How to Make the Controls? my Dream Game | Devlog #2

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  • เผยแพร่เมื่อ 14 พ.ค. 2024
  • Thank you for your Support one Patreon - / ibradev
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    This is my Third devlog for my RPG game, where you play as a post apocalyptic Survivor with no memory, in a world filled with junk robots who mostly ignore you, and throughout the game you uncover more and more about that world.
    In this video I'm going through the process of making the controls of my character.
    👋 Please subscribe, like and turn on notifications if you enjoyed the video!
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    Support on Patreon: / ibradev
    Join us on Discord: / discord
    Follow on Instagram: / ibrabdo
    Follow on Twitter: / ibrabdo2
    Follow on TikTok: / ibrabdo0
    My Course: www.wingfox.com/c/8547_127_10612
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    Song: AXM - Clouds
    Music provided by Vlog No Copyright Music.
    Video Link: bit.ly/3H5SIpH
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    CHAPTERS:
    00:00 Intro
    00:21 Environment Design
    02:02 Modular Design
    03:35 All Mistakes Been Made so far
    04:28 Making the Character Controls
    05:20 How to Add the Controls
    08:01 Game Update
    ====Tags / TH-cam Algorithm Stuff====
    Sekiro, Soulslike, dark souls, Bloodborne, hollow Knight, devlog, game Dev, indie games
    #gamedev #devlog #characterdesign #maya #3d #substancepainter #marmosettoolbag #indiegame #indie #ue5 #unrealengine #mayazaki #hayaomiyazaki #Hayao #theboyandtheheron
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ความคิดเห็น • 36

  • @JoeTheis
    @JoeTheis หลายเดือนก่อน +6

    Great editing as usual. Definitely stealing some of these techniques!

    • @ibrabdo
      @ibrabdo  หลายเดือนก่อน +2

      Thanks man, now I'm really looking forward to your next upcoming devlog to see what technique you used 😁😁😁

    • @JoeTheis
      @JoeTheis หลายเดือนก่อน +1

      @@ibrabdo that might have to wait for the one after. I'm so sick of editing the one I'm working on now, just want to get it out 😂

    • @ibrabdo
      @ibrabdo  หลายเดือนก่อน +1

      Ahhh man I feel your pain, I'm working now on the next 3 videos and its driving me crazy 😅

    • @JoeTheis
      @JoeTheis หลายเดือนก่อน +1

      ​@@ibrabdodo you usually batch them? I've done them start to finish one at a time so far. Wondered if that's not the optimal approach

    • @ibrabdo
      @ibrabdo  หลายเดือนก่อน +1

      i also do them that way from start to finish, but in threes so i wont be going back and forth from editing to game development, so 40 days editing and after that ill have 2 months to actually working on the game.

  • @sameerakhan7455
    @sameerakhan7455 27 วันที่ผ่านมา +1

    All the devlogs have been incredibly fun and interesting to watch.
    The art style is usually pixel art for all the devlogs I follow so this is my first FULL 3d art indie game that I'm following. I always knew 3d was hard but watching you struggle and overcome it bit ny bit despite having quite a lot of experience, added with the zero knowledge of coding (same), it made if bith funny and encouraging.
    It also made me look at 3d games in a new light as I was watching the #1 devlog and appreciate them a LOT more.
    Keep going at it! Game idea is great and can't wait to see how mucj your skills progress, which'll show in the game and devlogs!

    • @ibrabdo
      @ibrabdo  25 วันที่ผ่านมา +1

      Doing a 3D game without using much of library is quite tough since u need to do all the elements yourself, but since I'm an artist i wanted to go this way because i enjoy it a lot :D Thank you for your support! That's the kind of comments that really helps me continue making the game! And it's only the beginning :)

  • @vdogaymer
    @vdogaymer 17 วันที่ผ่านมา +1

    Glad to see your journey, really enjoying these.

    • @ibrabdo
      @ibrabdo  17 วันที่ผ่านมา +1

      Thanks 😊 glad you liked it 😁

  • @sawsannourallah8757
    @sawsannourallah8757 28 วันที่ผ่านมา +1

    Can't wait for the next video!

    • @ibrabdo
      @ibrabdo  28 วันที่ผ่านมา

      Thanks 😊 really appreciated

  • @bharathikannan2800
    @bharathikannan2800 หลายเดือนก่อน +2

    Keep on give updates bro .. its really useful

    • @ibrabdo
      @ibrabdo  หลายเดือนก่อน

      It's my pleasure, thank you I really appreciate it!

