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YetiOwner
United States
เข้าร่วมเมื่อ 10 พ.ย. 2019
Hey, I like to make occasional videos :D
The Most Important Part of Game Development
The reason I enjoy gamedev is because I love watching people play my game. Play testing is an opportunity to watch people play my game AND get feedback.
Socials:
- x.com/Yeti_Owner
- yetiowner.itch.io/
Voice Acting by Dubledoc:
- www.youtube.com/@Dubledoc
- x.com/Dubledoc
Chet Faliszek Interview and YT:
- www.destructoid.com/valve-on-playtesting-its-not-their-fault-its-ours/
- www.youtube.com/@chetfaliszek/
Music used:
- Miitopia OST - INN Main Theme
- Miitopia OST - Cottage
- Main Menu - Kirby Triple Deluxe
Socials:
- x.com/Yeti_Owner
- yetiowner.itch.io/
Voice Acting by Dubledoc:
- www.youtube.com/@Dubledoc
- x.com/Dubledoc
Chet Faliszek Interview and YT:
- www.destructoid.com/valve-on-playtesting-its-not-their-fault-its-ours/
- www.youtube.com/@chetfaliszek/
Music used:
- Miitopia OST - INN Main Theme
- Miitopia OST - Cottage
- Main Menu - Kirby Triple Deluxe
มุมมอง: 836
วีดีโอ
Deleting Almost 3 Years of Work
มุมมอง 1.7K2 หลายเดือนก่อน
I'm coming back to work on my first released game and hopefully make it better. Sorry for this video taking a minute, technically I had all the footage and everything ready to edit by Wednesday but some life stuff got in the way. My next video will also probably be pretty delayed. Socials: - x.com/Yeti_Owner - yetiowner.itch.io/ Music used: - Romance in the Air - The Legend of Zelda! Skyward Sw...
The Worst Part of Gamedev
มุมมอง 18K2 หลายเดือนก่อน
I spent far too long adding audio to my game. Every collision, click, and interaction will now make noise and there's music! Credits: - www.kenney.nl/ (several free assets) - tallbeard.itch.io/ (free music) Socials: - x.com/Yeti_Owner - yetiowner.itch.io/ Music used: - Animal Crossing 2pm GC - MewmoreClock Tower (Marvel vs Capcom 2 Remix) - Main Menu - Mii Maker (Wii U)
I Rebuilt All the Levels for My 3D Arcade Game!
มุมมอง 3073 หลายเดือนก่อน
I spent 2 weeks designing new levels, replacing the old ones, and making tools for future level design. Socials: x.com/Yeti_Owner yetiowner.itch.io/ Music used: - Animal Crossing 2pm GC - MewmoreClock Tower (Marvel vs Capcom 2 Remix) - Main Menu - Mii Maker (Wii U)
Sippin Sorcery Trailer
มุมมอง 1428 หลายเดือนก่อน
In Sippin Sorcery you are the new owner of the only magical juice shop for miles! Use your potions to heal, inspire courage, and poison IRS agents. With your wits and creativity, help REAL people solve REAL problems. You can download and play the game here: yetiowner.itch.io/sippin-sorcery And find me here: Yeti_Owner Credits Editing & GFX - Riolol itsriolol/ Music - Lav...
should switch from godot to redot fr
I don't really wanna switch engines/versions rn but what's the benefit to Redot besides the CM being different
If you remember I told you earlier I am making an fps game No I have guns and good movement and very basic sounds Now how do you get people to know about your game and try it I have a discord server with about 10 people but all of them don't have windows 🙂 I need people to join my server to playtest the game when it is ready
Yeah that's a tough one, you just gotta share it around wherever you can like youtube, twitter, discord, etc
Is there a way to become official playtester as a job?
I think some large studios hire people as part timers
I know this is rather obvious and might sound like a scumbag comment but... Music theory is a career on its own, and well obviously same goes for writing and drawing and most of the stuff you listed at the beginning. That being said, I know very well that when one wants to release a game solo, it's because there's no resources. So, from my own perspective, in the game I'm making I decided I would actually PAY people for two things only: 1. its music, 2 its art. Luckily I have a close friend that works as a sound engineer and has a band and is a musician, so they'll make the music for my game, I'll save up that money and pay them for it. Pretty much the same for the art part. But anyway, sure doing everything solo is always going to be painful.
