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Stupid Ones Games
เข้าร่วมเมื่อ 11 พ.ค. 2020
Devlog/Tutorial 06 - Unreal Engine Grand Strategy, South America, Fake Water, Loading Screen & Menu
I bit of a shorter develop. I haven't done as much as I would have liked to on both the asset and the game, but I've still made solid progress. Some personal stuff and uni got in the way, so I'll likely not post for the next couple of weeks until exams are over.
The water looks great but is kind of bad where it meets the land due to a legacy low-res water/land mask which will get replaced when I finish the map (I have to write a tool to clean up the prov id texture for water/land provinces, also TH-cam compression doesn't help)
Free Unreal Engine Plugin for UI Particles: www.unrealengine.com/marketplace/en-US/product/ui-particle-system
Comment if you have any questions or critiques (:
Timestamps:
00:00 - Intro
00:14 - Antartica
00:49 - Water Shading
01:37 - South America
02:50 - Asset Development
03:14 - Main Menu & Loading Screen
The water looks great but is kind of bad where it meets the land due to a legacy low-res water/land mask which will get replaced when I finish the map (I have to write a tool to clean up the prov id texture for water/land provinces, also TH-cam compression doesn't help)
Free Unreal Engine Plugin for UI Particles: www.unrealengine.com/marketplace/en-US/product/ui-particle-system
Comment if you have any questions or critiques (:
Timestamps:
00:00 - Intro
00:14 - Antartica
00:49 - Water Shading
01:37 - South America
02:50 - Asset Development
03:14 - Main Menu & Loading Screen
มุมมอง: 1 336
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Devlog/Tutorial 05 - Unreal Engine Grand Strategy, Blood and Iron, Africa, RGOs, HQX Guide
มุมมอง 3.4K4 หลายเดือนก่อน
This update took quite a while to do cause there's also a lot of hidden pop features implemented, like research point and bureaucracy production from percentages of pops which aren't fully done yet. If you're a solo or team of devs working in unreal on a Grand Strategy project, feel free to email me for help (: Put this in a CUSTOM node; struct Functions { float4 HQX_AA(float2 UV, float Contras...
Devlog 04 - Demographics, Subjects, Indochina, Indonesia & Australia, Unreal Engine Grand Strategy
มุมมอง 1.8K4 หลายเดือนก่อน
I'll be implementing RGOs/Resource Production next so suggest any ideas you have for that (: Showing off last couple weeks' worth of work. Created Indochina, Indonesia, The Philippines as well as Australia and New Zealand. At this point the maps about 70% done just need to do Africa and America. I've implemented Demographic based population growth which will hopefully give more realism in the s...
Devlog 03 - India, China, Persia, Japan & More, Unreal Engine Grand Strategy Project
มุมมอง 2K5 หลายเดือนก่อน
Speedrun mispronunciation any %. I was a bit shorter than I'd like to be explain some of the regions, but you'll all get to see it in all its glory when the games done (: Still working on some core gameplay stuff just needed to get some more pops in the game. Timestamps: 00:00 - Intro 00:22 - India 02:02 - Persia 02:22 - Central Asia 02:48 - Siberia Tool Additions 03:24 - Qing China 04:13 - Kor...
Devlog/Tutorial 02 - Unreal Engine Grand Strategy, Blood and Iron, The Ottomans, Modifiers & Pops
มุมมอง 11K5 หลายเดือนก่อน
Over the past month I've made massive improvements on some existing systems, expanded the map and implemented core mechanics. Making good progress but will probably slow down for a bit as I go back to uni. These longer form videos have gotten a lot more traction then the 30s clips, so I'll keep making them although they'll be less frequent. As always, if you have any questions, critiques or ide...
Devlog/Tutorial 01 - Unreal Engine Grand Strategy, Blood and Iron
มุมมอง 20K6 หลายเดือนก่อน
This is a longer formatted develop summarizing the work done through the whole project. I also made it to answer some questions from fellow developers on how to make something. It's more a general outline on how I did the map because it was very complex to do the major thing was nailing down a decent method that could be done in UE5. If you've got questions or want me to elaborate on the next v...
