colas more, yet they seem to lean toward the cinnamon/raisin scale, whereas I've come to accept I'm more citrusy Pepsi drinker.
Love the shack!
And the Waterian saga reaches it's epic conclusion! Only one question remains: How did you survive the explosion Steve? As for the cola taste test, it really shows just how distinct Coke and Pepsi really are in their flavors. I do notice that with most other Cola brands, the flavor tends to be kinda the same. In fact, I mostly find that they tend to take after RC Cola, another big American brand cola, as far as flavor goes. Really looking forward to the next season and the Chip Ship.
Great video as always Steve, hoping the US has the full sugar version on the freestyle machine like it does in Canada.
Yurrr
First! Thanks to The Shack I now know what a cordial is! Since I've been on my own for some time now, I really enjoy picking up new information!