Game Designer Makes A Retro FPS [Devlog 1 - Movement & Shooting]

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  • เผยแพร่เมื่อ 23 ม.ค. 2025

ความคิดเห็น • 58

  • @AXLplosion
    @AXLplosion 2 ปีที่แล้ว +42

    I'm really looking forward to learning the design process from someone with industry experience, can't wait to see where this game goes!

  • @cakeu
    @cakeu 2 ปีที่แล้ว +6

    the idea of teaching game design via devlogs is amazing!
    most devlogs explain very little, or even nothing about their game design process (not to diss them but it's mostly because they don't have one lol), so seeing one who does it in an educative and slick way is really fresh. keep at it!

    • @blisterfingers8169
      @blisterfingers8169 2 ปีที่แล้ว +4

      We didn't learn anything about the game's design. We learned about weapon switching and handling design and for some reason movement was lumped in to it, even though he never mentioned how it was done.

  • @Marandal
    @Marandal 3 หลายเดือนก่อน

    Wow this Industry-pro-makes-indie-game devlog is amazing! i can't wait to learn from you. going to binge your whole serries

  • @HaHeeHeeHaHa
    @HaHeeHeeHaHa 2 ปีที่แล้ว +6

    Can't wait for more. Gonna be hella useful when I get around to making a FPS.

  • @ParadoxISPower
    @ParadoxISPower 2 ปีที่แล้ว +3

    That weapon setup was Slick as hell, I'm impressed welcome to my list!

  • @IIIIBRAGGIIII
    @IIIIBRAGGIIII 2 ปีที่แล้ว

    I’m an old boy and gamer all my life and love this kind of video on yo tube. This was a lovely sized vid short n sharp, subbed my man

  • @joshuadevsimmz6396
    @joshuadevsimmz6396 2 ปีที่แล้ว +2

    Yo! you seriously need to see this through... I am here if you are bro. Great video

  • @FourtressStudios
    @FourtressStudios 2 ปีที่แล้ว +2

    I’m thoroughly impressed. I wanna hear more about the game studio you’re creating!

  • @KamranWali
    @KamranWali 2 ปีที่แล้ว +2

    Awesome video! Thoroughly enjoyed it from the start to the finish. The game is looking super awesome and the retro look brings so much nostalgia. The movement is looking good and smooth. I too like the old school DOOM games as well plus the new DOOM Eternal as well. The movement in these games feels just right. Any way, awesome video and looking forward to your next devlog. Keep it up! :)

  • @amstrad00
    @amstrad00 2 ปีที่แล้ว +2

    As someone who has personally put together his own retro shooter template for the marketplace I'm looking forward to seeing how you evolve this project. In particular I'm interested in seeing if you'll bother at all with replication and multiplayer, as having the ability to deathmatch seemed like one of the core elements of many of those old school fps games.

  • @twomur_
    @twomur_ 2 ปีที่แล้ว

    Wow this is impressive! i subbed cant wait for the next devlog

  • @raysgarage2351
    @raysgarage2351 ปีที่แล้ว

    Great video . 1 of the few i can follow . Thanks I've LwYs wondered how that wS dose. Ps; best of luck in your new venture.

  • @Sxmplypeely
    @Sxmplypeely 2 ปีที่แล้ว

    pog looking forward to see more of this series

  • @austindunn433
    @austindunn433 2 ปีที่แล้ว +12

    Wow. Excited to see how this turns out. Would you share the master weapon datafile? Or do a tutorial on weapons? seems like a really efficient way of doing things

  • @5minutemovies977
    @5minutemovies977 2 ปีที่แล้ว

    Nice video. It's a nice one for me because I wanted to make a similar game with a different engine, so I can get ideas, but I'll still have to work on the implementation.

  • @Ddos2212
    @Ddos2212 2 ปีที่แล้ว

    Please keep this up, really informative.