Oh absolutely, it's tough work and in the future I'd love to pay for high quality assets in everything but I do gamedev as a hobby not as a business.
@@yetiowner yeah anyway I wouldn't want to leave without thanking you for your video I am an aspirant game dev and I love to see testimonies like this. Makes me feel there is some kind of thriving community or something like that. Keep it up mate!
@@germanantonio2822 Ofc bro thank you!
where's the game link i wanna play
Not out yet but I'm working hard on it
amazing videos dude love the content keep it up good editing and games
Thanks bro I will
very good video!
Thanks dude!
Magical box flying game
yuuup
i loved this video man keep it up
Thanks dude I appreciate it!
I like playtesting from the perspective of “how fast can I break this”
I think Snow really took that angle too
Good job bro, 👍👏🎉
Thank you Magnus Carlson
good luck on your midterms
Thanks dude, so far going decent
Banger video as always mr yeti
Preciate you bro!
Wow box flying is actually kinda sick lol. Makes the movement look fantastic haha
Thanks dude I think it's pretty fun too
As a composer who often plays games muted, I can relate
I’ve been getting playtests to hell and back. Lemme tell you, it’s nerve-wracking, but totally worth it. Good job, and keep at it!
Thanks dude, good luck with your play tests too!
No sprinting sound? Amateur.
demo when
Working on it I gotchu
i found u yesterday and i really like ur videos good job Yeti :)
Thank you so much bro!!!
@@yetiowner of course bro u got talent tbh
I also have a project B all the time :D
May start a project C at this point lol
Yeah, having to game with the audio muted definitely affected you. Sound effects, background music, and soundscape is such a huge and often underrated part what makes a game click. The best ones are usually the ones where it's there but it fits in so well with whatever's happening that you don't actually notice. I have so much repect for skilled foley artists and soundscape designers.
Oh 100%, I have huge respect for voice actors too, I love watching the behind-the-scenes of VA's for Outlast Trials they are SO talented it's unreal
Last devlog? Did you delete the other videos?
I have 1 devlog before this but it was pretty low quality so I made it unlisted, it can still be found in the "Hamazon" playlist on my channel
my favorite part is making music, for me the hard part is finding a good idea and the worst part is not leaving the proyect fast
I feel you on that last one, I have tons of good ideas but I abandon many projects
Feel like sounds are the easiest and best bang for the buck in terms of in factor in a game
They definitely give great bang for your buck but I don't find them easy personally :(
@@yetiowner That’s fair. The moment it clicked for me was playing Isonzo. War simulation ww1. They had the hit maker and sound with it and that was crazy useful since it is all one shot kills most of the time. Idk Something about having something I didn’t expect to have and it just clicked.
yeah same , sound design is HARD , currently I am trying to make an fps but the gun sounds :)
Hope the FPS goes well dude!
Hey, my name's Callum too! I used to make games sometimes.. but it just got really difficult and I wasn't getting much in return..
Hey Callum! Yeah I wanna say 99% of indie game devs won't make a single cent much less profit, I just like this as a fun hobby.
@@yetiowner yeah. It just got stressful xd
hop off my goat
who's your goat
Wait, why did you use triggers around the boxes? Does Godot not have events you can attach a handler to for when a rigidbody collides with something? It'd be way more performant if you could just hook into the engine's physics solver rather than attaching an addition collision object for every box. Just a thought.
You should probably also not constantly create and delete the audio sources, but rather keep a list and add to it whenever you need more sources than you have. That way you'll alleviate a lot of pressure on the engine's memory manager and save on CPU cycles.
I tried that originally and it gave me a lot of jank, I'll probably revisit in the future though if there's ever any performance issues.
@@AlphaGarg That's actually a really smart idea, I'll fs look into that when I (inevitably) revisit audio
@@yetiowner ❤
Really cool game you made :D
Thanks bro! hopefully I can get it released sometime
I have created a lot of sound systems, that does the exact same thing because I'm too stupid to just copy over the old code from previous projects.
That's pretty real icl
1:06 wdym built your pc
At around 14 years old I built my own pc. I saved up my money and got all the parts then just assembled it at home, I still have it actually.