  • @fierce84
    @fierce84 หลายเดือนก่อน +1

    this is awesome

    • @ibrabdo
      @ibrabdo  หลายเดือนก่อน

      Thank you 😊 Glad you liked it

  • @michaelabdo6882
    @michaelabdo6882 หลายเดือนก่อน +2

    Very impressive keep up the good work

    • @ibrabdo
      @ibrabdo  หลายเดือนก่อน

      Thank you 😊 Glad you liked it

  • @denisekabarity5168
    @denisekabarity5168 หลายเดือนก่อน +2

    Your approach to the subject quite well. Bon courage.

    • @ibrabdo
      @ibrabdo  หลายเดือนก่อน

      merci :D

  • @lamahabeas830
    @lamahabeas830 2 หลายเดือนก่อน +1

    I like it, so useful

    • @ibrabdo
      @ibrabdo  หลายเดือนก่อน

      Thank you lama really appreciated ❤

  • @Da_Doge_Dev
    @Da_Doge_Dev 2 หลายเดือนก่อน +1

    Hej Ibra, super videi, imas neke ideje koje programe morem da koristim, ja najcesce programiram u python, vec imam visual studio.

    • @ibrabdo
      @ibrabdo  2 หลายเดือนก่อน

      Ako ste zainteresovani za Game development ,preporučujem blender i Unreal engine 🙂

    • @Da_Doge_Dev
      @Da_Doge_Dev 2 หลายเดือนก่อน

      Jeli moze source? Moje omiljene igre su na njemu napravljene poput cs, gmod, tf2, hl2...@@ibrabdo

    • @ibrabdo
      @ibrabdo  2 หลายเดือนก่อน +2

      @@Da_Doge_Dev UE is free to use, and it has a node based programing system that built on top of C++ so even if u r not a C++ programmer u could use it, and i recommend if you r new to game development to use "UEFN" which is the same Unreal engine but with built-in library of all fortnite resources also free for commercial use

  • @benrex777productions9
    @benrex777productions9 หลายเดือนก่อน +1

    1:16 Is there a reason why a lot of people make a flat terrain, but add some elements to it to make it slightly hilly with a lot of elements. If I look at reality then this is only one among many landscape types.

    • @ibrabdo
      @ibrabdo  หลายเดือนก่อน +1

      it s basically a level design choice, i guess most of farming, hack and slash, and management games use flat terrain because it s necessary requirement for the gameplay so everything that needed to be farmed or enemy been slashed r clear and reachable, although RPG and puzzle games r the opposite because u use to terrain to craft ur story by hiding some item or button or hiding passage, and then u have the games types that comes in-between such as action RPG have the middle ground. So depends on your game design/level design u choose how to make the terrain :)

    • @benrex777productions9
      @benrex777productions9 หลายเดือนก่อน +1

      @@ibrabdo I also notice it in Minecraft builders. They go like:
      "Let's make the terrain not flat. Add some elevation to the scene to have some variance. Also add different point of interests and a skyline where larger things are in the back."
      Another thing they do is use random block palette to make things less uniform. The Game-landscape equivalent would be perlin noise for terrain height.
      This seems to be a handy simplification to get a more visually stimulating map compared to having everything completely flat. But since those are by now commonly used tactics, I appreciate people like bdoubleo100 who go a step further and try to mimic reality by understanding what is actually going on.

    • @ibrabdo
      @ibrabdo  หลายเดือนก่อน +1

      @@benrex777productions9 true, even tho when u have perlin noise kind of generated terrain it still feels flat even with different ups and downs in the skyline like in minecraft all the terrain is still gradually blended and accessable, that is why when it comes to that i respect Valhim because they manage to escape that with their latest biome "Mistland" where u have a lots of interest points that r not easily accessable but with a bit of gameplay a parkour u manage to reach it

    • @benrex777productions9
      @benrex777productions9 หลายเดือนก่อน +1

      @@ibrabdo I hope no game developer uses the simplest version of perlin noise for landscapes in their final game. But even with more advanced versions, they either don't have overhangs and straight edges or they use the 3D perlin noise which looks even weirder. With weird I mean non-natural. If done right by not even trying to attempt to make it look natural, then it can still look good.
      I just watched a bit of gameplay to get a feel of what the Mistland looks like. It seems like one reason why it works there is because of the low renderdistance due to the mist.
      Even though I love the devlog of the game sapiens, it really suffers from a lack of point of interest. It would probably be the opposite of the mistland because you have a far view but everything close by looks flat.

    • @ibrabdo
      @ibrabdo  หลายเดือนก่อน

      In Mistland they use the fog smartly as part of the game play.
      In order to hide a complex horizon. But in my game since it's Isometric I won't have this issue.
      And the Environment will be designed manually. with the gameplay and level design to be considered and it won't be procedual maybe the trees and other elements will be but not the terrain.