  • @BrazzOfficialDemonetizeChannel
    @BrazzOfficialDemonetizeChannel 2 ปีที่แล้ว

    Great video, thanks a lot 💥

  • @TheInfamousLegend27
    @TheInfamousLegend27 2 ปีที่แล้ว +2

    it looks great so far! my only advice is make sure you turn motion blur off, it never looks good lol

  • @hamidrezakhosravimusic
    @hamidrezakhosravimusic 2 ปีที่แล้ว

    Amazingly informative
    +1 sub

  • @user-un2vb8mr6e
    @user-un2vb8mr6e ปีที่แล้ว +2

    1:30 what's this game?

  • @musikalniyfanboichik
    @musikalniyfanboichik 2 ปีที่แล้ว

    More devlogs bro
    Good stuff

  • @OpenMawProductions
    @OpenMawProductions ปีที่แล้ว +5

    3:24 I would use a set timer by event, instead of an event tick. Any time you can shut off tick, or avoid using it, you are improving performance. It's better to get into this habit on the first pass at code than to have to deal with untangling and fixing things later.

  • @joshuaferns7606
    @joshuaferns7606 2 ปีที่แล้ว

    This game amazing good work!

  • @BadTunes.
    @BadTunes. 2 ปีที่แล้ว +2

    actually it is locking great

  • @darkzeroprojects4245
    @darkzeroprojects4245 2 ปีที่แล้ว +2

    For me Im currently learning so I can prototype a First person shooter with 3rd person melee mechanics inspired from games like Star Wars Jedi Knight Outcast and Oni.

  • @Ethan-sz2sw
    @Ethan-sz2sw ปีที่แล้ว

    great video btw, but ivegot a questing regarding the data tables. at about 4:30 it looks like you're using an object reference variable for your child data assets, but when i tried to create the variable it shows no data assets to assign to it in the set node, im going to try doing the same thing with a class refrence but im not sure how long that would work.

  • @simonboman5434
    @simonboman5434 2 ปีที่แล้ว +2

    I am just a simple forklift driver, but after seeing this video I got very inspired. I left my work to start making games now, and finally, I think I have a purpose in life. I thank on you!

    • @perpetuaL524
      @perpetuaL524 2 ปีที่แล้ว +3

      please tell me this isnt true

    • @alvingarden4486
      @alvingarden4486 7 หลายเดือนก่อน

      I was a game dev, but after seeing your comment i got very inspired. I left my work to start driving forklifts now, and finally, I think i have a purpose in life. I thank on you!

  • @lolaswift111
    @lolaswift111 ปีที่แล้ว

    Could you please share how you do weapon switch? What data structure you use for storing the equipped weapon? Or you just manually add all guns to the player ? thx.

  • @MatadoresXD
    @MatadoresXD ปีที่แล้ว

    I miss this chanel

  • @Bye_SOUL
    @Bye_SOUL ปีที่แล้ว

    how do i make those types of old games

  • @ince55ant
    @ince55ant 2 ปีที่แล้ว

    i've been using actor components for guns, that way you can assign different behaviours (like projectile or hit trace), usually with just a pullTrigger/releaseTrigger event called in the player character or controller
    though this data asset thing seems more efficient... gonna have to try that

  • @the_mucusman
    @the_mucusman 4 หลายเดือนก่อน

    Maaaan, i want a tutorial for that weapon database system. That seems so genius

  • @shmandan
    @shmandan 6 หลายเดือนก่อน

    I’ve been trying to achieve this in godot for some time now and I keep running into crazy roadblocks. It seems much easier in unreal dispite it not being labeled as a beginner friendly engine.

  • @lolaswift111
    @lolaswift111 ปีที่แล้ว

    And when switching from ShakeFast to ShakeSlow, how do you avoid the gun snapping back?

  • @Timsturbs
    @Timsturbs ปีที่แล้ว +9

    jealous to people who can handle unreal's motion blur 🤢

  • @vegitoblue2187
    @vegitoblue2187 2 ปีที่แล้ว

    how do firing animations work here?