Interesting. I think an air of mystery would benefit the game? Maybe a story to piece together. Broken furniture, writing on the wall, scraps of paper. In these conditions, a clean room would look suspicious and out of place(oooh even more mystery as to whoe could be maintaining that room 👀) But idk what your vision for this was. So it's just some random ideas that were in my head
Oh no I love the random ideas, I have some ideas for lore and story already but it'll be a while before I reach that stage
Great video! I'm gamedev and musician, particularly for games and indie movies projects and I can say: this video was necessary because in general, the devs forget or ignore the importance of the sound and music part. See ya!
Oh for sure, I think audio is usually the last step for many game devs and I see tons of gamejam games that are dead silent
It's a bit more complicated, but for impact sounds, I used the _integrate_forces() function which contains a State that can be used to get the collider objects as well as determine the impulse, position, etc so you can more accurately play a sound based on how hard something hit.
Ooo okay that's actually the first I've heard of it, I'll definitely check it out thank you so much!
I feel you on this. I've been using Godot for a couple of months now and I'm alright at everything. But finding the right sounds is just really tedious. I'm pretty good at the music aspect though. And I was actually wondering, if you're still looking for a "friend" (internet stranger) to do music for you, I'd be down to make a few tracks for your game!
I'd really appreciate that but I actually got another person I'll be using. Although it'll be a little while until I come back to audio lol
I grew up in a very quiet family that would get very loud when they thought I was ignoring them. Despite having a private space I couldn't really enjoy having game sounds/music either, and it baffles my friends when I can't tell the music has changed from day to night because I've got it on mute even now that I'm alone.
Fr bro, old habits die hard but it's kinda comforting how many other ppl have the same experience
As a fellow person who had to hide to play video games I feel your deafness brother!
Godots default audio system is horrendous, it's really the only part of the engine that I really dislike, to the point that I've written my own audio framework in C just to make it bearable, I hope in 4.4 or 4.5 that the godot team overhauls it.
I hate working in audio so much I don't even know what qualifies as a good or bad system ngl
@@yetiowner Just bang random things together on your desk, that's what works for me
I’m bad at coding, don’t have good art or modeling programs, and have absolutely nothing on sound design. I’m still gonna attempt to make some games and build up a game studio
I believe in you bro, a lot of these skills come with time anyway and there's work arounds. I'd check out PirateSoftware's video on "Just Make Games"
incorrect the worst part of gamedev is always what im learning how to do right now
Shit you're right
For me I absolutely love sounds design! I usually pay a lot of attention to how music plays and what sound effects are used. But man I have hardly any practice in art, and I don't even know how to color! It's always nice to see other's perspectives :^)
Your vid & ur voice is strangely satisfactying to watch.. subbed mate!
Thanks dude!!
MandaloreGaming helped me realize the importance of good sound design.
Sorry for the long comment, I have been doing game sound design for a few years and have quite a lot to say. The main one is just "please clean your voice on your videos and use a de-esser" :P I'm pretty sure I know why you struggle so much with your sound design, it's that you unknowingly picked the worst possible starts for trying to pick up music! Audacity is made as a quick and dirty tool for audio editing, Chrome Music Lab is unusably bad and BeepBox needs a considerable amount of skill to have any decent sounding results. Use an actual DAW! It'll help you both in music and SFX design! Here's the ones i'd recommend for game devs: > FL Studio is by far the easiest one, their layout is incredibly intuitive and the default effects rack has 99% of what you'll ever need. The pricing is pretty steep, you can't use the trial for commercial products and Fruity Edition is uselessly bad. You really need to at least go for the 180$ Producer Edition if you want to stick with it. I personally do all of my sound work in FL and there's a massive community supporting it. You'll never run out of resources on how to get a specific sound you want. > If you want a free one, Reaper is unfortunately your best pick, it's pretty tailor-made for actually recording irl instruments so you'll need to put in a bit of work, but you can get a pretty good setup by just installing a few free plugins. I recommend Kilohearts Essentials for some very useful effects to fill the gap reaper's default plugins leave, and then Vital for just a very solid wavetable synth. Both are also free! > Wwise or FMOD if you want to be really serious about it. I'd recommend not picking them up as they are really complex pieces of software and don't work as standalone audio workstations, but I should mention them as they are used in pretty much every modern high quality game and Wwise's Indie license would make it completely