Climate & Terrain - Unreal Engine Grand Stratergy
มุมมอง 7446 หลายเดือนก่อน
Over the past couple of days I've been implementing a system which utilises Climates and Terrain to determine which trade good to be placed in a province. It still needs a bit more work but I've implemented a couple of new mapmodes to show the diversity of the terrain and climate. For climates: blue-green is oceanic, Dark green is continental, Light-green is sub-tropical, yellow is mediterreane...
The Big Green Blob - Unreal Engine Grand Strategy
มุมมอง 5067 หลายเดือนก่อน
In the last couple of days, I've had spare I worked on the European segment of the Russian Empire the northern caucuses. It's all based off various censuses and estimates by the Russians, Turks, Germans and Brits. The north caucuses have two independent nations, that being the Caucus Imamate and the Circassian federation (at this point a bunch of smaller nations which will be puppets of the lar...
MASSIVE GRAPHICS IMPROVEMENT WITH NANITE - Unreal Engine Grand Stratergy
มุมมอง 1.9K7 หลายเดือนก่อน
Played around with Nanite Tessellation in unreal. Results speak for themselves. It's actually very performant due to nanites reduction of subpixel triangles and could easily run on a multitude of hardware with a low-mid range graphic card. Probably in the final game ill make a setting to disable it for far low-end users.
Map Names and Literacy - Unreal Engine Grand Strategy
มุมมอง 1.9K8 หลายเดือนก่อน
Haven't had allot of time to work on this project but still managed to implement a couple of features. Most importantly being map country names which were surprisingly difficult to do. I did this by creating a convex hull from bordering provinces of a country and then finding the two furthest provinces and the average province vector location. Creating a spline with these points and placing tex...
Balkans Cultural Map - Unreal Engine Grand Strategy
มุมมอง 1.2K9 หลายเดือนก่อน
Over the past couple of days, I've started and finished the pops for the Balkan region and other parts of the Austrian Empire as well as Romani and Jewish Diaspora across the map. It was reasonably straight forward for regions inside Austria as there was an abundance of various censuses and estimate's available. However, for the regions in the Ottoman Empire it was pretty much impossible to fin...
Events & Decisions - Unreal Grand Strategy
มุมมอง 2.6K9 หลายเดือนก่อน
Over the past couple of days, I've implemented almost completely the decision and event system. They work similarly to the way paradox interactive handles theirs but by leveraging unreal engines scripting to graphically program conditions and debug, they are orders of magnitude easier to create. Subscribe if you want to see more (: Temp UI art: Yuliya Pauliukevich
Unreal Grand Strategy - Decisions and Async Replication
มุมมอง 5199 หลายเดือนก่อน
I'm back after a while of not working on this project. I got stumped a while back on how I should properly implement Decisions and Events like in Paradox games. I decided to create a class of objects which would be spawned on all clients, but not replicate. With each object having a "Key" which would be transferred to and from the client and server. To avoid replication issues. The objects cont...
AI Pathing in An Unreal Engine Map Game!!! Using A*
มุมมอง 95711 หลายเดือนก่อน
I've finished off the pathing calculation that utilizes the A* algorithm with a Euclidian heuristic. It works incredibly well and takes about 0.1ms to path 1 unit at the longest distance I could find. I also made a tool which bakes adjacency info which after heavy optimizing takes about 20 mins to compute all adjacencies. I use this data to calculate the pathing.
The German Confederation And Tags!!! Unreal Engine Grand Strategy
มุมมอง 97911 หลายเดือนก่อน
Over the past couple of days, I've implemented a few systems. Firstly, I've expanded the map by adding the German confederation and Nordic countries. Including culture and religion data. Every single country in the federation is modelled here (according to Wikipedia). I also implemented a tag system which has an object which runs ticks to calculate things in the future such as AI actions, pop g...
Western Europe Grand Strategy Map in Unreal Engine, And Smooth Borders.
มุมมอง 1.8K11 หลายเดือนก่อน
Western Europe Grand Strategy Map in Unreal Engine, And Smooth Borders.
Culture And Map Rendering Improvements
มุมมอง 1.8K11 หลายเดือนก่อน
Culture And Map Rendering Improvements
How To Add A Character - True FPS Tutorial
มุมมอง 7742 ปีที่แล้ว
How To Add A Character - True FPS Tutorial
Creating The Project - True FPS Tutorial
มุมมอง 5112 ปีที่แล้ว
Creating The Project - True FPS Tutorial
Are you going to make this project available for download so aspiring creators can kick-start their future grand strategy game?