  • @thelawgameplaywithcommenta2654
    @thelawgameplaywithcommenta2654 2 ปีที่แล้ว +2

    You sound somewhat rushed given that you are on normal speed. It might suit you though. The Event tick for bobbing rather than on movement is a bit odd, but not entirely obvious.

  • @BAMBAMBAMBAMBAMval
    @BAMBAMBAMBAMBAMval 2 ปีที่แล้ว

    I would love to try anything movement related and give my thoughts about it, i have alot of experience across several games and im trying to get into coding/programming but im doing that from home on my spare time. so we could probably help eachother out alot i think, if youre into building fps games :)

  • @LORDSofCHAOS333
    @LORDSofCHAOS333 ปีที่แล้ว

    what version of unreal did you use
    or its the retro priceable apple to every version and game engine don't really matter that much.

  • @TheArtkaw
    @TheArtkaw 2 ปีที่แล้ว

    I do wish if people are going to develop retro shooters in devlogs that they bring up the slew of mediocre Doom clones that came out (Build Engine games all wanted to be Doom killers), how studios tried to differentiate themselves, etc so people have a fuller picture of what gaming era you're trying to tap into.

  • @yuriychemezov
    @yuriychemezov ปีที่แล้ว

    Hey man do you have a discord server for your game?

  • @warrenbuitendag5286
    @warrenbuitendag5286 2 ปีที่แล้ว

    just a quick question, you mention the weapon bob while moving was done with camera shake but is the raise and lower animations done with curves?

    • @hatchettstudio7036
      @hatchettstudio7036  2 ปีที่แล้ว

      Nope its all done with cam shake alone - The shake moves the camera which results in the appearance of the weapon moving - its actually only the camera moving.
      I have used animation curves in other projects in the past, but its a lot easier and faster in the early prototyping stages to simply migrate these 2 shakes and use them on their own rather than get bogged down in real animations or curves where I might need to worry about overlapping alphas, case by case tuning or rejigging it when I replace/add components

    • @warrenbuitendag5286
      @warrenbuitendag5286 2 ปีที่แล้ว

      @@hatchettstudio7036 ok thanks for replying, I'm currently trying out procedural curve animations for my own FPS project, I'm struggling a bit to wrap my head around this, I understand the camera itself is moving and not the weapon mesh but why doe the cam shake not make the surrounding world also move, making the actual player view seem to also bob up and down if that makes sense. will do some more research into this, thanks

  • @sandman76_
    @sandman76_ ปีที่แล้ว

    1.32 whats the game name

  • @zetjet9901
    @zetjet9901 2 ปีที่แล้ว

    2:30

  • @joel6376
    @joel6376 2 ปีที่แล้ว

    >recently been dominated
    It has been dominated since CS and then COD release. There has been almost five times the amount of time where these games have dominated compared to what came before them. Doom was released in 93 - CS initial release (which stole many quake players) was around 2000. From a multiplayer perspective this is even worse as we have 1996 for quake1 as online with doom and any older games was.. not viable. So 4-7 years vs.. 22 years? This is ignoring that the number of players from the start to now has increased dramatically year on year. When doom was released gaming was relegated to nerds/geeks only. Even a decade ago many gamers would never have played what is now referred to as a boomershooter/arenafps/etc.
    tldr; this is not a recent phenomenon

  • @papasalvo
    @papasalvo 2 ปีที่แล้ว +2

    honestly......jumping is for nerds. you know whats really cool? slowmotion dodge roll

  • @theFishy_
    @theFishy_ 2 ปีที่แล้ว +1

    You need to keep jumping. It's not cool to restrict player movement in a shooter like that

  • @Victorseilagarai
    @Victorseilagarai ปีที่แล้ว

    Kiss me

  • @m.stupid237
    @m.stupid237 ปีที่แล้ว

    Sorry to be that guy but it's pronounced 'Professional"