free for your use case. And if you actually go through with trying to better the sounds in your game, by far the most important steps to make a "professional" sound is using a ton of EQ, Delay and Reverb. You can do it statically on your DAW itself and get pretty good results without wasting too much time. For general sound tips: > Ambient and droning sounds will make the player feel immersed and set the mood. > SFX will bring attention to their actions and make them feel more satisfying. > Percussion and other rhythmic elements will pump the player up. Remember that your snares and claps set the tempo, and if they aren't there your kicks will be the downbeat meter instead. > Faint sounds that don't bring lots of attention to themselves are great, it'll feel like you're "wasting" your work when you can barely notice them but the end result feels like you're always in a environment, this is something I struggled a lot with since I had the worst possible start at audio work (terrible Friday Night Funkin' fantracks), but a single action will usually spark a chain of different SFX at various volumes and pitches (rustling, swooshes, impacts, vocalizations, etc). Surprisingly enough things make a lot noise! > Always look at your sound ingame, it's the only way to get a feel on how they'll actually interact with the average player. Not only do you need to take into account there will usually be more than one sound source playing in your game at once, but sounds are also defined mostly on the environment they inhabit, which is something the player will actually notice if it doesn't match the game itself. > And finally, *choose good sounds,* trying to get a cheap-sounding audio to behave nicely is literally what sound designers have nightmares of. Your current sound selection is really not great, and trying to make them sound good will take years off of your life. The music too; the menu music at 8:40 sounds great, but the pause followed by a slow fade in into the worst sounding plucky bass I have ever heard made me genuinely laugh out loud. Also pay attention to your frequency range, think of it like keys on a piano, where the more to the right the higher the pitch. A higher pitch means the sound's main frequencies are higher. In general you should remember this when balancing them (sorry for another list of bullet points lol): > Avoid overusing low frequencies as it leads to "muddy" audio, in simple terms, bass, wind, impacts, zaps and other low sounds mess with each other *badly* when playing together (because of wave polarity, hard topic you're in college you learned this in school probably). Try to leave low frequencies for important SFX and your music, in general you should really pay attention to low pitches even if they aren't that noticeable ingame, for example if your music has crazy amounts of bass it's probably a better idea to focus up on the mids for the SFX. In general the 2 main sources of lows in SFX are wind (fire included) and just really big things. Frequent low frequencies are *tiring* to hear. > 90% of sounds are gonna be in your mids, but they sound very hollow by themselves, you should generally try to accentuate a sound's main characteristics to make them sound distinct. It's also where the human voice mostly lives, so if you ever do voice work remember to duck your mids! Most of your reverb should fill the mids and highs. > High frequencies are usually filled by overtones (a sound's frequencies that accompany the main one to bring it timbre) from the mids and your percussion. It's rare to use highs as the main frequencies in a sound as it'll usually sound annoying, the main exception being metallic rings like coins and such. The human ear is extremely sensitive to high pitched sounds and it'll immediately pay attention to anything in this range, so if you have a very sharp cue you can have it in your highs at medium volume and they'll immediately pop to the player. A good example of excellent sound design is Team Fortress 2. Most of the game is sprinkled with faint ambience as to not distract the player, which also gives them the freedom to use lows for stuff like wind to make everything feel more real without muddying up the game. Hit sounds fill their highs, meaty satisfying sounds like shotguns fill their lows and droning sounds like the ambience or heavy's machine gun have the mid be full, while not taking too much space so the character's voices can be very identifiable. I'd recommend literally just playing TF2 and paying attention to their sound design, it really shows how good audio blends into the background and enhances the game's environment.
It truly is the little things. as someone who's passionate about the sound in games, once you look under the hood of any game, it's astonishing just how many little sounds go into making a complete experience. Scoring is one thing (that I love, just look at my username), but it's all the little sounds that go into making the game feel full. I have a blast making my own sounds whole cloth as much as I possibly can and then setting them up in Wwise to make it all work. It's so exhilarating to put all the pieces together for me. Support your local sound designers! We're starving out here!
Lmao that's awesome dude, a few people have mentioned Wwise to me now and I've seen it in the title card of a lot of games so I'll probably look into it.