Very cool!! Thanks for sharing 🎉
I'd love to help develop the game! I've been working on a Cold War era GSG for a while in Unity, but I'd love the opportunity to be on a larger dev team (good for the resumé and makes it more likely that the projects will be completed).
THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU SO GOOD I NEED THIS SOOOOOOOOOOOOOOOOOOOOO MUCH REALY THANK YOU
This is awesome! How long did it take you to paint the province map using that tool you made?
Is the release delayed?
great piece of work so far 🙂 i was always a fan of grand strategy games but lost interest because they never really came close to modelize the world as it is, which i know is really really hard. But often times i found myself playing, even paradox games and only choosing "green" events and not choosing "red" and in the end the goal was simply to expand economy(as the game understands economy) and military which leaves out so many options of nation building and how nations in the past actually behaved and interacted with one and another. Thats why right now i am trying to modelize an dynamic economic system. Raw materials, goods and services being produced at certain prices, wages and income generated and distributed. Not easy because income, wages and prices depend on each other. Also the question of what kind of monetary system(metal based money with or paper money), the money base and increase and decrease of the money base or prices, the cause and effects of inflation and deflation and much more i want to modelize to make it as close of a realistic model(based on what actually happened in the history of our world) as it can be. i just started out some weeks ago but i am happy to discuss ideas if you care or want some feedback.
awesome
I go by the name "Castle Adrian" on Paradox forums. could you send me a message there? I would much appreciate it. (and then I can delete this message before anyone spams me)
yeah sorry I dont have a paradox forumns account and there not accepting new members apparently
@@stupidonesgames5923 youtube is being weird. I've tried multiple times to send contact info. 9 times out of 10 the comment doesn't even appear
can you not just send me an email or make a discord?
@@stupidonesgames5923 you should have the email now
youtube is once again 'sometimes displaying the comment and sometimes not'. anyways, you should have the email
I WOULD LIKE TO CONTACT YOU. I have been working for 2+ years on a paradox game mod. Someone convinced me, recently, to try it as a standalone game. Could you reply to this comment? And then I will give you a place where you can contact me (on paradox forums). Good luck with exams!
Thanks, my discord is samc0452 and my email is thestupidonesgames@gmail.com
I hope it release
So, finally I'm not alone :D Very nice looking game. I implemented your shader solution, it works and it's pretty cool (and much cheaper than what I was doing earlier.) I did it in my own way, here some details that might or might not be useful to you. Instead of storing a 8192 * 4096 texture of FColor, I use a 8192 * 4096 uint16 std::array, with each element corresponding to a province index 0 to n - 1. Then the array is written to a texture, each uint16 element is written as a uint32, and the bit-equal pixel is mapped to a 256 * 256 LUT with only the .b and g. components being read (being resp. exactly the x, y in the LUT). The updated pixels are laid out in the exact index order in the LUT. This allows for very fast read and write operations. And it could be even faster if I had made the shader read the components correctly from 16 bit color data (like R16F.) It's probably possible but I don't know much about HLSL and in my case it would be premature optimization. One question though, how do you achieve the extra nice and refined looking borders? (Compared to what HQX produces from 8192 * 4096.)
Thanks, glad to hear someone got some use out of the code (: I've personally found that the method I use for writing in provinces is limited by actually getting the info from the provinces (some iterable stuff like finding a provinces two largest cultures) not from the writing onto the LUT itself. The method u wrote seems like a faster approach though. I actually in the asset pack im making have a RGB for 256^3 provinces and a RG for 256^2 provinces province id map painting mode. Theres a decent performance gain but nothing to special as map games run super-fast cause there's not much in memory or in the scene. For HQX borders I sample it 4 times up left right and down 1 pixel or however wide the border is then subtract it. This seems unoptimal but I have a border cull thing in GLSL that essentially makes it do the HQX only on pixels that need it which gave me roughly 30fps more (110->140 if i remember right). The borders arent actually as good as they look in the video tho ):
@@stupidonesgames5923 No no, I thank you. The method I described would be really faster if the base texture was in 16 bit. This would allow the GPU to load twice as many pixels into its cache per operation. And so make possible using larger textures. My borders look too large when zooming in and the distorsion at high latitudes is annoying. I've been thinking about using 6 4096^2 textures, each a cubesphere's face, to solve both issues. (Plus, it would make texture repetition possible.) I don't know if you found your own solution to these issues. Regarding iteration, dunno what's your code, but mine involves storing a static inline TArray<UProvince*> Items; at the head of the Province class declaration, and having a direct pointer property chain for each needed color. For your culture issue, maybe a solution would be to always reorder the pops in increasing order of size after a write op to them, so you could then write : for (int i = 0; i < UProvince::Items.Num(); i++) { LUT_ptr[i] = UProvince::Items[i]->Pop[0]->Culture->Color; } and likewise with the second LUT for the second culture.
The lattitude issue is something I struggled with for a bit but I just offseted the width of the borders using (1/TextureSize.XY)/(abs(sine(UV.Y/2)) append 1) which corrects for spherical distortion. might want to use fast sine. In regards to getting info in provinces theres a ton of methods to do it but im using TMaps with structs not objects which in my tests where faster but im not so sure. Another team ive been helping has used ECS (Flecs or something) and supposedley they can have millions of individual "pops" without it breaking a sweat.
Looking forward for the FAB Plugin!
Can youu addd more provinces to make itt more realisticc
Do you have discord? or anywhere we can get in contact? I'm making my own game I want to know how to make those provinces (I'm using a flat map)
Sorry for the late reply, my discord is samc0452 I've actually already implemented flat maps in my unreal plugin (: happy to talk about it
Very interested in the plugin and also for the game project. Is there a list of planned features for the plugin? You mention including the loading screen functionality, so is it going to be something like a whole grand strategy template plugin instead of just a map rendering system? Aside of the map rendering, I would be especially interested in the modifiers, state-region hierarchy, date ticking and events. It would be very nice to see them in one plugin as many similar games utilize similar systems anyway.
Just a few more weeks until release! Im gonna fanboy so much
"Hmm, i need to make a strategy game, i just need a name" *Uses name from that Roblox game*
plz can i get this
i'm very curious what is the resolution of the colored provinces map texture the Id texture or how should I call it. by the way awesome work and progress on this project, keep it up :)
its roughly 8*4k (:
@@stupidonesgames5923 thx alot for the reply
I just randomly searched I wonder if you could do a paradox game indie on unreal and you pop up, amazing! Can’t wait to have a look at it in unreal. Having the depth of Victoria or EU4 would be hard but the depth of Crusader Kings could be done
I've been focusing on map development for a little bit recently and just wanted to ask. When you created the map how were you able to model it so perfectly. I was made aware of heightmaps but just getting that data for the US is over 3000 files and takes way to much space to be used in any engine with ease. Of course I don't want the actual scale of the US but how did you do it? Are you just really good at terrain modeling?
Check out NASA blue marble heightmaps, Mines around 32k from there.
Hello Could You Please Write Out The Credits On Your True FPS KIT So I Can Just Copy And Paste Then Into The Description Of My Game. Thanks
Just write True FPS kit by @TheStupidOnesGames
The map actually looks better than Crusader Kings maps. I really like the topography, the mountains only, makes it look great and its not so distractive like the maps that are full of stuff.
Im buying I dont care about the price tag.
hello how can we download the project
Gonna release it as a demo in about a month.
-Ask for critiques -Give critiques -Gets ignore -"Huh, maybe he missed my comment" -Post the critiques again under the new video -Also gets ignore -Sort by newest, see comments above me gets a response meanwhile my comment gets ignore -Why are people like this?
Sorry I'm studying for a medical exam dont have a lot of time. I legitimately haven't seen your comments sometimes TH-cam hides comments containg names of places where bad things have happened but idk what you said. I try to respond to every comment tho, particularly ones stating map errors (:
-Ask for critiques -Give critiques -Gets ignore -"Huh, maybe he missed my comment" -Post the critiques again under the new video -Also gets ignore -Sort by newest, see comments above me gets a response meanwhile my comment gets ignore -Why are people like this?.
Stop spamming
Regarding the northern and eastern part of the Malay Peninsula, it should have been four other sultanates there called Kelantan, Kedah, Patani, and Terengganu. I see that you instead combined four of them into one, which is not accurate and never happened. I recommend seeing the channel Lazardi Wong Jogja about the Sultanate/Kingdoms in SEA; all the videos and maps that he do are very accurate. Check out his video of 'The history of Nusantara' and 'The history of the Malay Peninsula.' I'm sorry if I sound angry or having a rant Haha, I live in Kelantan and it just irks me that this map are not accurate. Good luck developing your game
Regarding the northern and eastern part of the Malay Peninsula, it should have been four other sultanates there called Kelantan, Kedah, Patani, and Terengganu. I see that you instead combined four of them into one, which is not accurate and never happened. I recommend seeing the channel Lazardi Wong Jogja about the Sultanate/Kingdoms in SEA; all the videos and maps that he do are very accurate. Check out his video of 'The history of Nusantara' and 'The history of the Malay Peninsula.' I'm sorry if I sound angry or having a rant Haha, I live in Kelantan and it just irks me that this map are not accurate. Good luck developing your game
Regarding the northern and eastern part of the Malay Peninsula, it should have been four other sultanates there called Kelantan, Kedah, Patani, and Terengganu. I see that you instead combined four of them into one, which is not accurate and never happened. I recommend seeing the channel Lazardi Wong Jogja about the Sultanate/Kingdoms in SEA; all the videos and maps that he do are very accurate. Check out his video of 'The history of Nusantara' and 'The history of the Malay Peninsula.' I'm sorry if I sound angry or having a rant Haha, I live in Kelantan and it just irks me that this map are not accurate. Good luck developing your game
Regarding the northern and eastern part of the Malay Peninsula, it should have been four other sultanates there called Kelantan, Kedah, Patani, and Terengganu. I see that you instead combined four of them into one, which is not accurate and never happened. I recommend seeing the channel Lazardi Wong Jogja about the Sultanate/Kingdoms in SEA; all the videos and maps that he do are very accurate. Check out his video of 'The history of Nusantara' and 'The history of the Malay Peninsula.' I'm sorry if I sound angry or having a rant Haha, I live in Kelantan and it just irks me that this map are not accurate. Good luck developing your game
Regarding the northern and eastern part of the Malay Peninsula, it should have been four other sultanates there called Kelantan, Kedah, Patani, and Terengganu. I see that you instead combined four of them into one, which is not accurate and never happened. I recommend seeing the channel Lazardi Wong Jogja about the Sultanate/Kingdoms in SEA; all the videos and maps that he do are very accurate. Check out his video of 'The history of Nusantara' and 'The history of the Malay Peninsula.' I'm sorry if I sound angry or having a rant Haha, I live in Kelantan and it just irks me that this map are not accurate. Good luck developing your game.
this coming to steam?
Not for at least a year
@@stupidonesgames5923 No rush. you're making amazing progress and this game looks great. do you plan on doing a sdk and integrating steam workshop in the far future? i can see this being a great platform for modding. I've never seen a map game on UE before.
It'll have modding functionality as an SDK as well as a Payed standalone engine plugin for others wanitng to make games
@@stupidonesgames5923 nice
@@stupidonesgames5923 nice
Do you have a Discord made by chance man would love to chat with you and others in the community.
Probably when I release the plugin i will (:
Sultanate of Aceh kinda wrong, the interior aroud Toba lake should be under Batak confederacy, note that Acehness and Batakness are totaly different nation with different religion as well
The batakaness are present as a merger called batak-minang, as I can't represent all those cultures for performance reasons. It's not very visible cause there a similar color to Acehnees and TH-cam compression doesn't help. I've just looked over some references and yeah, I'm missing a Batak state which was nominally independent. Wouldn't usually include a nation so small but cause its next to a major war zone I will, thanks (:
@@stupidonesgames5923You should separate Minang and Batak. They are two very different ethnicities. Also, the Sundanese should be in the game since they are also very different from the Javanese.
Bro I want to help you with historical reference for Asia and Oceania
When I get round to creating a discord I'll get some help with the map and get community feedback so stay tuned (:
Always so sad when the devlogs end, wish they could go on forever. It's nice to see how well and especially quickly your game develops tho
We're roasting paradox w/ this one 🗣️🗣️🔥🤠
pdx can rot in a ditch for all I care, I came to despise them so much I'm considering creating my own game, a game I would play myself and not casual clowns.
You're such a real one. Cant wait for both releases. I truly think your game will be as good as europe universalis or hearts of iron.
Great progress! I like the ideas around Antarctica, I can't think of another GSG that actually had it as a real region you could interact with outside of decision menus. Setting up a permanent claim on part of the territory could be a fun stretch goal as a colonial power in the late game because of the historical difficulty, maybe an achievement once you get around to adding those.
I love that! when release?
Late November to early December (:
@@stupidonesgames5923wow !
Unreal Directive has been a good resource for me. The guy also has a discord that's a good community
I'm glad you're still working on this content And there are plans to provide development plugins for major strategic types I am looking forward to it I am very concerned about this plan Because Grand Strategy is really too niche No matter which game engine is used They all face significant challenges Corresponding tutorials and technical solutions People rarely talk about it This is almost a paradox monopoly track I really hope there can be more technological solutions to help people create similar games
I've had experience with releasing plugins before both free and paid and its borderline impossible to release a free asset and maintain it. My inbox and discord have been spammed by messages for support from the free asset which was a discontinued marketplace asset. Most of the answers for them can be found in documentation videos etc. but some people expect me to make the whole game for them. I understand what you're talking about, but the user is copping out only 100-200$ for a whole new rendering method, data functions, navigation etc. Which I don't have time or are impossibly complex to teach to a wide audience.
@@stupidonesgames5923 I also noticed one thing Perhaps it has nothing to do with technology That's the sense of immersion in grand strategy games A large part of it comes from authenticity This requires consulting a large number of records to simulate historical real data And these are for those who want to make such games It's the same data Because human history is the same If independent developers can easily import this data Perhaps it can promote the development of such games The differentiation lies in which aspect the game itself focuses more on Just like the different series created by Paradox
@@stupidonesgames5923 I once planned to create a similar game as well But when I actually do it I realized these two points Perhaps it's not a task that one person can accomplish alone Paradox has mature technical solutions for map making I also spent a lot of time and energy simulating real history Enhance immersion These jobs form their moat on this track Basically, other companies want to make similar games It's difficult to cross this moat and truly threaten the paradox Not to mention independent developers who rely on their own efforts to complete it So I gave up I have to choose a simpler type of game But I still pay attention to this aspect Perhaps we can develop a community Jointly maintain technology and data in this area Breaking the Paradox's Monopoly Ha ha ha This is just an idea Wishing you a speedy completion of this game
Yeah its a but irritating cause I had to make all the tech basically from scrach as no engine supports it. I'll probably have to expand this project at some point to hire ppl to do history and art. Hopefully the enigne plugin will sprout some similar games to compete with paradox (:
I would love to try the demo. Looks good!
Interesting video. Sure, it’s shorter, but I think the progress speaks for itself. Even with personal stuff and university getting in the way, the level of commitment is... remarkable. The water? Looks fantastic, though yes, where it meets the land... not ideal. The fact that you're writing a tool to clean up the province textures shows real initiative. Most people wouldn’t bother. You’re clearly not most people. I’ll be waiting for the next update after your exams. Don’t keep us waiting too long.
You should really make a discord server for this, I think many people will have suggestions and perhaps you will get some help regarding game dev.
I've looked into it and I will create one for both plugin support and game dev. Expect it around late November to early December (:
@@stupidonesgames5923 hello when will your game be released
AMAZINGNES!!!
So, out of curiosity, how did you decide on the shape and size of the ocean/ sea "provinces"?
Most of them are simple shapes (appears like Voronoi noise), with the density just changing in areas I think will have more combat, with specific tiles for straits. The sea tiles also have relationships with Province->State-> with states being "Operational zones" like the north sea, south pacific e.t.c. At some point ill go over the sea provinces shape to align them to the land provinces (:
@@stupidonesgames5923 I got totally absorbed in my day job and forgot to say thanks! For the C++ code, what headers do you need to #include to get the function to work?
i would really like to know, how good you are at c++ and the experiences you have in making games:)
Most of my C/C++ knowledge is to do with microcontrollers and all that but im pretty decent at unreal. I've been using it for 4-5 yrs and have worked at a couple of companies with it